{"id":1135,"date":"2024-09-15T23:07:26","date_gmt":"2024-09-16T02:07:26","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=1135"},"modified":"2024-09-15T23:07:29","modified_gmt":"2024-09-16T02:07:29","slug":"hitman-blood-money-reprisal-complete-walkthrough-step-by-step-strategy-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/hitman-blood-money-reprisal-complete-walkthrough-step-by-step-strategy-guide\/","title":{"rendered":"Hitman: Blood Money \u2014 Reprisal\u00a0\u2013 Complete Walkthrough (Step-by-Step Strategy Guide)"},"content":{"rendered":"\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">++IMPORTANT: Although this guide can be useful for the PlayStation, Xbox, and \n             PC versions it is recommended that you use the guide of those \n             versions as it has multiple differences from the Nintendo Switch \n             Version.<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Originally information from this version of Blood Money was going to be\nintegrated into my regular guide but there were multiple differences and\nissues that resulted in this being a separate guide instead.<\/pre>\n\n\n\n<p><\/p>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">\"Hitman: Blood Money\" is copyright 2006 by IO Interactive, a subsidiary of\nEidos Interactive (and formally Square-Enix). All rights reserved. All other\ntrademarks and copyrights contained in this document are owned by their\nrespective trademark and copyright holders.\n\nA complete listing of contact and other information can be found at the end\nof this guide.<\/pre>\n\n\n\n<p><\/p>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">&gt;TBCT. Table of Contents<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">This guide uses a Quick Search Feature which takes advantage of the Find\nfeature used by many web browsers. This feature will allow you to go to any\nchapter or section in this guide quickly. To access any of those chapters,\nsections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to\nactivate the Find feature in the web browser. Then enter the code like this:\n\n  &gt;KR6 or &gt;ZD12\n\n0============================================0============================0\n| AFS1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0============================================0==============================0\n\n  GEN1. About The Guide\n  GEN2. Hitman: Blood Money\n  GEN3. Reprisal\n          A. Overall Thoughts\n  GEN4. The International Contract Agency\n  GEN5. Modern and Classic Controls\n          A. Modern Controls\n          B. Classic Controls\n          C. Control Differences\n  GEN6. Profile Manager, Game Menus, and Options\n  GEN7. Notoriety and Money\n  GEN8. Starting a New Game and Mission\n  GEN9. Weapons and Items\n          A. Acquiring Ammo\n          B. ICA Crates, Weapon Crates, and Weapon Boxes\n          C. Weapon and Item Upgrade Tiers\n          D. Custom Weapons and Upgrades\n          E. Standard Equipment and Upgrades\n          F. Non-Custom Collectible Weapons\n          G. The Detonator Trick\n          H. Non-Obtainable Weapons\n  GEN10. The Main Screen\n  GEN11. Health Bar and Threat Meter\n  GEN12. The Map and Intel\n  GEN13. The Inventory Menu\n  GEN14. Different Ways of Moving About\n  GEN15. Observing Your Surroundings\n  GEN16. Standing\n  GEN17. Disrupting Patrols\n  GEN18. 3rd and 1st Person Views\n  GEN19. Sneaking and Melee Attacks\n  GEN20. Human Shields and Pistolwhipping\n  GEN21. Punching, Stunning, and Disarming\n  GEN22. Hiding Bodies, Twirling Bodies, and Found Bodies\n  GEN23. Accidents\n  GEN24. Disguises and Subterfuge\n  GEN25. Closets and Elevators\n  GEN26. Climbing, Jumping, and Entering Windows\n  GEN27. Weapon Boxes and Dropping Weapons\n  GEN28. Light Switches and Placing Items\n  GEN29. Lockpicking\n  GEN30. Firefights\n  GEN31. In-Mission Saving\n  GEN32. Your Rating\n           A. Newspaper\n  GEN33. Game Saving, Continuing, and Replaying Missions\n  GEN34. Mission Breakdown\n\n0================================0========================================0\n| AFS2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0================================0==========================================0\n\n  BDM1. Death of a Showman\n  BDM2. Present Day\n  BDM3. A Vintage Year\n  BDM4. Curtains Down\n  BDM5. Flatline\n  BDM6. A New Life\n  BDM7. The Murder of Crows\n  BDM8. You Better Watch Out...\n  BDM9. Death on the Mississippi\n  BDM10. ...Till Death Do Us Part\n  BDM11. A House of Cards\n  BDM12. A Dance with the Devil\n  BDM13. Amendment XXV\n  BDM14. Requiem\n\n0==================0\n| AFS3. Conclusion |\n0==================0<\/pre>\n\n\n\n<p><\/p>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">  \/==++====++==\\                                             \/==++====++==\\\n \/==++====++====++====++====++====&lt;&lt;##0##&gt;&gt;====++====++====++====++====++==\\\n| &gt;AFS1. Introduction And General Information                               |\n \\==++====++====++====++====++====&lt;&lt;##0##&gt;&gt;====++====++====++====++====++==\/\n  \\==++====++==\/                                             \\==++====++==\/\n\nMy name is Robert Allen Rusk and I am a hardcore gamer with about 40+ years\nof gaming experience. I am an ex-gametester (Broderbund Software, LucasArts\nGames, Point Of View Computing) and an ex-arcade attendant (Namco\nCyberstation - Pier 39, San Francisco, CA). I also own multiple systems such\nas the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation\n(1, 2, 3, and 4), Original Xbox, and Xbox 360.\n\nI started writing guides in 2003 because I felt it was something I could do\nutilizing my writing skills gained in college and gametesting along with my\npassion for vidgames. Over time I have honed my overall writing and\norganization skills plus my creative thinking skills. Additionally, I have\nextended the play value of the games I have written guides and FAQs for many\ntimes over plus I have received many letters from all over the world.\n\nI am also a member of the following forums:\n\n  &gt;&gt;GameFAQs\n  &gt;&gt;GamesX\n  &gt;&gt;AtariAge\n  &gt;&gt;Digital Press\n  &gt;&gt;GTA Forums\n  &gt;&gt;The MoFaT\n\nOutside of gaming, my interests include Godzilla (I have been a G-Fan since\nthe age of ten) and Red Dwarf. I am also a long time soundtrack collector\nwith many titles in my possession. As far as favorite sports teams go, my\nteams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos\n(NFL) [although I live in Texas, I am originally from Colorado Springs,\nColorado] and the Air Force Falcons (NCAA Football).<\/pre>\n\n\n\n<p><\/p>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN1. About The Guide                                                    |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nWelcome to my \"Hitman: Blood Money - Reprisal\" guide! If this is the first\ntime you have visited then you will find a lot of useful information in a\nhighly organized format that you can use to beat all of the missions of the\ngame.\n\nQuotes taken from readers' e-mail are presented \"as is\" and may include\nspelling and grammatical errors.\n\nThe main emphasis of this guide is to provide creative and simple solutions\nto many of the missions for \"Blood Money - Reprisal\". Many hours were spent\ngoing over each mission and finding unique ways to solve them. I think you\nwill be surprised by some of the solutions found here.\n\nThis guide is mainly a copy of my other regular Blood Money guide but has\nbeen tweaked towards the Switch version.\n\nThis guide was written while playing the game on the *PROFESSIONAL*\ndifficulty setting. This is mainly because of the difficulty based Trophies\nand Achievements for the PlayStation and Xbox 360 versions.\n\nThis doesn't apply to the Switch version but there are those who wish to play\nat that difficulty anyway and this guide will help in that. It is also\ndesigned to to allow you to earn Silent Assassin ratings and acquire all\nweapons.\n\nI have worked hard to make sure that this guide is as complete as possible \nbut at the same time leave room for exploration. I hope that you enjoy this\nguide as much as learn from it.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN2. Hitman: Blood Money                                                |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\n\"Hitman: Blood Money\" is the fourth game that features the now-popular\nprotagonist known as Agent 47, a clone designed for assassination work. The\ngame was released in 2006 for the PC, Sony PlayStation 2, MicroSoft Xbox, and\nMicroSoft Xbox 360.\n\nThis game differs from its predecessors in that it has far more options to\nkill your Targets including Accidents. You can also lure people away to\neither move about more quietly or ambush them in a more secluded place. This\ninstallment also has a new feature called Notoriety which makes the game\nharder based on how many people witnessed you do your dirty work. In\naddition, although you can't buy weapons, you can purchase upgrades for them.\n\nThis game feels easier than the previous installments but, since it has more\noptions to deal with people, it also feels more challenging. It also has some\nof the better graphics of all of the \"Hitman\" games (which was later\nsurpassed by its successors).\n\nI got into the \"Hitman\" games because of the PS2 demo of \"Silent Assassin\"\nwhich was made available during the summer of 2002. I decided to load up the\ndemo because I was kind of bored while waiting for \"Grand Theft Auto: Vice\nCity\" to be released (fall of 2002).\n\nBut I did not expect the awesome music that graced my ears when I got to the\nmain menu. A fantastic orchestral piece that blew my mind. I would just let\nthe game sit on the menu screen so I could listen to this piece repeatedly.\nAfter awhile I finally got into the demo and I also became impressed by the\ngameplay and additional music.\n\nFrom that point I became a fan of \"Hitman\". And it was the first time that I\ngot into a game series because of the music. The music was done by Jesper\nKyd, a fantastic musician who I was initially exposed to from the Sega\nDreamCast game \"MDK2\". I now own the scores to all four \"Hitman\" games (and\nthe score to the oft-maligned \"Hitman\" movie - by Geoff Zanelli).\n\nWhen I started writing guides, I always wanted to do the \"Hitman\" series.\nHowever, I wanted to start with the first game, \"Codename 47\". But the game\nwas never released outside of the PC platform. This created a problem because\nI am a Mac user and it was never released there either.\n\nI was aware that some of the missions from \"Codename 47\" were remade for\n\"Contracts\" but that wasn't the same. As I was playing \"Blood Money\" I was\nactually writing a guide in my head but it never came out because I wasn't\nable to do a guide on the first game.\n\nIn 2010 I finally obtained a suitable PC and was able to play \"Codename 47\".\nI would also start writing guides for it and all of the other \"Hitman\" games.\nThis guide was originally written covering all of the platforms it appeared\non at the time.\n\nIn early 2013 IO Interactive released the HD Trilogy set for the Xbox 360 and\nPlayStation 3. In 2019 Blood Money and Absolution were digitally released to\nboth the PlayStation 4 and Xbox One consoles as a double pack.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN3. Reprisal                                                           |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nReprisal is the subtitle of this new port of the game made by Feral\nInteractive. It was ported over to iOS and Android and was released in late\n2023. The Nintendo Switch version was released on January 25, 2024. Currently\nyou can only purchase it digitally. There doesn't seem to be plans to release\na physical version.\n\nAs with the PlayStation and Xbox versions I was expecting a simple port that\ntook advantage of the Switch capabilities. However, they made some\nmodernization changes that facilitated making this into a Switch version only\nguide. This was an attempt to make it more like the current Hitman games but\nnot everything worked the way it should've.\n\nBelow is a list of Reprisal features and issues:\n\n  &gt;&gt;Starting the Game\n    *****************\n      On most Switch games when you start them up you can press any button to \n      get into the opening menu. However, for Reprisal, you need to press \n      both L and R Buttons together to get started. I don't understand why \n      they did that.\n\n  &gt;&gt;The Minimap\n    ***********\n      This is one of the few good things that were added to this port. Even \n      though you can only see Targets at Professional difficulty this feature \n      is good for keeping track of them and makes it easier to find your way \n      around the map if you haven't played Blood Money before. This can be \n      switched off if you want.\n\n  &gt;&gt;No Compass\n    **********\n      In the other versions there was a compass that aided you as you made \n      your way around the level. In Reprisal there is no compass. They did \n      not even add a north indicator on the Minimap either.\n\n      There is a compass at the upper right corner of the in-game map which \n      helps but you will need to use the map frequently to gauge proper \n      direction.\n\n  &gt;&gt;Instinct\n    ********\n      This works similar to the way it does in the current Hitman games. \n      However, it is very limited. You can't see people beyond the walls of \n      any given room - it will only highlight usable objects. This feature \n      may be useful for those new to the game but for those who have played \n      the other versions this feature is useless.\n\n  &gt;&gt;Sneak Running\n    *************\n      This is another useful feature that is exclusive to this version. \n      Generally when you sneak you can only go at one speed. But, by using \n      the Run Button or pushing the Left Analog Stick fully forward, you can \n      go much faster and can catch up to a person at walking speed. Makes \n      ambushing on the move much easier.\n\n  &gt;&gt;Advanced Warning System\n    ***********************\n      Whenever Guards become suspicious, are in a trespassing area, or you \n      are caught on camera you will get a more explicit notification \n      including a change of colors around the screen edge.\n\n      This can also be confusing. If you are in a trespassing area and have \n      been caught on camera then change into a proper Disguise then you will \n      be told that you have been caught on camera again even though there is \n      no camera around.\n\n  &gt;&gt;Crashes and Glitches\n    ********************\n      During my run-throughs on this version I have had about four random \n      crashes, something I never encountered on the other versions. There is \n      also a glitch that occurs sometimes when words are on the screen and \n      they become jumbled.\n\n      I should note that the other versions can crash but that is if you do \n      certain things like swinging weapons in the air (PS3 and Xbox 360 \n      versions).\n\n  &gt;&gt;Modern Control Scheme\n    *********************\n      There are two main control schemes for this game: Modern and Classic. \n      The Modern Controls are more like the one in the current Hitman games \n      but has one major drawback - no 1st Person View. You can get around \n      that a bit by using the Binoculars but you can't do anything other than \n      look through them. And this is an issue because of the next one:\n\n  &gt;&gt;Object Interactions\n    *******************\n      In an attempt to make interacting with objects similar to the current \n      Hitman games Feral Interactive made some changes and, as a result, made \n      this version harder to play than the others.\n\n      One example is ambushing a Guard at a Weapons Box. In the other \n      versions all you had to do is stand near the center, regardless of \n      where the camera is at, and wait for the Guard to come by with a \n      dropped weapon. The moment he turns his back and you bring out your \n      Pistol then you get the Human Shield prompt so you can quickly Grab him \n      and knock him out. Easy.\n\n      In Reprisal, this is harder to do. If you were to do the exact same \n      thing you will not get the Human Shield prompt. Why?\n\n      In the other versions all you had to do in order to interact with an \n      object or attack somebody from behind was to simply stand near them \n      regardless of where the camera is aiming to get a prompt to do \n      something.\n\n      In Reprisal, the center reticle dot must be on the object to highlight \n      it or on the person in order to do something. As a result interacting \n      with objects is less forgiving than the other versions.\n\n      So, going back to the Weapons Box ambush scenerio, in Reprisal, in \n      order to safely ambush the Guard you need to have the camera pointing \n      straight down to the floor so it can be on the Guard when he stops.\n\n      Another example is the Light Switch. In the other versions all you \n      needed to do in order to use it is simply get near it. In Reprisal you \n      need to aim the center reticle on it to highlight it before you can \n      get the prompt to use it.\n\n      Another issue is that if there is a Disguise under a body then you may \n      need to pick up the body before you can get the prompt to change into \n      it.\n\n      These issues can be rectified somewhat by having the 1st Person View \n      feature. If you were to try to ambush someone from behind in the \n      standard 3rd Person View then you will need to angle the camera to the \n      left so you can get the prompt to Grab them. In 1st Person View the \n      reticle will always be in the center and thus make it easier for \n      interacting and ambushing.\n\n      But the 1st Person View feature is only on the Classic Controls and not \n      on the Modern Controls. I don't understand why this was excluded on \n      Modern since it would be easy enough to make the Left Analog Stick \n      Button be the Sneak Button and the Right Analog Stick Button be the 1st \n      Person View Button.\n\n      And, no, you can't individually assign the buttons either. You just \n      have these two schemes.\n\n      As a result I have made changes to some of the run-throughs for \n      Reprisal to do less risky actions and to take advantage of Sneak \n      Running. This, along with the lack of a compass, is the single biggest \n      reason why Reprisal has its own guide instead of being integrated into \n      my other Blood Money guide.\n\n0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| A. Overall Thoughts |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nAs far as the overall game goes the graphics and sound are top notch. It is\nan old game and todays consoles are way better than the old PCs that were\naround in 2006. The graphics are similar to the PS4 port. Plus you can take\nthis game on the go.\n\nThe modernization efforts did introduce some good features but botched up\nothers, especially the object interactions, that ends up hurting the game. As\na result Reprisal is just a little bit inferior to the other versions.\n\nIf you only play the Switch version this isn't too bad but, if you played the\nother versions then this one, you may end up getting frustrated trying to\nemploy your favorite strategies and having to fight with this new system.\n\nAnd now a brief explanation about Agent 47's employer.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN4. The International Contract Agency                                  |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThe ICA or The Agency, as it is often called, is the shadowy organization\nthat Agent 47 works for. Its main purpose is to carry out assassinations. A\npowerful person, or government, who wants to take down somebody without being\nconnected to it will contact The Agency and an agent will be assigned to a\nmission to carry out the contract.\n\nHowever, sometimes there is more than just killing the Target. Most missions\noften have several objectives beyond the assassination. Destruction or\nretrieval of items and rescuing someone are some of the other objectives that\nan agent may need to accomplish.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN5. Modern and Classic Controls                                        |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nHere I go over the two control schemes. It is important to know that which\none you choose will determine which features you can use.\n\n0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| A. Modern Controls |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\n0===========================================================================0\n|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Select Menu Item.....................|                              D-Pad |\n| Accept Menu Selection................|                           A Button |\n| Cancel Selection.....................|                           B Button |\n| View Objectives......................|                (Hold) Minus Button |\n| Pause\/Options Menu...................|                        Plus Button |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Move Around..........................|                  Left Analog Stick |\n| Look Around..........................|                 Right Analog Stick |\n| Run..................................|                           L Button |\n| [1] Sneak\/Crouch.....................|          Right Analog Stick Button |\n| [2] Action...........................|                           A Button |\n| Map..................................|               (Press) Minus Button |\n| Instinct.............................|                    (Hold) R Button |\n| Melee................................|                           Y Button |\n| Place\/Retrieve Item..................|                    (Hold) Y Button |\n| Equip Disguise.......................|                    (Hold) X Button |\n| Drag Body............................|                    (Hold) B Button |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Move Crosshair.......................|                 Right Analog Stick |\n| Fire.................................|                          ZR Button |\n| [3] Aim\/Enter Sniper Mode\/Throw......|                   (Hold) ZL Button |\n| Zoom In\/Out (Sniper).................|                      D-Pad Up\/Down |\n| Reload...............................|                   (Press) R Button |\n| Holster\/Draw Weapon..................|                           D-Pad Up |\n0===========================================================================0\n|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Open Inventory List..................|                   D-Pad Left\/Right |\n| Select Item..........................|                   D-Pad Left\/Right |\n| Equip Item...........................|                           A Button |\n| Drop Selected Item...................|                         D-Pad Down |\n0===========================================================================0\n\n[1] - Move forward to Sneak. When you stop then you will Crouch. Move forward \n      very slowly to crawl. When used in conjunction with the Run Button then \n      you can Sneak Run which will allow you to catch up to a walking person.\n\n[2] - This is used for the following:\n\n        --Pick up items.\n        --Interact with other objects.\n        --Open\/close doors\n        --Look through Keyholes\n        --Make Human Shields\n        --View Action List (when presented with multiple actions)\n\n[3] - When holding a non-firearm, like the RU-AP Mine, you use the Fire \n      Button to throw. Because this button is also used for aiming you cannot \n      throw firearms like Pistols.\n\n0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| B. Classic Controls |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\n0===========================================================================0\n|+++++++++++++++++++++++++++++++++| Menus |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Select Menu Item.....................|                              D-Pad |\n| Accept Menu Selection................|                           A Button |\n| Cancel Selection.....................|                           B Button |\n| View Objectives......................|                       Minus Button |\n| Pause\/Options Menu...................|                        Plus Button |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Action |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| [1] Move Around......................|                  Left Analog Stick |\n| Look Around..........................|                 Right Analog Stick |\n| [2] Sneak\/Crouch.....................|                   (Hold) ZL Button |\n| [3] Action...........................|                           A Button |\n| Map..................................|                           L Button |\n| Instinct.............................|                    (Hold) R Button |\n| Melee................................|                          ZR Button |\n| Place\/Retrieve Item..................|                    (Hold) A Button |\n| Pick Up\/Equip Disguise...............|                           B Button |\n| 1st Person View............... ......|          Right Analog Stick Button |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Weapons |++++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Move Crosshair.......................|                 Right Analog Stick |\n| Fire.................................|                          ZR Button |\n| [4] Aim\/Enter Sniper Mode............|          Right Analog Stick Button |\n| Zoom In\/Out (Sniper).................|                      D-Pad Up\/Down |\n| Reload...............................|                   (Press) R Button |\n| Holster\/Draw Weapon..................|                           Y Button |\n| [5] Throw............................|           Left Analog Stick Button |\n0===========================================================================0\n|+++++++++++++++++++++++++++++++| Inventory |+++++++++++++++++++++++++++++++|\n0===========================================================================0\n|                Command               |               Button               |\n0===========================================================================0\n| Open Inventory List..................|                    (Hold) Y Button |\n| Select Item..........................|                   D-Pad Left\/Right |\n| Equip Item...........................|                           A Button |\n| Drop Selected Item...................|                           X Button |\n0===========================================================================0\n\n[1] - Move slightly to walk, move a bit further to speed walk, and move \n      further from that to run.\n\n[2] - Move forward to Sneak. When you stop then you will Crouch. Move forward \n      very slowly to crawl.\n\n[3] - This is used for the following:\n\n        --Interact with other objects.\n        --Open\/close doors\n        --Look through Keyholes\n        --Make Human Shields\n        --View Action List (when presented with multiple actions)\n\n[4] - You have to press this button twice to enter Sniper Mode.\n\n[5] - When holding an object then press once to raise your arm to throwing \n      position. Press the button again to throw. Unlike with the Modern \n      Controls you can throw firearms in addition to other objects.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| C. Control Differences |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed here are the main differences between the two control schemes:\n\n  &gt;&gt;Modern\n    ******\n      --You can't speed walk. Speed walking is faster than walking but slower \n        than running. The best way to get close to this is by tapping the Run \n        Button as you walk.\n\n      --It is harder to bring out an object while you are on the move since \n        the button to do that, D-Pad Up, is on the same side as the Left \n        Analog Stick and you may need to pause slightly to do it.\n\n      --You do not have a true 1st Person View. If you need to position \n        yourself more precisely for ambushing you will need to use the \n        Binoculars. You cannot do anything more than move around but you can \n        still get yourself positioned\n\n      --You can't throw firearms but you can throw pretty much everything \n        else.\n\n  &gt;&gt;Classic\n    *******\n      --You can speed walk. To do this you need to push your Left Analog \n        Stick just a bit forward from a normal walking motion but just before \n        pushing it all the way forward which will cause you to fully run.\n\n      --It is easier to bring out an object while you are on the move since \n        the button to do that, the Y Button, is one of the face buttons so \n        you don't need to stop moving.\n\n      --You have use of the 1st Person View feature which will make it easier \n        to interact with certain objects and can make Grabbing people easier.\n\n      --You can throw firearms in addition to all other objects.\n\nDepending on which one of these you use will determine how hard the game can\nbe and how easy or hard it is to do certain strategies.\n\nRegardless of whether or not you're new to the game I highly recommend using\nthe Classic Controls as I feel that it will make the game easier.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN6. Profile Manager, Game Menus, and Options                           |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nWhen you get to the title screen then you open the Profile Manager which\nallows you to do the following:\n\n0===========================================================================0\n| New    | Creates a new Profile.                                           |\n|--------+------------------------------------------------------------------|\n| Load   | Loads up a current Profile.                                      |\n|--------+------------------------------------------------------------------|\n| Delete | Deletes a Profile.                                               |\n0===========================================================================0\n\nWhen you get past the Profile Manager then you will see the following\noptions:\n\n0===========================================================================0\n| Continue       | This will allow you to continue a current game.          |\n|----------------+----------------------------------------------------------|\n| Start Game     | This will allow you to start a new game and its          |\n|                | difficulty level or any mission from a current game.     |\n|----------------+----------------------------------------------------------|\n| Options        | This is where you set up your sound, graphics, and       |\n|                | controls.                                                |\n|----------------+----------------------------------------------------------|\n| Help &amp; Support | This takes you to a QR code for Feral Interactive.       |\n|----------------+----------------------------------------------------------|\n| Credits        | This is the credits of those who made the game.          |\n|----------------+----------------------------------------------------------|\n| Change Profile | This sends you back to the title screen.                 |\n0===========================================================================0\n\nBefore I go any further I need to go over.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN7. Notoriety and Money                                                |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nIn this chapter I go over a couple of the game features:\n\n0==========0\n| Notoriety \\\n0============================================================&gt;\n\n  One of the new features introduced in Blood Money is what is called \n  Notoriety. The more people who witness you doing your thing, the harder it \n  will make your next mission and beyond.\n\n  This is because you will become more famous and more people will recognize \n  you. Guards will become more suspicious and your cover will get blown more \n  easily. People may run to Guards easier or may just run from you \n  altogether.\n\n  If you max out your Notoriety Rating then, unless you obtain a disguise \n  that covers your face, Guards will shoot you on sight. This will make it \n  very difficult to do your work. Because you need to be anonymous to be a \n  successful assassin, becoming famous is bad for business. So it is \n  important to be as clean as possible.\n\n  There are two main stats concerning Notoriety: Witnesses and Caught On \n  Camera.\n\n  Witnesses are people who saw you do something you shouldn't have been doing \n  and you didn't manage to kill.\n\n  Caught On Camera is if you are seen on the CCTV Cameras that can be found \n  on some missions. To remove evidence of your capture you need to find the \n  Surveillance Machine (VCR) and remove the CCTV Tape.\n\n  When you play through a mission for the first time then you will establish \n  your Notoriety Rating for that mission. The more Witnesses you leave \n  behind, coupled with the Caught On Camera, the higher your Notoriety \n  Rating. The Notoriety Rating is on a 0 to 100 point system. 0 is the lowest \n  Notoriety and 100 is the maximum.\n\n  The Notoriety Rating will affect your next mission and beyond but not the \n  mission you just played. Once Notoriety has been established for a mission \n  you *CANNOT* raise it no matter how badly you screw up your replays of that \n  mission - you can only lower it.\n\n  The only way to raise Notoriety is to play the next mission to establish \n  the Notoriety for that mission and to add to what you already have from the \n  previous one.\n\n  One of the best ways to lower your Notoriety is to simply replay the \n  mission to obtain a Silent Assassin rating which will reduce your Notoriety \n  Rating for that mission to 0. If you do not want to do that then you can do \n  certain actions at the end of a mission to clean up your Notoriety but it \n  costs money.\n\n0======0\n| Money \\\n0============================================================&gt;\n\n  Money becomes more important in Blood Money than with its predecessors. You \n  can buy upgrades for your weapons and equipment as well as purchase means \n  to clean up your Notoriety.\n\n  You earn money by completing your main objectives within a mission. \n  However, you can earn more money by obtaining certain items within a \n  mission. And you can earn more money still by earning better ratings - up \n  to $150,000 for a Silent Assassin rating.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN8. Starting a New Game and Mission                                    |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nWhen you start a game you can select a mission and difficulty: Rookie,\nNormal, Expert, and Professional (Pro).\n\nThe difficulty determines how much damage you can take, the accuracy of the\nGuards and their sensitivity, the visibility of people on the in-game map,\nand the number of in-mission saves you can make:\n\n0===========================================================================0\n| Rookie       | The AI within the game is pretty easy and does the least   |\n|              | amount of damage in a fight. The maps will be full of      |\n|              | Points of Interests and you can save as many times as you  |\n|              | need. Finally, the Notoriety system isn't in use so you    |\n|              | don't have to worry about what you do in a mission.        |\n|--------------+------------------------------------------------------------|\n| Normal       | The AI within the game is still fairly easy and does a bit |\n|              | more damage in a firefight. The maps will still have lots  |\n|              | of Points of Interests and you can save seven times. The   |\n|              | Notoriety system will now be in effect.                    |\n|--------------+------------------------------------------------------------|\n| Expert       | The AI within the game becomes harder and it will be more  |\n|              | alert. The Guards will also do more damage in a fight. If  |\n|              | you stand by certain Guards long enough then your Threat   |\n|              | Meter will creep up into the Yellow stage and you will     |\n|              | start to create Witnesses which will negatively impact     |\n|              | your rating.                                               |\n|              |                                                            |\n|              | There will be no Points of Interests on the Map and there  |\n|              | will be no Guards on it either (there will still be        |\n|              | Civilians though). Notoriety will be in effect and your    |\n|              | rating will be more negatively impacted if bodies are      |\n|              | found. You can save up to three times.                     |\n|--------------+------------------------------------------------------------|\n| Professional | The AI within the game is the hardest of all and will do   |\n|              | the most damage in a fight. You cannot make any saves at   |\n|              | all. Only Targets and VIPs will show on the Map. Unless    |\n|              | you perform an Accident on someone you cannot let any      |\n|              | bodies be found, period.                                   |\n0===========================================================================0\n\nStarting a new game at any difficulty will start the training mission \"Death\nof a Showman\".\n\n\"Hideout\", \"Death of a Showman\", and the mission \"A Vintage Year\" will appear\non all remaining difficulty levels after completion of your first run-through\nof \"Death of a Showman\".\n\nIf you go to another difficulty level and play \"A Vintage Year\" without\nplaying through \"Death of a Showman\" first then you will start out with\n$75,000. You will get more money if you play through \"Death of a Showman\"\nbefore \"A Vintage Year\".\n\nIn addition, the higher the difficulty level, the less money you make per\nmission.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nWhen you start a mission then you will usually be given a cutscene before you\nbegin. After the cutscene then you will be given your Mission Briefing where\nyou can go over who you need to kill and what other objectives you may need\nto do.\n\nAfter going over the objectives then you can select.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN9. Weapons and Items                                                  |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nWeapons are the tools of the trade for any professional contractor. There are\nmany different weapons that can be used to perform your work. There are also\nadditional items that are useful.\n\n0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| A. Acquiring Ammo |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nAlthough you can find clips of ammo to use on various weapons during the\ncourse of a mission you can also refill your ammo by picking up a weapon of\nthe same type. If you have a SLP .40 Pistol then you can add to your ammo by\npicking up another SLP .40 Pistol.\n\nYou can also increase the ammo for a weapon even if you pick up different\nweapon as long it is in the same class. For example, you can increase the\nammo for the TMP by picking up a MP5 since it is also a sub-machine gun and\nthey share the same ammo.\n\nUnlike in past \"Hitman\" games there is no limit to how much ammo you can\ncarry for your weapons. You can have as much ammo as you can get your hands\non.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+0\n| B. ICA Crates, Weapon Crates, and Weapon Boxes |~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nIn Blood Money you will find crates and boxes where you can find and store\nweapons. On every mission you will find a Weapons Crate from the ICA on your\nMap. With this crate you can safely store weapons you find during a mission\nthat can be added to your weapons collection.\n\nThis is especially handy for large weapons that can get your cover blown. In\naddition, you can also use the ICA Crate to discreetly bring in large\nweapons, like your Shotgun, without causing problems (until you are ready\nto).\n\nOn some missions you may find unmarked Weapons Crates. They are used to store\nweapons to be brought back to your weapons collection but cannot be used to\nbring in large weapons.\n\nWeapons Boxes are usually found at the Guards Quarters and look like a foot\nlocker with the lid cut off. You will always find weapons to acquire within\nthem. However, the Weapons Boxes can be used for something else and I will go\nover that later in the guide.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| C. Weapon and Item Upgrade Tiers |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nIn Blood Money you have the ability to upgrade some of your weapons and\nstandard items. There are five upgrade tiers and they will unlock one at a\ntime as certain missions are successfully completed. In addition, all of the\nitems within a tier cost the same amount:\n\n  0==============================================0\n  |  Tier  |     Available (After)    |   Cost   |\n  0==============================================0\n  | Tier 1 |                Beginning |  $50,000 |\n  |--------+--------------------------+----------|\n  | Tier 2 |            Curtains Down |  $75,000 |\n  |--------+--------------------------+----------|\n  | Tier 3 |                 Flatline | $100,000 |\n  |--------+--------------------------+----------|\n  | Tier 4 |      The Murder of Crows | $150,000 |\n  |--------+--------------------------+----------|\n  | Tier 5 | Death on the Mississippi | $200,000 |\n  0==============================================0\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| D. Custom Weapons and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nIn this sub-chapter I go over the five weapons that you have from the\nbeginning and can be upgraded. Any upgrade you purchase can be unequipped if\nyou do not like how the upgrade performs.\n\nEven if you choose not to use custom ammo you cannot increase the ammo for\nthese weapons by picking up similar weapons during a mission. In addition, if\nyou leave any of these weapons behind then you will be charged $5,000 per\nweapon for its retrieval at the end of a mission.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=============0\n| Silverballer \\\n0===========================================================================0\n| Based on: AMT Hardballer.                                                 |\n| Notes: This is Agent 47's standard issue pistol. A pretty decent weapon   |\n|        that can be made more powerful with the proper upgrades:           |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Low Velocity Ammo | This fires slower and has less power than other ammo. |\n|                   | But this allows it to be more silent and creates less |\n|                   | recoil. When used you cannot use any other ammo for   |\n|                   | the weapon.                                           |\n|-------------------+-------------------------------------------------------|\n| Silencer Type 1   | A basic silencer that makes the weapon more quiet.    |\n|                   | Cannot be used with the Long Slide and Silencer Type  |\n|                   | 2 upgrades.                                           |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo  | You get two extra clips plus all of your clips will be      |\n|             | expanded.                                                   |\n|-------------+-------------------------------------------------------------|\n| Laser Sight | A basic laser sight that allows you to be a bit more        |\n|             | precise.                                                    |\n|-------------+-------------------------------------------------------------|\n| Rail Mount  | This is used for mounting scopes.                           |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Magnum Ammo | This ammo has more power and can penetrate doors. But this  |\n|             | also creates more recoil. When used you cannot use any      |\n|             | other ammo for the weapon.                                  |\n|-------------+-------------------------------------------------------------|\n| Dual Action | You get a second Silverballer so you can dual wield. But    |\n|             | this creates more recoil and takes much longer to reload.   |\n|-------------+-------------------------------------------------------------|\n| Long Slide  | This allows for better precision and less recoil but you    |\n|             | cannot use silencers with it.                               |<\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Red Dot Sight | This is a sight that goes on top of the pistol. It has a  |\n|               | small zoom and will allow for high precision. It requires |\n|               | the Rail Mount upgrade and excludes the use of Scope Type |\n|               | 1 upgrade.                                                |\n|---------------+-----------------------------------------------------------|\n| Large Clip    | This doubles the capacity of your clips.                  |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 2 | The best of the two silencers and cannot be used with   |\n|                 | the Long Slide and the Silencer Type 1 upgrades.        |\n|-----------------+---------------------------------------------------------|\n| Full Auto Fire  | This turns the Silverballer into a machine pistol.      |\n|                 | However, this also has more recoil because of the rapid |\n|                 | firing. This requires the Large Clip upgrade to use.    |\n|-----------------+---------------------------------------------------------|\n| Scope Type 1    | This is a large scope that goes on top of the pistol    |\n|                 | and has better zoom than the Red Dot Sight upgrade.     |\n|                 | This allows for extreme precision. It requires the Rail |\n|                 | Mount upgrade and excludes the use of Red Dot Sight     |\n|                 | upgrade.                                                |\n0===========================================================================0\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=============0\n| SP12 Shotgun \\\n0===========================================================================0\n| Based on: Franchi SPAS-12.                                                |\n| Notes: This is a large pistol grip pump-action shotgun that can be        |\n|        upgraded with the following:                                       |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Flechette Ammo | This fires 18 dart slugs and has less power than other   |\n|                | ammo. But this allows it to be more precise. When used   |\n|                | you cannot use any other ammo for the weapon.            |\n|----------------+----------------------------------------------------------|\n| Butt Stock     | This adds a butt stock to the rear of the weapon which   |\n|                | reduces recoil and increase precision.                   |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo     | This adds two extra rounds and expands all rounds.       |\n|----------------+----------------------------------------------------------|\n| Reload Boost   | This allows you to mount your shells for faster reloads. |\n|----------------+----------------------------------------------------------|\n| 12 Gauge Slugs | This allows you to do maximum damage. When used you      |\n|                | cannot use any other ammo for the weapon.                |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Rail Mount   | This is used for the Red Dot Sight upgrade.                |\n|--------------+------------------------------------------------------------|\n| Short Barrel | This adds a short barrel to your shotgun which increases   |\n|              | damage but makes it less precise. This upgrade also        |\n|              | excludes the use of the Silencer Type 1.                   |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Laser Sight | A basic laser sight that allows you to be a bit more        |\n|             | precise.                                                    |\n|-------------+-------------------------------------------------------------|\n| Magazine    | This adds four extra slugs and increases your rate of fire. |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Red Dot Sight   | This is a two-level zoom red dot scope that maximizes   |\n|                 | your precision. This also requires the Rail Mount       |\n|                 | upgrade.                                                |\n|-----------------+---------------------------------------------------------|\n| Silencer Type 1 | This adds a silencer to the end of the shotgun. Cannot  |\n|                 | be used with the Short Barrel upgrade.                  |\n0===========================================================================0\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=============0\n| SMG Tactical \\\n0===========================================================================0\n| Based on: MP5A2.                                                          |\n| Notes: This is a easily concealed sub-machine gun that can be upgraded    |\n|        with the following:                                                |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Butt Stock        | This adds a butt stock to the rear of the weapon      |\n|                   | which reduces recoil and increases precision.         |\n|-------------------+-------------------------------------------------------|\n| Low Velocity Ammo | This fires slower and has less power than other ammo. |\n|                   | But this allows it to be more silent and creates less |\n|                   | recoil. When used you cannot use any other ammo for   |\n|                   | the weapon.                                           |\n|-------------------+-------------------------------------------------------|\n| Butt Stock        | This adds a different style of butt stock to the rear |\n|                   | of the weapon that can reduce recoil and increase     |\n|                   | precision.                                            |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo  | You get two extra clips plus all of your clips will be      |\n|             | expanded.                                                   |\n|-------------+-------------------------------------------------------------|\n| Rail Mount  | This is used for the Red Dot Sight upgrade.                 |\n|-------------+-------------------------------------------------------------|\n| Magnum Ammo | This ammo has more power and can penetrate doors. But this  |\n|             | also creates more recoil. When used you cannot use any      |\n|             | other ammo for the weapon.                                  |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Rapid Fire      | This will greatly increase the rate of fire from the    |\n|                 | SMG. However, this also has more recoil because of the  |\n|                 | rapid firing.                                           |\n|-----------------+---------------------------------------------------------|\n| Short Barrel    | This adds a short barrel to your SMG which increases    |\n|                 | damage but makes it less precise.                       |\n|-----------------+---------------------------------------------------------|\n| Silencer Type 1 | A basic silencer that makes the weapon more quiet but   |\n|                 | does less damage. Cannot be used with the Silencer Type |\n|                 | 2 upgrade.                                              |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Laser Sight | A basic laser sight that allows you to be a bit more        |\n|             | precise.                                                    |\n|-------------+-------------------------------------------------------------|\n| Double Clip | This doubles the size of your clip for a faster reload.     |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 2 | The best of the two silencers and cannot be used with   |\n|                 | the Silencer Type 1 upgrade. However, it lessens the    |\n|                 | damage of the weapon.                                   |\n|-----------------+---------------------------------------------------------|\n| Red Dot Sight   | This is a two-level zoom red dot scope that maximizes   |\n|                 | your precision. This also requires the Rail Mount       |\n|                 | upgrade.                                                |\n0===========================================================================0\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=================0\n| M4 Assault Rifle \\\n0===========================================================================0\n| Based on: M4A1 Carbine.                                                   |\n| Notes: This is a large un-concealable assault rifle that can be upgraded  |\n|        with the following:                                                |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| R.I.S. Handguard  | This is a special handguard that is required for the  |\n|                   | Laser Sight and Pistol Grip upgrades.                 |\n|-------------------+-------------------------------------------------------|\n| Low Velocity Ammo | This fires slower and has less power than other ammo. |\n|                   | But this allows it to be more silent and creates less |\n|                   | recoil. When used you cannot use any other ammo for   |\n|                   | the weapon.                                           |\n|-------------------+-------------------------------------------------------|\n| Butt Stock        | This adds a lightweight butt stock to the rear of the |\n|                   | weapon which reduces recoil and increases precision.  |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo          | You get two extra clips plus all of your clips will |\n|                     | be expanded.                                        |\n|---------------------+-----------------------------------------------------|\n| Laser Sight         | A basic laser sight that allows you to be a bit     |\n|                     | more precise. Requires the R.I.S. Handguard         |\n|                     | upgrade.                                            |\n|---------------------+-----------------------------------------------------|\n| Rail Mount          | This is used for the Red Dot Sight upgrade.         |\n|---------------------+-----------------------------------------------------|\n| Armor Piercing Ammo | This ammo has more power and can penetrate doors.   |\n|                     | When used you cannot use any other ammo for the     |\n|                     | weapon.                                             |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 1 | A basic silencer that makes the weapon more quiet.      |\n|                 | Cannot be used with the Silencer Type 2 upgrade.        |\n|-----------------+---------------------------------------------------------|\n| Pistol Grip     | This adds extra support and makes your weapon more      |\n|                 | steady. Requires the R.I.S. Handguard upgrade.          |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Double Clip   | This gives you two additional clips and speeds up         |\n|               | reloading. Cannot be used with the Drum Magazine upgrade. |\n|---------------+-----------------------------------------------------------|\n| Red Dot Sight | This is a two-level zoom red dot scope that maximizes     |\n|               | your precision. This also requires the Rail Mount         |\n|               | upgrade. Cannot be used with the Scope Type 1 upgrade.    |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 2 | The best of the two silencers and cannot be used with   |\n|                 | Silencer Type 1 upgrade.                                |\n|-----------------+---------------------------------------------------------|\n| Drum Magazine   | This is a large drum magazine that adds 100 rounds to   |\n|                 | your weapon but greatly increases recoil. Cannot be     |\n|                 | used with the Double Clip upgrade.                      |\n|-----------------+---------------------------------------------------------|\n| Scope Type 1    | This is a large scope that goes on top of the rifle and |\n|                 | has better zoom than the Red Dot Sight upgrade. This    |\n|                 | allows for extreme precision. It requires the Rail      |\n|                 | Mount upgrade and excludes the use of Red Dot Sight     |\n|                 | upgrade.                                                |\n0===========================================================================0\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=============0\n| W2000 Sniper \\\n0===========================================================================0\n| Based on: Walther WA 2000.                                                |\n| Notes: Only 176 of these rifles were ever made because it was too         |\n|        expensive to achieve widespread sales of the weapon. This makes it |\n|        a rare and valuable collectable. It comes with its own rifle case  |\n|        which can also be upgraded.                                        |\n|                                                                           |\n|        It is important to note that the rifle case is only for use with   |\n|        the W2000. There was a trick in Contracts that allowed you to use  |\n|        the rifle case to carry other types of Sniper Rifles which was     |\n|        very useful in collecting them. Sadly, you cannot do this in       |\n|        Blood Money.                                                       |\n|                                                                           |\n|        The W2000 is one of the best Sniper Rifles ever constructed and    |\n|        can be made even better with the following upgrades:               |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Low Velocity Ammo    | This fires slower and has less power than other    |\n|                      | ammo. But this allows it to be more silent and     |\n|                      | creates less recoil. When used you cannot use any  |\n|                      | other ammo for the weapon.                         |\n|----------------------+----------------------------------------------------|\n| Double Capacity Clip | This doubles the capacity of your clips and        |\n|                      | increases your rate of fire. Cannot be used with   |\n|                      | the Bolt Action upgrade.                           |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo        | You get one extra clip plus all of your clips will be |\n|                   | expanded.                                             |\n|-------------------+-------------------------------------------------------|\n| Scope Type 1      | This is a large scope that goes on top of the rifle   |\n|                   | and has a three-level zoom. This allows for high      |\n|                   | precision. Cannot be used with the Scope Type 2       |\n|                   | upgrade.                                              |\n|-------------------+-------------------------------------------------------|\n| Lightweight Frame | This replaces most of your rifle with lightweight     |\n|                   | parts. This is required for the Bolt Action upgrade.  |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 1     | A basic silencer that makes the weapon more quiet   |\n|                     | but does less damage. Cannot be used with the       |\n|                     | Silencer Type 2 upgrade.                            |\n|---------------------+-----------------------------------------------------|\n| Armor Piercing Ammo | This ammo has more power and can penetrate doors    |\n|                     | but increases recoil. When used you cannot use any  |\n|                     | other ammo for the weapon.                          |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Extra Ammo          | This gives you two extra clips and will expand all  |\n|                     | clips.                                              |\n|---------------------+-----------------------------------------------------|\n| Carbon-Fiber Barrel | This barrel will increase precision and reduce      |\n|                     | recoil.                                             |\n|---------------------+-----------------------------------------------------|\n| Bolt Action         | This turns the rifle into a single shot weapon and  |\n|                     | greatly increases precision. This requires the      |\n|                     | Lightweight Frame upgrade and cannot be used with   |\n|                     | clips.                                              |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Silencer Type 2 | The best of the two silencers and cannot be used with   |\n|                 | the Silencer Type 1 upgrade. However, it lessens the    |\n|                 | damage of the weapon.                                   |\n|-----------------+---------------------------------------------------------|\n| Scope Type 2    | This is a large scope that goes on top of the rifle and |\n|                 | has a three-level zoom. It is better than the Scope     |\n|                 | Type 1 upgrade and has a distance counter. This allows  |\n|                 | for very high precision. Cannot be used with the Scope  |\n|                 | Type 1 upgrade.                                         |\n0===========================================================================0\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| E. Standard Equipment and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed in this sub-chapter is the standard equipment you always carry along\nwith appropriate upgrades. Any upgrade you purchase cannot be unequipped.\n\n0===========================================================================0\n| Fiber Wire       | This is a specially made weapon using a very strong    |\n|                  | fiber wire. Its main use is to strangulate your victim |\n|                  | from behind.                                           |\n|                  |                                                        |\n|                  | The best feature about this weapon is that, because    |\n|                  | you are strangulating your victim, he will not make    |\n|                  | any noise as you are attacking him. You can also use   |\n|                  | this weapon to break necks but this happens at random. |\n|                  | Another feature is that it will not trigger metal      |\n|                  | detectors.                                             |\n|                  |                                                        |\n|                  | Finally, it will not be seen as a weapon so you can    |\n|                  | have it out in the open regardless of disguise.        |\n|                  |                                                        |\n|                  | When you enable the Simplify Strangle option then you  |\n|                  | will automatically go into Sneak Mode when you pull    |\n|                  | the Fiber Wire to ready it for attack.                 |\n|------------------+--------------------------------------------------------|\n| Sedative Syringe | This is a stainless steel, surgical syringe. It        |\n|                  | contains a non-lethal general Anesthetic, enough to    |\n|                  | knock out a grown man. Once knocked out, the victim    |\n|                  | will remain unconscious for the rest of the mission    |\n|                  | unless found and awakened.                             |\n|                  |                                                        |\n|                  | The Sedative can also be used on food and drink. Bring |\n|                  | out the Sedative and aim the Crosshair at the item to  |\n|                  | be injected. When the Crosshair turns red then press   |\n|                  | Fire to inject the item.                               |\n|                  |                                                        |\n|                  | The Sedative can be used for a quick attack and should |\n|                  | be used sparingly since you will have only two doses   |\n|                  | to use during a mission.                               |\n|                  |                                                        |\n|                  | It is important to point out that all Syringes are     |\n|                  | seen as weapons so you can't have it out in the open   |\n|                  | regardless of disguise until you need to use it.       |\n|------------------+--------------------------------------------------------|\n| Poison Syringe   | This is a stainless steel, surgical syringe. It        |\n|                  | contains a lethal combination of sodium pentothal,     |\n|                  | pavulon, and potassium chloride and will kill          |\n|                  | instantly. The Poison Syringe is used exactly like the |\n|                  | Sedative Syringe.                                      |\n|------------------+--------------------------------------------------------|\n| RU-AP Mine       | This is a Non-Detectable bomb. It comes with a         |\n|                  | Detonator and can be detonated within 25 meters.       |\n|                  |                                                        |\n|                  | This is normally used for Winches and other large      |\n|                  | objects that can be dropped down onto someone. When in |\n|                  | the right spot then you will get the Plant Bomb prompt |\n|                  | which will allow you to properly place the Mine.       |\n|                  |                                                        |\n|                  | You can also plant the Mine on other objects as well.  |\n|                  | Bring out the Mine and look down towards the object.   |\n|                  | When the Crosshair turns red then press Fire to plant  |\n|                  | the Mine.                                              |\n|                  |                                                        |\n|                  | You can bring out the Detonator in a crowded area and  |\n|                  | still detonate safely - the people don't seem to care  |\n|                  | about you holding this item out in the open. As a      |\n|                  | matter of fact, this particular aspect of this device  |\n|                  | is very useful in weapon acquisition which is          |\n|                  | explained a little later.                              |\n|                  |                                                        |\n|                  | The Mine can also be placed inside Briefcases and      |\n|                  | Suitcases. When opened then the Mine will explode,     |\n|                  | killing the victim and thus making a good booby trap.  |\n|                  |                                                        |\n|                  | You get one Mine to use but you can increase that      |\n|                  | number with an upgrade. You can also increase the      |\n|                  | range of the Detonator with an upgrade.                |\n|------------------+--------------------------------------------------------|\n| Coin             | This is a simple coin used to distract people. Throw   |\n|                  | the Coin at something and whoever is nearby will go to |\n|                  | investigate. I find this to be fairly useless,         |\n|                  | especially since it hardly works at all at             |\n|                  | Professional difficulty.                               |\n|                  |                                                        |\n|                  | If you wish to lure Guards away then it is best to use |\n|                  | the Weapon Dropping technique which I will cover       |\n|                  | later.                                                 |\n|------------------+--------------------------------------------------------|\n| Binoculars       | This is a waterproof and shock resistant pair of       |\n|                  | binoculars with a 8x45 zoom. However, it cannot zoom.  |\n|                  | But you can upgrade it to something better.            |\n|------------------+--------------------------------------------------------|\n| Lockpick         | This is the one item that is part of your equipment    |\n|                  | but cannot be selected in the Inventory List. This is  |\n|                  | used to open locked doors, of course. You can increase |\n|                  | the speed of your lockpicking by purchasing better     |\n|                  | Lockpicks.                                             |\n0===========================================================================0\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0=======================0\n| Standard Item Upgrades \\\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 1 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Pain Killers         | This is an experimental drug that contains a       |\n|                      | hazardous amount of anesthetic and is undergoing   |\n|                      | test trials to pass as a surgery aid on race       |\n|                      | horses. This will boost your health and will allow |\n|                      | you to endure more damage.                         |\n|----------------------+----------------------------------------------------|\n| 7x50 Zoom Binoculars | This is an upgrade over the standard 8x45 zoom     |\n|                      | binoculars. This also has an incremental zoom plus |\n|                      | distance counter.                                  |\n|----------------------+----------------------------------------------------|\n| Improved Lockpick    | This will speed up your Lockpicking by 25%.        |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 2 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Kevlar Vest        | This piece of body armor will allow you to absorb    |\n|                    | 15% damage but you will lose it the first time you   |\n|                    | change clothes.                                      |\n|--------------------+------------------------------------------------------|\n| Enhanced Detonator | This will more than double the range of the RU-AP    |\n|                    | Mine Detonator (50 to 60 meters).                    |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 3 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Adrenaline | This provides a small temporary health boost that lasts just |\n|            | long enough to finish a mission.                             |\n|------------+--------------------------------------------------------------|\n| Flak Vest  | This piece of body armor will allow you to absorb 35% damage |\n|            | but you will lose it the first time you change clothes.      |\n|------------+--------------------------------------------------------------|\n| Extra Mine | This will permanently add an extra RU-AP Mine to your        |\n|            | inventory.                                                   |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 4 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Cratt Schultz Lockpick | This will speed up your Lockpicking by 50%.      |\n|------------------------+--------------------------------------------------|\n| Foil Padded Suitcase   | This upgrades your W2000 Sniper case and will    |\n|                        | keep it from being detected by metal detectors.  |\n0===========================================================================0\n|++++++++++++++++++++++++++++++++| Tier 5 |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Flexible Flak Vest | This piece of body armor will allow you to absorb    |\n|                    | 35% damage but, unlike the other body armor          |\n|                    | upgrades, it is permanent and fits all Outfits that  |\n|                    | you change into.                                     |\n0===========================================================================0\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| F. Non-Custom Collectible Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nThese are all of the weapons that you can collect throughout the game, a\ntotal of twenty. You can play around with them at your Hideout afterwards\n(with the exception of the Nailer).\n\nTo successfully collect a weapon it must either be on you, safely stored\ninside a Weapons Crate, or inside your ICA Crate at the end of a mission. You\ncan bring in any of these weapons to use in another mission and leave it\nbehind without penalty.\n\nThe information on each weapon and is broken down as follows (if applicable):\n\n  --Missions: What missions the weapon appears in.\n  --Based on: What real life weapon this is based on.\n  --Magazine Capacity: How many rounds the magazine of the weapon holds.\n  --Uses: What type of ammo the weapon uses.\n  ---------------------------------------------------------------------------\n  --Notes: Information on the weapon or item.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\n0==============0\n| Melee Weapons \\\n0===============================================&gt;\n\n  These weapons are unusual in that even though they fire projectiles they \n  are considered melee weapons.\n\n    &gt;&gt;Nailer\n      ******\n        Missions: Curtains Down\n                  A New Life\n                  Amendment XXV\n        Magazine Capacity: 50 rounds.\n        Ammo Type: Nails.\n        ---------------------------------------------------------------------\n        Notes: This nail gun doesn't do much damage and can be considered a \n               \"fun\" weapon to play with. It is the only weapon that is not \n               available at your Hideout. Even though it is a tool is is \n               considered a weapon and you need to be in an appropriate \n               disguise before bring it out into the open.\n\n    &gt;&gt;Air Rifle\n      *********\n        Missions: A New Life\n        Based on: Beeman Break Barrel.\n        Magazine Capacity: 1 round.\n        Ammo Type: Darts\/Tranquilizer.\n        ---------------------------------------------------------------------\n        Notes: This is considered a melee weapon because of its non-lethal \n               nature. This weapon has a two level zoom mode and fires \n               Tranquilizer Darts to Sedate people from afar.\n\n               Because of its small magazine you get only a couple of shots \n               when you bring it into a mission thus making it nearly \n               useless.\n\n0========0\n| Pistols \\\n0===============================================&gt;\n\n  These easily concealable weapons can take down people from a distance. \n  However, most of them tend to make a lot of noise which will attract \n  unwanted attention and all have some degree of recoil.\n\n    &gt;&gt;SLP .40 Pistol\n      **************\n        Missions: Death of a Showman\n                  Curtains Down\n                  Flatline\n                  A New Life\n                  The Murder of Crows\n                  You Better Watch Out...\n                  A House of Cards\n                  A Dance with the Devil\n                  Amendment XXV\n        Based on: Heckler &amp; Koch USP40.\n        Magazine Capacity: 12 rounds.\n        Ammo Type: .45 ACP.\n        ---------------------------------------------------------------------\n        Notes: This is a basic pistol that can be easily found on most of the \n               missions and has decent accuracy and power.\n\n    &gt;&gt;SLP .40 .S\n      **********\n        Missions: The Murder of Crows\n                  A House of Cards\n        Based on: Heckler &amp; Koch USP40.\n        Magazine Capacity: 12 rounds.\n        Ammo Type: .45 ACP.\n        ---------------------------------------------------------------------\n        Notes: This is the exact same weapon as above but silenced. If you \n               need to bring in a pistol outside of your Silverballer then \n               this is a good choice because of its silenced nature and the \n               fact that its un-silenced cousin is the most common weapon in \n               the game allowing you to acquire lots of ammo if needed.\n\n    &gt;&gt;Snub Nosed\n      **********\n        Missions: A Vintage Year\n                  Death on the Mississippi\n        Based on: Smith &amp; Wesson Model 686.\n        Magazine Capacity: 6 rounds.\n        Ammo Type: Pistol.\n        ---------------------------------------------------------------------\n        Notes: This is a small snub-nosed revolver. It fires somewhat slowly \n               and has a longer reload than the SLP. 40 Pistol.\n\n    &gt;&gt;Six Shooter\n      ***********\n        Missions: ...Till Death Do Us Part\n        Based on: Schofield Model 3.\n        Magazine Capacity: 6 rounds.\n        Ammo Type: Pistol.\n        ---------------------------------------------------------------------\n        Notes: This is a longer barreled revolver. It fires a bit faster than \n               the Snub Nosed but has a much longer reload time.\n\n    &gt;&gt;Desert Eagle\n      ************\n        Missions: Death of a Showman\n                  The Murder of Crows\n                  Death on the Mississippi\n                  A Dance with the Devil\n                  Amendment XXV\n        Magazine Capacity: 9 rounds.\n        Ammo Type: Magnum.\n        ---------------------------------------------------------------------\n        Notes: This powerful pistol has solid stopping power and a decent \n               rate of fire.\n\n    &gt;&gt;Bull .480\n      *********\n        Missions: A New Life\n                  Death on the Mississippi\n        Based on: Taurus Raging Bull.\n        Magazine Capacity: 6 rounds.\n        Ammo Type: Bull.\n        ---------------------------------------------------------------------\n        Notes: This huge powerful revolver has solid stopping power but has a \n               slow rate of fire and slow reload.\n\n0=================0\n| Sub-Machine Guns \\\n0===============================================&gt;\n\n  These easily concealable weapons can clear out an area of bad guys in a \n  hurry.\n\n    &gt;&gt;TMP\n      ***\n        Missions: Death of a Showman\n                  A Vintage Year\n                  Flatline\n                  You Better Watch Out...\n                  A House of Cards\n        Based on: Steyr TMP.\n        Magazine Capacity: 25 rounds.\n        Ammo Type: SMG.\n        ---------------------------------------------------------------------\n        Notes: This small machine pistol has decent stopping power and a \n               solid rate of fire.\n\n    &gt;&gt;SAF SMG\n      *******\n        Missions: A Vintage Year\n        Based on: FAMAE SAF.\n        Magazine Capacity: 25 rounds.\n        Ammo Type: SMG.\n        ---------------------------------------------------------------------\n        Notes: This is almost the same weapon as your standard SMG Tactical \n               but cannot be upgraded.\n\n    &gt;&gt;MP5\n      ***\n        Missions: Curtains Down\n                  A Dance with the Devil\n                  Amendment XXV\n        Based on: MP5A2.\n        Magazine Capacity: 25 rounds.\n        Ammo Type: SMG.\n        ---------------------------------------------------------------------\n        Notes: This is the exact same weapon as your SMG Tactical but cannot \n               be upgraded.\n\n    &gt;&gt;MP7\n      ***\n        Missions: A New Life\n                  A Dance with the Devil\n        Based on: Heckler &amp; Koch PDW\/MP7 prototype.\n        Magazine Capacity: 25 rounds.\n        Ammo Type: SMG.\n        ---------------------------------------------------------------------\n        Notes: This unusual looking one-handed machine pistol has a slower \n               rate of fire than the other sub-machine guns and has more \n               recoil.\n\n    &gt;&gt;MP9\n      ***\n        Missions: The Murder of Crows\n        Based on: Ruger MP9.\n        Magazine Capacity: 25 rounds.\n        Ammo Type: SMG.\n        ---------------------------------------------------------------------\n        Notes: This unusual looking one-handed machine pistol has a slightly \n               faster rate of fire than the MP7 rate and has the same amount \n               of recoil.\n\n0===============0\n| Assault Rifles \\\n0===============================================&gt;\n\n  These large machine guns will be useful in medium to long distance \n  firefights but cannot be concealed.\n\n    &gt;&gt;SG552\n      *****\n        Missions: The Murder of Crows\n        Based on: SIG SG 552.\n        Magazine Capacity: 20 rounds.\n        Ammo Type: Rifle.\n        ---------------------------------------------------------------------\n        Notes: This assault rifle has a good rate of fire and decent stopping \n               power.\n\n    &gt;&gt;FN-2000\n      *******\n        Missions: Death on the Mississippi\n                  A Dance with the Devil\n        Based on: FN F2000.\n        Magazine Capacity: 20 rounds.\n        Ammo Type: Rifle.\n        ---------------------------------------------------------------------\n        Notes: This unusual looking assault rifle has a better rate of fire \n               than the SG552 and has a little less recoil. Can usually be \n               found inside its own case for easier concealment.\n\n    &gt;&gt;M14\n      ***\n        Missions: Amendment XXV\n        Magazine Capacity: 20 rounds.\n        Ammo Type: Rifle.\n        ---------------------------------------------------------------------\n        Notes: This is a large assault rifle that fires one shot at a time. \n               But it has good stopping power and accuracy.\n\n0=========0\n| Shotguns \\\n0===============================================&gt;\n\n  These weapons are very powerful in close combat situations. However, they \n  are very noisy, weak in medium to long range combat, and cannot be \n  concealed.\n\n    &gt;&gt;Shotgun\n      *******\n        Missions: Death of a Showman\n                  A Vintage Year\n                  Death on the Mississippi\n                  ...Till Death Do Us Part\n        Based on: Remington 870.\n        Magazine Capacity: 8 rounds.\n        Ammo Type: Shotgun.\n        ---------------------------------------------------------------------\n        Notes: This large shotgun fires slow and has an even slower reload.\n\n0==============0\n| Sniper Rifles \\\n0===============================================&gt;\n\n  These weapons are used to kill people from long distance. They are best \n  used when way out of sight distance so you don't get discovered when taking \n  down someone.\n\n  Unlike with the previous Hitman games you can fire the Sniper Rifle like a \n  gun without going into Zoom Mode. You can even use it like this in regular \n  1st Person View (and not have any recoil).\n\n  When in Zoom Mode then use the D-Pad to go through the zoom levels. You \n  will notice that your scope will bob up and down. The more you sit still, \n  the more it will stabilize. This is important to know so you can make a \n  good shot at someones head.\n\n    &gt;&gt;Dragunov\n      ********\n        Missions: Death of a Showman\n                  A Dance with the Devil\n        Based on: SVD Dragunov.\n        Magazine Capacity: 10 rounds.\n        Ammo Type: Sniper Rifle.\n        ---------------------------------------------------------------------\n        Notes: This Russian made sniper rifle has a two level zoom and a \n               decent rate of fire.\n\n    &gt;&gt;Kazo TRG\n      ********\n        Missions: The Murder of Crows\n        Based on: Sako TRG-42.\n        Magazine Capacity: 10 rounds.\n        Ammo Type: Sniper Rifle.\n        ---------------------------------------------------------------------\n        Notes: This sniper rifle has a one level zoom and fires very slowly \n               due to the fact that it is a bolt action rifle.\n\n    &gt;&gt;Elephant Rifle\n      **************\n        Missions: ...Till Death Do Us Part\n        Based on: Browning BAR Mk. II Safari.\n        Magazine Capacity: 10 rounds.\n        Ammo Type: Sniper Rifle.\n        ---------------------------------------------------------------------\n        Notes: This sniper rifle has a two level zoom and fires faster than \n               the Dragunov.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| G. The Detonator Trick |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nA reader named J Sasaki told me of a commonly known trick that will allow you\nto acquire certain large weapons utilizing the Detonator used for your Mines.\nWhen you hold a large weapon, such as a Sniper Rifle, then bring out your\nDetonator which will holster the weapon in your left hand.\n\nFor some reason, as long as you have the Detonator out, you can walk around\nwith the weapon without being attacked or even generate any Witnesses - it's\nlike you are not holding the weapon at all. This makes it much easier to\nobtain large un-concealable weapons.\n\nWhen you get to a Weapons Crate then go back into your Inventory List and\nbring out your large weapon, which will holster the Detonator, then Store the\nweapon to save it.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| H. Non-Obtainable Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed in this sub-chapter are weapons that you will find in certain missions\nthat you cannot take back with you to add to your weapons collection:\n\n0===========0\n| Electrical \\\n0===============================================&gt;\n\n  &gt;&gt;Stun Gun\n    ********\n      Missions: Flatline\n      -----------------------------------------------------------------------\n      Notes: The Stun Gun is a non-lethal weapon that will knock out a person \n             rather than kill him.\n\n0=============0\n| Blunt Object \\\n0===============================================&gt;\n\n  &gt;&gt;Baseball Bat\n    ************\n      Missions: Death of a Showman\n                A New Life\n      -----------------------------------------------------------------------\n      Notes: This is a standard wooden baseball bat that can take up to three \n             hits to kill somebody.\n\n  &gt;&gt;Hammer\n    ******\n      Missions: Death of a Showman\n                A Vintage Year\n                Curtains Down\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is a standard hammer that is best used from behind when \n             attacking.\n\n  &gt;&gt;Screwdriver\n    ***********\n      Missions: Curtains Down\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is a regular screwdriver that can be used like a knife. \n             Best used from behind so you can jam it in someones neck.\n\n  &gt;&gt;Fire Extinguisher\n    *****************\n      Missions: Death of a Showman\n                A Vintage Year\n                Curtains Down\n                Death on the Mississippi\n      -----------------------------------------------------------------------\n      Notes: This is used mainly for putting out fires but is more often used \n             as a powerful blunt force melee weapon.\n\n  &gt;&gt;Shovel\n    ******\n      Missions: Death on the Mississippi\n                ..Till Death Do Us Part\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is a large but somewhat weak weapon. Has an amusing kill \n             animation if you nail somebody from behind.\n\n0=======0\n| Bladed \\\n0===============================================&gt;\n\n  &gt;&gt;Kitchen Knife\n    *************\n      Missions: Death of a Showman\n                A Vintage Year\n                A New Life\n                The Murder of Crows\n                You Better Watch Out...\n                Death on the Mississippi\n                ...Till Death Do Us Part\n                Amendment XXV\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is just a simple large kitchen knife that can be used to \n             slash somebody's throat from behind.\n\n  &gt;&gt;Meat Cleaver\n    ************\n      Missions: A Dance with the Devil\n      -----------------------------------------------------------------------\n      Notes: This is a large meat cleaver that can be used just as easily \n             against humans.\n\n  &gt;&gt;Stiletto\n    ********\n      Missions: A Dance with the Devil\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is a Solingen 420 stainless steel blade with Stag Horn \n             grip. This is used just like the Kitchen Knife.\n\n  &gt;&gt;Hedge Cutter\n    ************\n      Missions: A New Life\n                Requiem\n      -----------------------------------------------------------------------\n      Notes: This is a large garden clipper that can be used for stabbing and \n             slashing people.\n\n  &gt;&gt;Cane Sword\n    **********\n      Missions: A Dance with the Devil\n      -----------------------------------------------------------------------\n      Notes: This is a sword hidden within a cane. You acquire this by \n             killing Vaana Ketlyn up-close. For a sword it is not a terribly \n             powerful weapon.\n\n0========0\n| Pistols \\\n0===============================================&gt;\n\n  &gt;&gt;Real WWI Pistol\n    ***************\n      Missions: Curtains Down\n      Based on: Lee Enfield No.4 Mk.I.\n      Magazine Capacity: 9 rounds.\n      Ammo Type: Mauser.\n      -----------------------------------------------------------------------<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">      Notes: This pistol is mainly used to be swapped out for a prop version \n             of the same weapon. Not very powerful but will still kill with a \n             headshot.\n\n  &gt;&gt;Custom 1911\n    ***********\n      Missions: Amendment XXV\n                Requiem\n      Based on: Custom M1911.\n      Magazine Capacity: 9 rounds.\n      Ammo Type: Magnum.\n      -----------------------------------------------------------------------\n      Notes: This is a customized variant of the Silverballer that is very \n             accurate and powerful enough to go through people and doors. Odd \n             that it is a pistol that you can't add to your weapons \n             collection.\n\n0======0\n| Other \\\n0===============================================&gt;\n\n  &gt;&gt;Lighter Fluid\n    *************\n      Missions: A New Life\n      -----------------------------------------------------------------------\n      Notes: This is a bottle of flammable liquid that can be used to set up \n             an Accident with a barbecue grill.\n\n  &gt;&gt;Bottle of Ether\n    ***************\n      Missions: A New Life\n      -----------------------------------------------------------------------\n      Notes: This is normally used to sedate animals at the Vet Clinic where \n             this can be found but can also be used against humans.\n\nAfter selecting your weapons then you will start the mission.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN10. The Main Screen                                                   |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nYour Main Screen is where all of the action in Blood Money take place.\n\nIn the center of your screen is Agent 47. You use your controller to move him\naround and manipulate the camera.\n\nIn the lower left corner of the Main Screen is where your Health Bar (which\nshows your current health) and the Threat Meter (which shows your threat\nlevel) is displayed. The Minimap is also displayed here if it is turned on.\nYour available actions, along with the button icons related to them, are\ndisplayed in the lower center of the screen.\n\nIn the lower right corner of the Main Screen is where your current weapon,\nand ammo, will be displayed. When you have a weapon in your hand then you\nwill also see a Crosshair in the center of the screen.\n\nNow for a breakdown of some of these displays.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN11. Health Bar and Threat Meter                                       |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThe Health Bar represents your available health. When it disappears then you\nwill die.\n\nYou will get hurt when you are shot, hit, or fall from a great length. The\namount of health depleted depends on what weapon is being fired at you and\nwhat part of your body is being hit. Being hit in the head or anywhere with a\npowerful weapon will greatly damage or kill you outright.\n\nThe Threat Meter represents how much danger you are in. The threat levels are\nbased on color:\n\n0===========================================================================0\n| Green  | If you are in disguise then you will go into the green range as  |\n|        | you pass by Civilians and Guards. As long as it remains green    |\n|        | then you are in good shape. You will automatically go green when |\n|        | a Guard finds a dropped weapon.                                  |\n|--------+------------------------------------------------------------------|\n| Yellow | There are various reasons for going yellow. One reason is that   |\n|        | you were seen by someone doing something that you shouldn't be   |\n|        | doing (like dragging a body) and that this Witness will go to    |\n|        | the Guards.                                                      |\n|        |                                                                  |\n|        | This will negatively impact your rating. Another reason is that  |\n|        | a body was found regardless of whether or not it was an          |\n|        | Accident.                                                        |\n|--------+------------------------------------------------------------------|\n| Red    | When you go red and the music changes then this means that your  |\n|        | cover is blown and you will be attacked. Most times, if you blow |\n|        | you cover and you kill the person who blew it, then your Threat  |\n|        | Meter will go yellow afterwards as people will become much more  |\n|        | suspicious of you regardless of your current activity.           |\n0===========================================================================0\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN12. The Map and Intel                                                 |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThis is the most important tool you have to help you in your missions. It\ndisplays everything in real time (except at harder difficulty levels) on\nevery level of a Map. You will also see how everyone moves which will be\nextremely useful in planning your attacks. There are multiple icons you will\nsee on your Map:\n\n0===========================================================================0\n| White         | This is your current position.                            |\n|---------------+-----------------------------------------------------------|\n| Red           | This is your current Target. There can be more than one.  |\n|---------------+-----------------------------------------------------------|\n| Yellow        | This is an enemy. These are usually Guards.               |\n|---------------+-----------------------------------------------------------|\n| Gray          | These are innocent Civilians. They are harmless but if    |\n|               | they see you doing something suspicious then they will go |\n|               | to a nearby Guard or Police to inform them of it.         |\n|---------------+-----------------------------------------------------------|\n| Blue          | These are Police. They are pretty much the same as a      |\n|               | regular enemy.                                            |\n|---------------+-----------------------------------------------------------|\n| White         | This is a V.I.P. This person usually needs to be          |\n| (with a star) | protected but not always.                                 |\n0===========================================================================0\n\nA circle with an X is a dead body. A \"!\" symbol is known as a Point of\nInterest. These marked places either contain a potentially useful item or is\na place where you can do a specific action. Your ICA Crate is marked \"ICA\". A\nlightning symbol is a Power Switch.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nWhen you go into your Objectives screen during the mission then you have the\noption of buying additional Intel to gain more information about your\nsurroundings. You can buy up to eight pieces of Intel and each one will cost\nyou $3,500.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN13. The Inventory Menu                                                |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nTo use any weapon or item you must first bring up the Inventory Menu. Select\nthe item or weapon you wish to use and Equip it to bring out the item and\nleave the menu.\n\nIf you are using a weapon then you can Holster it by using the Holster\nbutton. Just like with the previous Hitman games if you press the Holster\nbutton again after holstering your weapon then you will bring out that weapon\nagain.\n\nThis will allow you quickly bring out a weapon for a quick attack. Bringing\nout a weapon and quickly holstering it for an attack later in the mission is\nknown as \"Prepping\" the weapon.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN14. Different Ways of Moving About                                    |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nListed in this chapter are the different ways you can move about within\nmissions:\n\n0===========================================================================0\n| Walking       | Moving the Left Analog Stick forward slightly will make   |\n|               | 47 walk slowly.                                           |\n|---------------+-----------------------------------------------------------|\n| Speed Walking | Speed Walking is something new to the Hitman games. If    |\n|               | you move the Left Analog Stick forward a little more then |\n|               | you will walk faster (Classic Controls).                  |\n|---------------+-----------------------------------------------------------|\n| Running       | Move the Left Analog Stick more forward and 47 will run   |\n|               | (Classic Controls).                                       |\n|               | Press the Run Button to make him run (Modern Controls).   \n|               |                                                           |\n|               | Unlike previous Hitman games you can run by Guards        |\n|               | without drawing their suspicions as long as you are       |\n|               | properly disguised (in restricted areas) or in your Suit. |\n|               | This will allow you to do missions more quickly.          |\n|---------------+-----------------------------------------------------------|\n| Nudging       | This method involves moving yourself incrementally        |\n|               | without going into Sneak Mode. Quickly nudge the Left     |\n|               | Analog Stick forward and you can move a few pixels even   |\n|               | though it looks like you are standing still.              |\n|               |                                                           |\n|               | This is beneficial to quickly get closer to something     |\n|               | without risking getting caught or to keep doors open.     |\n|---------------+-----------------------------------------------------------|\n| Sneaking      | I go over this a few chapters from now.                   |\n0===========================================================================0\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN15. Observing Your Surroundings                                       |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAs you go about the mission then you will see both Guards, Civilians, and\nTargets move about the area. The most important thing to know about this\ngame, as well as the other Hitman games, is that everybody moves in very\nspecific patterns.\n\nIt is very important to note these patterns as it can make the difference\nbetween success and failure. When you first play a mission it is best to take\nyour time and observe everything so you can get the feel of how everybody\nmoves before doing anything of importance.\n\nIf any Civilian sees you doing something out of the ordinary, like moving a\nbody, then that person will become alarmed and go to alert the Guards or\nPolice. That Civilian will also become a Witness unless you kill him or her\nby the end of the mission.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN16. Standing                                                          |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n \nOne of the most important actions you will take within the game is Standing.\nBy standing at specific places and at specific times then you will make it\neasier to attack your victims or avoid people. Usually you will be standing\nat or near the end of a person's patrol route. When that person stops in\nfront of you then you can attack him any way you please.\n\nHere's an example:\n\n  --\"Stand by the window and wait for the Guard to stop by you.\"\n\nWhen I say \"Stand by the window\" *DON'T* stand *EXACTLY* by the window. You\nneed to allow room for a person to stand in front of you. Put an imaginary\nperson in front of you as you stand by the window and make room for him. So,\nwhen the Guard comes by, then he will stand right in front of you.\n\nSometimes you will be standing in an area that has very little room for\nsomebody else. This is not something to worry about since the game will warp\nthe approaching person either around or through you to allow him to get to\nwhere he needs to go.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN17. Disrupting Patrols                                                |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAs noted on the higher difficulty levels everybody becomes more sensitive to\nwhat you are doing. This can be used to your advantage to help safely get\npeople out of the way.\n\nFor example: There is a Guard standing where you need to be and you can't\nknock him out and he is going to be standing for a good long time. Walk up to\nhim close enough and he should turn around. After looking at you for a few\nseconds then he should leave to resume his patrol pattern.\n\nContinuing: Let's say that he will stand for one minute before leaving on his\nown. Walk up to him fifteen seconds in and he will leave after looking at you\nregardless of how much longer he was going to stand.\n\nThis trick can be used for certain situations at Expert and Professional\ndifficulties but not at the lower ones since people there are not as\nsensitive.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN18. 3rd and 1st Person Views                                          |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nMost of the game is played in 3rd Person but, if you are using the Classic\nControls, you can switch to 1st Person by using the Right Analog Stick\nButton. When in 1st Person View then you can sidestep left and right,\nsomething you can't do in 3rd Person. This is useful when you need to tweak\nwhere you need to stand if you are trying to ambush somebody.\n\nIn addition, wherever the camera is pointing when you are in 3rd Person View\nis where you will face when you go into 1st Person.\n\nFor example, you are standing behind somebody and your camera is pointing 180\ndegrees to look at a window. If you go into 1st Person View than you will\nautomatically look at the window. This is a great way of quickly turning 47\naround or better aim where you want him to go.\n\nYou can also interact with objects and ambush people in 1st Person View. This\nwill make pulling off certain strategies a lot easier.\n\nHowever, if you are using the Modern Controls, you do not have use of 1st\nPerson View feature. If you are standing somehere and waiting for someone to\ncome by so you can ambush them and you need to gently tweak your stance you\nhave use of the Binoculars.\n\nThe Binoculars behave the same as the 1st Person View and will allow you move\naround. However, you cannot do anything more than look through them and must\nback out of them before you can either ambush someone or interact with other\nobjects.\n\nFinally, the Binoculars cannot be brought out or Prepped like a Pistol. In\norder to use them you must go through the Inventory List.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN19. Sneaking and Melee Attacks                                        |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThe overall goal of a given mission is to get close to your Target and kill\nhim with little fanfare as possible.\n\nThere are situations where you need to quietly dispose of someone that may\nget in your way later. The quietest way to get rid of someone is to get\nbehind him and then use the Fiber Wire to take him down. If you do not wish\nto kill him then use your Sedative or Pistolwhip him.\n\nEntering Sneak Mode, which will make you crouch, will allow you to move about\nslowly and silently. If you walk or run to a potential victim with your\nweapon drawn then he may turn around before you can attack him and things can\ngo seriously wrong from there (or, at the very least, he may walk away which\nmay blow whatever timing you were relying on).\n\nAs already noted there is a new feature exclusive to Reprisal which is Sneak\nRunning. Use the Run Button (Modern Controls) or move the Left Analog Stick\ncompletely forwards (Classic Controls) while sneaking and you can catch up to\na walking person for safer ambushing when on the move.\n\nDuring the course of the guide you will see three specific Melee Attack\nwords: Sedate, Poison, and Garrote. They pertain to certain methods of Melee\nAttacks:\n\n0===========================================================================0\n| Sedate  | This is the melee attack method I use as it will allow for the  |\n|         | best possible score. Below are the moves involved in the        |\n|         | method:                                                         |\n|         |                                                                 |\n|         |   --Get close behind a person regardless of whether or not      |\n|         |     they are moving.                                            |\n|         |   --Bring out your Sedative.                                    |\n|         |   --Enter Sneak Mode and creep up on the person.                |\n|         |   --Move the camera to the left slightly to put the center      |\n|         |     reticle on your victim (3rd Person).                        |\n|         |   --Put the center reticle on the back (1st Person).            |\n|         |   --Attack your victim.                                         |\n|         |                                                                 |\n|         | When a person is Sedated then they will be out for the          |\n|         | remainder of the mission unless they are found and awakened by  |\n|         | somebody.                                                       |\n|---------+-----------------------------------------------------------------|\n| Poison  | This is the same method as above except you use the Poison.     |\n|---------+-----------------------------------------------------------------|\n| Garrote | This is if you wish to kill a target with the Fiber Wire. It    |\n|         | uses the same moves as the Sedative\/Poison method described     |\n|         | above.                                                          |\n0===========================================================================0\n\nAs already noted, you can also use the Sedative and Poison to inject food and\ndrink so you can knock out or kill your victim from afar. Of course, there\nare other ways of attacking your targets.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN20. Human Shields and Pistolwhipping                                  |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nOne of the other things that you can do to someone is to take him as a Human\nShield. This action is very useful in getting out of tight situations and\ngetting people out of the way. Just about every mission in this guide has you\ndoing this action as well as other actions related to it.\n\nThe action of making a Human Shield is known as Grabbing (which is also\nshorthanded to Grab). To Grab someone you need to do the following:\n\n  --Sneak up on someone.\n  --As you are Sneaking up then bring out either a Pistol, one-handed \n    Sub-Machine Gun, or Nailer.\n  --Move the camera to the left slightly to put the center reticle on your \n    victim (3rd Person View).\n  --Put the center reticle on their back (1st Person View).\n  --Perform the action \"Human Shield\" when you get the prompt.\n\nWhen you have Grabbed somebody (thus making a Human Shield) then your enemies\nwill not be able to fire on you without risking hitting your hostage.\nHowever, they will fire on you if they can get a good angle on you without\nhitting the hostage. Of course, this means that you can shoot your enemies\nmore easily since they will be very hesitant to fire back.\n\nOn higher difficulty levels the enemies may just fire on the both of you,\nthus killing the hostage, so they can more easily go after you.\n\nIt is very important to note that when you Grab somebody they may make noise\n(\"DON'T NOBODY SHOOT!\", \"Don't do anything stupid, pal!\"). If there is\nsomebody nearby and they hear the hostage making noise then it will usually\nresult in a Civilian running to a Guard or a Guard coming out to attack you.\n\nWhen you have a hostage there are two actions you can perform:\n\n0===========================================================================0\n| Move             | This is where you move the both of you around, usually |\n|                  | to a specified location. It is about the same speed as |\n|                  | dragging a body but you keep the hostage conscious.    |\n|------------------+--------------------------------------------------------|\n| Drop Body        | This will allow you to release the hostage harmlessly  |\n|                  | by throwing him to the ground. However, if this is     |\n|                  | done at the top of a set of stairs then you will throw |\n|                  | them down it possibly killing them.                    |\n|                  |                                                        |\n|                  | To do this you need to press Down on the D-Pad or the  |\n|                  | X Button depending on control scheme.                  |\n|------------------+--------------------------------------------------------|\n| Knock Out Victim | This will release the hostage but render him           |\n|                  | unconscious. This action is also known as              |\n|                  | Pistolwhipping (shorthanded to Whipping and Whip).     |\n|                  | Like the Sedative, Pistolwhipping a person will keep   |\n|                  | him out for the remainder of the mission unless found  |\n|                  | and awakened.                                          |\n|                  |                                                        |\n|                  | Unlike the Sedative, though, you have unlimited use of |\n|                  | Pistolwhipping. You can pretty much knock out          |\n|                  | everybody during a mission if you so desire.           |\n|                  |                                                        |\n|                  | As a result, Pistolwhipping is a powerful move that    |\n|                  | will allow you to safely get people out of the way so  |\n|                  | you can more easily attack your Target.                |\n0===========================================================================0\n\nSome examples of the terminology I just explained:\n\n  --\"Grab the Guard, move him to the Container, and Whip him.\"\n  --\"Sneak up behind the Civilian and Whip him.\"\n  --\"After Whipping the Guard then drag him behind the desk.\"\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nOn the other versions of Blood Money you could also throw them over a\nrailing. In Reprisal you can no longer do that. If you need to throw somebody\nover a railing then you will need to knock them out first then grab the body\nand throw it over.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN21. Punching, Stunning, and Disarming                                 |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nWhen unarmed you can Punch people out. Just go up to someone and use the Fire\nButton to Punch him. Usually you start out with a headbutt then a small\nflurry of punches before your victim goes down. However, this should always\nbe used as a last resort since, because you have to face your victim, that\nperson will become a Witness and your rating will suffer for it.\n\nYour victim will remain unconscious for the remainder of the mission unless\nfound and awakened.\n\nSometimes, if the person is by a wall or railing, then you may end up\nStunning your victim if you try to attack from behind while unarmed. The\nvictim will remain standing but will be hunched over for a bit as he tries to\nrecover.\n\nIn addition to Punching, you can also Disarm a person who is carrying a\nweapon. Quickly go up to him and use the Fire Button to grab the weapon and\nsmack him in the nose (although you can just grab the weapon without hitting\nhim on rare occasions). However, the weapon will discharge most of the time\nwhen Disarming and this noise will attract more Guards to the action.\n\nWhen a Guard is Disarmed then he will behave like a Civilian in that he will\neither run or surrender (although sometimes he may pick up a nearby weapon\nand resume attacking you).\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN22. Hiding Bodies, Twirling Bodies, and Found Bodies                  |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAfter knocking out or killing a person then you should hide the body (unless\nyou are already in an isolated place). Get the prompt to Drag Body then drag\nthe body to wherever you need for it to go. Also be on the lookout for large\nbox-like objects. They are Containers and are used for dumping bodies out of\nview. They look like the following:\n\n  --Crates\n  --Trash Dumpsters\n  --Freezers\n\nSometimes you need to put the body in a tight spot. To this end you can do\nwhat I call Twirling. What you do is spin in place, in either direction,\nwhile you have the body in your possession. It resembles what you do when\ntwirling spaghetti around a fork as the body spins around you. Then drop the\nbody when you have it in a favorable position.\n\nSometimes Guards and Civilians will find the body of someone you either\nknocked out or killed. Your Threat Meter will go yellow as people run around\ntrying to find out what happened. This will usually result in the Guards\nbeing more suspicious. In addition, the Guards will place the body in a Body\nBag and drag it back to the closest Guard Quarters or other secluded area.\n\nIn most cases, especially after an Accident, your Threat Meter will go back\nto green (or nothing) once the body had been dragged to the Guards Quarters\n(unless you were seen instigating the incident). At higher difficulty levels\nthen having a body found will result in a negative impact on your rating. But\nthere is one exception and that leads into.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN23. Accidents                                                         |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nPerforming an Accident is another way of killing or knocking out people.\nThere are two types of Accidents you can perform:\n\n0===========================================================================0\n| Pushing  | You push a person over a railing or down stairs. Just get up   |\n|          | close behind a person while unarmed and press Y to push that   |\n|          | person. You do need to be right up against the victim or you   |\n|          | may risk Stunning him instead.                                 |\n|----------+----------------------------------------------------------------|\n| Dropping | You drop a large object onto the victim to kill him. This is   |\n|          | mainly done by placing an RU-AP Mine on a Winch that holds the |\n|          | object in the air. Then Detonate the Mine to destroy the Winch |\n|          | which causes the object to drop onto the victim.               |\n0===========================================================================0\n\nIn most cases, when you perform an Accident, then the body will be found by\nothers.\n\nHowever, because of the circumstances in which the body is found, then the\nGuards will *NOT* become more suspicious (even though the game says they are)\nbecause they believe the person died in a tragic accident instead of\nmurdered. This also means that your rating will not be hurt if the body is\nfound as the result of an Accident.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN24. Disguises and Subterfuge                                          |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nIn most missions you will need to get a disguise to enter restricted access\nareas and get close to your Target. Usually this is done by killing or\nknocking out a person and taking his clothes. As long as you do not do\nanything out of the ordinary then you will be seen as a Guard or somebody\nthat is supposed to be there and you can move freely about.\n\nIf any other Guards see the body of the dead or unconscious person you\nswitched clothes with then your disguise will become compromised and you will\nbe attacked on sight unless you change into another set of clothes before\nrevealing yourself.\n\nSometimes you will see Guards with weapons drawn. You can do the same but\nonly if the weapon is similar to the weapons the other Guards are carrying.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN25. Closets and Elevators                                             |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nIn many missions you will find large Closets. You can hide in these Closets\nas you wait for certain things to happen (like a Target coming back into the\nroom). However, if you are seen going into a Closet then you will\nautomatically be attacked. The Closet will provide no protection from gunfire\nso you will be a sitting duck.\n\nIf you have blown your cover and managed to safely hide in a Closet then you\nwill still be attacked as the Guards will eventually find you and shoot at\nyou (unless you manage to safely lose them first).\n\nOn some missions you can use Elevators. However, they are more than just\ngoing up and down on them. In every Elevator there is an open Hatch on the\nceiling. Climb it to access the top of the Elevator.\n\nThe top of the Elevator is a good hiding place but it is more than that. You\nalso have the option of Strangling a person from above using the Hatch. Bring\nout your Fiber Wire and stand at the edge of the Hatch. When a victim appears\nunder the Hatch then you will get the prompt to Strangle.\n\nWhen you Strangle a person through the Hatch then you will also pull that\nperson up onto the roof of the Elevator which allows you to easily hide the\nbody.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN26. Climbing, Jumping, and Entering Windows                           |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nSometimes you need to climb up or down to get where you need to go. This can\nbe done by climbing Ladders and Trellises that you may find during a mission.\nJust go up to one and push up to climb up or pull back to climb down.\n\nYou may also need to jump across gaps. Just go up to the railing and move\nforward to jump to the other side. There are also times that you need to go\nthrough open windows. Go up to a window and move forward to go through it.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN27. Weapon Boxes and Dropping Weapons                                 |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAs already noted the Weapon Boxes are where you can find additional weapons.\nBut the Box is more than that.\n\nIf a Guard finds a weapon on the ground then he will pick it up and take it\nto the nearest Weapon Box to deposit it while your Threat Meter goes green.\nThen he will go back to his original patrol pattern and your Threat Meter\nwill go back down.\n\nThis method, known as Weapon Dropping, makes it a very effective way to lure\na Guard away from an area so you can do what needs to be done. This is way\nmore effective than using a Coin because you can make him move far away from\na given area.\n\nEven better, you can use this to lure a Guard to a secluded Weapons Box so\nyou can attack him and take him down for the rest of the mission. When he\ngoes to bend down to put the weapon in the box then you can quickly bring out\nyour weapon and attack him.\n\nHowever, this method only works on Guards - not Targets and Civilians. If\nTargets or Civilians find the dropped weapon then they will pick it up and\nkeep it.\n\nAlthough you can use your Syringes and RU-AP Mines to lure Guards to the\nWeapons Box they are not recommended if you plan to attack the Guard there.\nThis is because the Guard will quickly drop the Syringe or Mine by the Box\nand walk away before you can attack him.\n\nTherefore you should only use Pistols and other guns for luring if you wish\nto ambush a Guard at a Weapons Box. However, this method does have some\nglitches.\n\nIf there are any weapons inside the Weapons Box then, when the Guard bends\ndown to place a weapon inside it, he will stand to the *RIGHT* of the Box and\nappear to be placing the weapon on the floor. If there is an object to the\nright of the Box then he will stand somewhere else close to the Box (usually\nto the left of it).\n\nTo prevent this then you need to take all of the weapons out of the Box and\nempty it. This will allow for the Guard to be in proper position when he\nbends down.\n\nIf you knock out the first Guard and lure a second Guard to the same Box then\nthe Guard will *ALWAYS* stand to the right of the Box regardless of whether\nor not the Box has been emptied beforehand. If you knock out the second Guard\nand lure a third Guard to the same Box then the Guard will *ALWAYS* stand to\nthe *LEFT* of the Box.\n\nIn addition, weapons aren't the only things that the Guards will take to the\nWeapons Box if found:\n\n  &gt;&gt;Suitcases\n  &gt;&gt;Briefcases\n  &gt;&gt;Rifle Cases\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nGrabbing people at Weapons Boxes is determined on what Control Scheme you use\nand whether you use 3rd or 1st Person Views:\n\n  &gt;&gt;3rd Person View\n    ***************\n      Stand about three feet from the center of the Box then angle the camera \n      so it is looking straight down. Put the center reticle directly in \n      front of you and between your feet and the Box. This ensures that the \n      reticle will be on your victim as you bring out your weapon and bring \n      up the prompt.\n\n  &gt;&gt;1st Person View\n    ***************\n      Stand about three feet from the center of the Box then put the center \n      reticle at the top of the front of the Box.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN28. Light Switches and Placing Items                                  |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAnother way to lure a person for easier attacking is the use of the Light\nSwitch. Most rooms have one and will plunge the room into darkness when\nswitched off. This will cause the other people inside to go to the Light\nSwitch, or to another one if there is more than one Switch inside a room, to\nturn the lights back on.\n\nWhen the victim goes to the Light Switch then you can attack him when he has\nhis back to you as he toggles the switch.\n\nWhen holding certain items, such as a Briefcase or large food items, then you\ncan place items inside it so you can smuggle them past certain checkpoints.\nAs you hold the noted item then you will see the Place Item prompt. Press the\nbutton associated with the prompt to bring up what items you can place\ninside. When you place an item inside a larger item then you can retrieve the\nhidden item later with the same button.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN29. Lockpicking                                                       |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nOne particular action you can do in Blood Money is to pick open most locked\ndoors. One of the items you have in your inventory is the Lockpick. When you\nget to a locked door then you will see the option to Pick Lock. Select it and\nAgent 47 will begin to pick the lock.\n\nHowever, this takes time during which you risk being seen, and\/or possibly\nheard, by a nearby Guard. So you must make sure that nobody is around before\nyou do any lockpicking. But, as noted, you can upgrade your Lockpick during\nthe course of the game which will speed up the process.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN30. Firefights                                                        |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nSometimes things go wrong and you end up having to shoot your way out. When\nthis happens then it is usually best to get into 1st Person View since it\nmore closely resembles standard first person shooting games and may make it\neasier to deal with the situation.\n\nIt is also important to pick up weapons from dead enemies quickly since\nCivilians and Guards can, and often will, pick up these weapons and fire back\nat you.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN31. In-Mission Saving                                                 |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nDuring the course of a mission you can save your game. The number of times\nyou can save your game is determined by the difficulty you selected (except\nProfessional difficulty because you can't save games at that level).\n\nHowever, there are only three slots that you can save you game to. This means\nthat if you wish to save a fourth time then you will have to overwrite a\nslot. In addition, they are *PLACEHOLDER* saves, not permanent ones. This\nmeans that once the mission is completed and you go to the next mission then\nthe saves will disappear.\n\nBut, if you Restart from the Details screen instead of moving on, then you\ncan still use your saves. This is useful if you Escape before you want to.\n\nOne important thing to note about the saves: if you have a weapon Prepped,\nsuch as the Sedative, and save the game then, when you reload this save, you\nwill automatically default to the Fiber Wire. To prevent this issue, if you\nwant to have a specific weapon Prepped, go to a secluded area, bring out the\nweapon you want to have Prepped, then save the game. When you reload the save\nthen simply Holster the weapon to Prep it.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN32. Your Rating                                                       |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAt the end of each mission you will be given your stats and a rating. It is\nbroken down into four pages with your Account Balance at the top of each one:\n\n0===========================================================================0\n|+++++++++++++++++++++++++++++++| Details |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Total Kills        | Total number of people killed.                       |\n|--------------------+------------------------------------------------------|\n| Shots Fired        | This is the number of shots you fired with a gun or  |\n|                    | rifle.                                               |\n|--------------------+------------------------------------------------------|\n| Shots Hit          | How many of your shots hit your victims.             |\n|--------------------+------------------------------------------------------|\n| Close Combat Kills | How many people you killed up close with a melee     |\n|                    | weapon or syringe. Sometimes punching people may     |\n|                    | also be included so it is possible to have more      |\n|                    | close combat kills than actual kills.                |\n|--------------------+------------------------------------------------------|\n| Accidents          | How many Accidents you managed to perform.           |\n|--------------------+------------------------------------------------------|\n| Bodies Found       | How many bodies were found by others.                |\n|--------------------+------------------------------------------------------|\n| Covers Blown       | How many times your cover was blown during the       |\n|                    | mission.                                             |\n|--------------------+------------------------------------------------------|\n| Witnesses          | How many people witnessed you doing something out of |\n|                    | the ordinary.                                        |\n|--------------------+------------------------------------------------------|\n| Caught On Camera   | Tells you whether or not you were caught on camera.  |\n0===========================================================================0\n|+++++++++++++++++++++++++++| Notoriety Rating |++++++++++++++++++++++++++++|\n0===========================================================================0\n| Noise                   | Tells you how stealthy you were.                |\n|-------------------------+-------------------------------------------------|\n| Violence                | Tells you how violent you were in the mission.  |\n|-------------------------+-------------------------------------------------|\n| Mission Completion Time | How much time it took you to complete the       |\n|                         | mission.                                        |\n|-------------------------+-------------------------------------------------|\n| Your Rating             | Your rating for the mission. The best rating to |\n|                         | acquire is Silent Assassin.                     |\n|-------------------------+-------------------------------------------------|\n| Your Notoriety          | What your current Notoriety is for the game so  |\n|                         | far. Does not apply to Rookie difficulty.       |\n0===========================================================================0\n|+++++++++++++++++++++++++++++| Money Earned |++++++++++++++++++++++++++++++|\n0===========================================================================0\n| Mission Rating           | Your rating for the mission. The best rating   |\n|                          | to acquire is Silent Assassin.                 |\n|--------------------------+------------------------------------------------|\n| Objectives               | The money you made for completing your overall |\n|                          | objectives.                                    |\n|--------------------------+------------------------------------------------|\n| Rating Bonus             | How much additional money you gained based on  |\n|                          | your rating. The maximum amount you can earn   |\n|                          | is $150,000 for a Silent Assassin rating.      |\n|--------------------------+------------------------------------------------|\n| Damage Control           | The amount of money deducted for killing       |\n|                          | Civilians. The more you kill, the more that is |\n|                          | deducted. Does not apply to Rookie difficulty. |\n|--------------------------+------------------------------------------------|\n| Suit Retrieval           | When you start a mission then you will be in   |\n|                          | your standard Suit. One interesting feature to |\n|                          | Blood Money is that you are encouraged to      |\n|                          | finish the mission in your Suit or you will be |\n|                          | charged $5,000 to have it retrieved. Does not  |\n|                          | apply to Rookie difficulty.                    |\n|--------------------------+------------------------------------------------|\n| Custom Weapons Retrieval | The amount of money deducted for retrieving    |\n|                          | your custom weapons which is $5,000 per        |\n|                          | weapon. Does not apply to Rookie difficulty.   |\n|--------------------------+------------------------------------------------|\n| Total Mission Earnings   | How much you earned in the mission.            |\n|--------------------------+------------------------------------------------|\n| Total Account Balance    | Your account balance at this point on the      |\n|                          | game.                                          |\n0===========================================================================0\n|+++++++++++++++++++++++++| Lower Your Notoriety |++++++++++++++++++++++++++|\n0===========================================================================0\n| **NOTE: This does not apply to Rookie difficulty level.                   |\n|---------------------------------------------------------------------------|\n| Bribe Civilians       | Locals who've seen or heard you will grow         |\n| (Cost: $50,000)       | suddenly forgetful. Potential witnesses will      |\n|                       | think twice about speaking up. Bribing Civilians  |\n|                       | lowers your Notoriety a little (15 Points).       |\n|-----------------------+---------------------------------------------------|\n| Bribe Chief of Police | The local Chief of Police will ensure that        |\n| (Cost: $100,000)      | incriminating evidence is accidentally misplaced. |\n|                       | The investigation will become choked with red     |\n|                       | tape. Bribing Police reduces your Notoriety       |\n|                       | significantly (40 Points).                        |\n|-----------------------+---------------------------------------------------|\n| Acquire New Identity  | Government and law enforcement records will be    |\n| (Cost: $200,000)      | wiped. Witnesses will disappear. For practical    |\n|                       | purposes you will simply cease to exist.          |\n|                       | Acquiring a new identity will reset your          |\n|                       | Notoriety Rating (up to 100 Points).              |\n0===========================================================================0\n\n0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| A. Newspaper |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nHere you will see a local newspaper with a front page article that goes over\nthe mission. It will display your rating and certain actions that you did\nduring the mission. It will also include often humorous side stories.\n\nOne annoying thing about this feature is that even if you killed all of your\nTargets in Accidents it is not reported as such. You get \"Silent Assassin\nWanted by Police\" instead of \"So-And-So Dies in Tragic Fall Down Stairs\".\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN33. Game Saving, Continuing, and Replaying Missions                   |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAfter looking over your rating and newspaper then Continue to move forward.\nYou can save your progress and go to the next mission or quit. Any weapon you\nacquired during a mission will be permanently added to your collection at the\nHideout.\n<\/pre>\n\n\n\n<pre id=\"faqspan-4\" class=\"wp-block-preformatted\">When you Quit a current mission then you can replay a previously completed\nmission to improve your rating for that mission or to acquire more weapons.\nWhen replaying a mission then you can use any weapon, as well as new weapon\nupgrades, you have acquired to that point. This will allow you to try new\ntactics or to just have some fun rampaging through a mission.\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;GEN34. Mission Breakdown                                                 |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nEach Mission listed is broken into eight parts:\n\n0=========0\n| Overview \\\n0=======================================================&gt;\n\n  A detailed overview of the mission.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  A general listing of your mission objectives.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  The maximum amount of money you can earn in the mission. This includes the\n  maximum amount of your Rating Bonus of $150,000 for acquiring a Silent\n  Assassin rating plus addition funds from acquiring certain items or killing\n  additional Targets.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\n  This section goes over the entire mission Map, as done on the Rookie\n  difficulty level, and points out Points of Interests (which I sometimes\n  shorthand to \"PoI\") and Guard\/Civilian placements.\n\n0========0\n| Weapons \\\n0=======================================================&gt;\n\n  This is the listing of all of the collectible weapons that you will find in\n  the mission. There will also be notes on acquiring them. This guide is\n  designed to help you obtain every weapon in the game even though there is \n  no special bonus for doing so.\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  This lists all of the Intel for the mission that you would have to pay \n  $3,500 apiece for.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\n  Some general notes about the entire mission that includes tips and\n  observations.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nThis is the walkthrough for the mission at hand. It is designed to help you\nget a Silent Assassin rating in the best and easiest way possible while\nfinishing the mission on the Professional difficulty level.\n\nIn my other \"Hitman\" guides I made them for the Normal difficulty level but,\nbecause of the difficulty based Trophies and Achievements for the PlayStation\nand Xbox versions, I have honed this guide toward the Professional level\ninstead.\n\nSince there are no Trophies or Achievements on the Switch you can simply\nchoose to play the game on Rookie and be done with it. However, I am keeping\nthe strategies on Pro for those who wish to try themselves there.\n\nEach strategy presented has the following parameters:\n\n  &gt;&gt;Clean Score\n    ***********\n      With the exception of Total Kills, Close Combat Kills, and Accidents \n      all Stats on the Detail page of your Rating will have zeros and no \n      shots fired (except for the first and last missions, of course).\n\n  &gt;&gt;No Outside Weapons\n    ******************\n      With the exception of Pistols that should be brought in for \n      Pistolwhipping in the early part of a mission I have written these \n      strategies to use your standard items plus weapons that can be found \n      during a mission.\n\n  &gt;&gt;Weapon Collecting\n    *****************\n      All of these strategies are designed to help you acquire all of the \n      collectible weapons within the game. Some are easier to collect than \n      others. There are some weapons that are harder to obtain and I have \n      outlined ways to get them.\n\n  &gt;&gt;No Unnecessary Casualties\n    *************************\n      Even though you can perform Accidents on Civilians and Guards I prefer \n      to leave them alive by either avoiding them or incapacitating them \n      instead. This helps in earning a Silent Assassin rating.\n\n  &gt;&gt;All Optional Objectives Completed\n    *********************************\n      Some of the missions will have objectives that are optional and can be \n      skipped. But you will lose out on additional funds if you don't go \n      after them so I will cover how to do them.\n\n  &gt;&gt;Finishing With Your Suit\n    ************************\n      Since you will be penalized for leaving your Suit behind each strategy \n      will allow you to put your Suit in the safest place possible so you can \n      go back to it at the end of a mission and leave with it.\n\nWhile there may be faster, but riskier, methods out there to finish these\nmissions I prefer a more steady, methodical approach to ensure complete and\ntotal success.\n\nWith that explained, I will now finally move on to the story.....\n\n  \/==++====++==\\                                             \/==++====++==\\\n \/==++====++====++====++====++====&lt;&lt;##0##&gt;&gt;====++====++====++====++====++==\\\n| &gt;AFS2. The Story Continues.....                                           |\n \\==++====++====++====++====++====&lt;&lt;##0##&gt;&gt;====++====++====++====++====++==\/\n  \\==++====++==\/                                             \\==++====++==\/\n\nAs the story begins the camera pans out into an amusement park. Eventually we\nsee a large ferris wheel. But something goes terribly wrong and the ferris\nwheel comes apart dumping gondolas full of people onto the ground below. As\nthis scene fades out we see a wall covered with newspaper clippings of the\nincident.\n\nThese articles also go over the trial of the person responsible for the\namusement park, Joseph Clarence (aka \"Swing King\"). As the scene continues we\nlisten to sound clippings from the proceedings. In the end Joseph Clarence is\ncleared of all charges and is freed. The camera pans down onto a picture of a\nteenager who was killed in the accident.\n\nThe verdict does not sit well with the boy's father who sits at his desk\ncontemplating what to do. He then decides to place an order with the ICA who\nsends out Agent 47 to deal with Joseph.....\n\n  0=+=+=+=+0\n \/ Training \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM1. Death of a Showman                                                 0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                               \\ Training \/\n                                                                0+=+=+=+=0\n\nThis is nothing more than a training mission. You are pretty much told what\nto do even though you can do anything you want. This mission has just about\nevery situation you may encounter in the game. You are also not scored for\nthis mission. It should be noted that even though this is a training mission\nyou can still be killed.\n\nAny weapons you carry on you cannot be brought back. However, that doesn't\nmean you can't collect them.\n\nThere are two ICA Crates - one before Joseph's office and one on the walkway\nafter his office. In order to bring back the weapons from this mission you\nmust place them in the *SECOND* ICA Crate (the one after Joseph's office).\nThey can't be brought back if they are placed in the first crate.\n\nNow for the list of weapons:\n\n0===========================================================================0\n| SLP. 40 Pistol | --Carried by all of the Guards.                          |\n|                | --Inside the room with the Baking Soda Crate.            |\n|----------------+----------------------------------------------------------|\n| TMP            | --In a small white box in the pile of junk near where    |\n|                |   you encounter the first pair of Guards (with 691       |\n|                |   rounds).                                               |\n|                | --Inside the Restroom past the Drug Lab.                 |\n|                | --On one of the tables in Scoop's den.                   |\n|----------------+----------------------------------------------------------|\n| Shotgun        | In the first room after climbing up the Red Trellis.     |\n|----------------+----------------------------------------------------------|\n| Dragunov       | In the first room after climbing up the ladder past the  |\n|                | Restroom.                                                |\n|----------------+----------------------------------------------------------|\n| Desert Eagle   | --Carried by Scoop.                                      |\n|                | --On one of the tables in Scoop's den.                   |\n0===========================================================================0\n\nAt the easier difficulties the best thing to do is to play all the way\nthrough to Scoop's Den at the end of the level, killing everybody you come\nacross with the TMP, then kill Scoop and all of the nearby Guards. Go back\nand collect the weapons, place them into the second ICA Crate, and finish the\nmission.\n\nAt Professional difficulty you need to be a bit more careful. You should play\nthrough it straight and not kill anybody outside of those you are supposed to\nuntil you reach the Restroom where you are instructed to take a hostage. Use\nthe Hostage as cover to kill not only the Guards in the locker room but the\nones inside the factory - knock out all of the girls afterwards.\n\nAfter you acquire the Detonator and store the Pistol and Dragunov then make\nyour way back to the Shotgun. When you open the keycarded door then sidestep\nright into the corner and bring out the Detonator to initiate the Detonator\nTrick.\n\nSpeed walk your way along the walkway and, when you pass the second Guard,\nthen run through the doors and to the Elevator before he can do much damage\nas he might start shooting when you pass him. Once you drop down into the\ndrug lab then you should be safe. After storing the Shotgun then use the Mine\nto kill Scoop's guards then Scoop himself with the TMP and get and store the\nDesert Eagle and machine gun before leaving.\n\nWhen you are done with this training mission, regardless of difficulty, then\nyou are sent to your Hideout. This run down place is what you call home.\n\nIt also contains a crude target practice area where you can play around with\nyour weapons including the ones you just collected from the previous mission\n(and where you will find those you will collect during the game - with the\nexception of the Nailer).\n\nWhen you are done then head to the door to begin the main portion of the\ngame.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;BDM2. Present Day                                                        |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nA car drives up to a gated house. The driver approaches the front door and is\nlet in by a bodyguard. The guest is a reporter, Rick Henderson. He is at this\nhouse to interview former FBI director Leland \"Jack\" Alexander who has been\nconfined to a wheelchair due to some past injury.\n\nRick wants to start off the interview by talking about the Presidential\nAttack and Jack's career. But Jack intervenes by telling him that he is\ngiving him the \"scoop of the century\" and that he didn't let on before\nbecause he didn't want a potential leak.\n\nRick is skeptical but Jack implores him to read one of the folders on his\ndesk.....\n\n  0+=+=+0\n \/ Chile \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM3. A Vintage Year                                                     0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                      \\ Chile \/\n0=========0                                                        0=+=+=0\n\nThe date: February 28, 2004.\n\n47's mission is to infiltrate a vineyard in Chile and take down Don Fernando\nDelgado and his son Manuel Delgado. Don is a former retired Colonel who runs\na well-respected vineyard. However, the vineyard is a front for his true\nbusiness - drug trafficking. Manuel is also part of the business so he is to\nbe taken down as well.\n\nThere is going to a party which is a celebrity unveiling of Delgado's new\nwine label. This will provide a good cover.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Don Fernando Delgado.\n  &gt;&gt;Kill Manuel Delgado.\n  &gt;&gt;Escape the Vineyard.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $400,000.\n  Rating Bonus: $150,000.\n  Total: $550,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are six levels to the map:\n\n  &gt;&gt;Hangar\n  &gt;&gt;Guard House\n  &gt;&gt;Wine Cellar\n  &gt;&gt;Hacienda, 2nd Floor\n  &gt;&gt;Hacienda, 1st Floor\n  &gt;&gt;Outside\n\nThe Outside Map is where you start. There are five Point of Interests. The\nfirst one, southeast of the Wine Cellar, is a group of boxes you can use to\nclimb the wall, The second one, to the east is a pipe that can be climbed up\nto reach the second floor of the Hacienda.\n\nThe third PoI, at the east side of the Hacienda, is another pipe you can use\nto climb to the second floor. The fourth one, to the north of that, is a\njunked truck you can use to climb up to the roof of a building. The last one,\nto the northwest of that, is a low section of wall that you can use to climb\nor snipe over.\n\nYour ICA Crate is at the west side of the Outside area. The Hangar has your\nExit Point. The Guard House has a Power Switch and Guards Quarters where you\ncan find some weapons and ammo. The Wine Cellar has one Point of Interest\nwhich is the secret door that leads into the Drug Lab.\n\nThe Hacienda, 2nd Floor has one Point of Interest which is a window you can\nuse to enter from outside. The Hacienda, 1st Floor has two Point of\nInterests. The first, on the left is a Guard Room that has a VIP Guard\nDisguise plus weapons and ammo. The second, on the right, is a Weapons Crate\nwhere you can store your weapons.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| Shotgun    | --Carried by the regular Guards.                             |\n|            | --Inside the Weapons Box inside the Guard House (Guards      |\n|            |   Quarters).                                                 |\n|            | --Inside the Weapons Box inside the Hacienda, 1st Floor      |\n|            |   (Guard Room).                                              |\n|------------+--------------------------------------------------------------|\n| SAF SMG    | --Carried by the VIP Guards.                                 |\n|            | --Inside the Weapons Box inside the Guard House (Guards      |\n|            |   Quarters).                                                 |\n|            | --Inside the Weapons Box inside the Hacienda, 1st Floor      |\n|            |   (Guard Room).                                              |\n|------------+--------------------------------------------------------------|\n| Snub Nosed | --Carried by the white shirted VIP Guards.                   |\n|            | --Carried by Don Fernando Delgado.                           |\n|------------+--------------------------------------------------------------|\n| TMP        | Carried by Manuel Delgado.                                   |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;The guided tour of the Wine Cellar might prove useful, especially when \n    looking for potential death traps.\n\n  &gt;&gt;We've heard that Manuel likes to entertain friends and enjoy the \n    merchandise in the Wine Cellar.\n\n  &gt;&gt;The entrance to the secret lab is hidden somewhere in the Wine Cellar.\n\n  &gt;&gt;The insides are guarded by highly trained Guards.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nNot a terribly hard one to figure out. Although you can blow up a Winch and\ncause a pallet of barrels to fall on Manuel I chose not to do that because of\nthe potential of noise and unnecessary casualties.\n\nAlthough you can climb up a pipe to gain access to the 2nd Floor I felt that\nthere was too many people to keep track of, especially at Professional\ndifficulty, to safely be able to climb it without being seen.\n\nBut I came up with a way to lure one of the VIP Guards to the Weapons Box in\nthe Guard Room within the Hacienda to easily get him out of the way so I\ncould safely get to Don Fernando Delgado.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nFor this particular strategy a Pistol is required at the start. Use either\nyour Silverballer or the SLP .40 Pistol acquired from the previous mission.\n\nWhen you start the mission then you will be at the north end of the Outside\narea. Turn slightly left to find a path going along one of the walls of the\ncompound. Run along this path east until you get out of view of the\nstationary Guard then run until you reach the corner of the facility.\n\nWhen you turn the corner then continue running. There will be a Guard you\nwill pass as you continue forward towards the fence at the cliff edge. When\nyou get to the fence then head right toward the Hacienda. Near the Hacienda\nthere is a break in this fence that will lead you to a narrow path that goes\ndown to the Hangar.\n\nRun down the pathway until you get to the bottom. When you get to the bottom\nthen you will see a Worker standing there ahead of you. You can push him into\nthe water, which will kill him in an Accident, but the best thing to do is to\nSneak up on him, Grab him, pull him back to the end of the path, and Whip\nhim.\n\nThen take his clothes which will leave your Suit in a safe place near the\npath. This will also make it easier in regards to entering the Hangar area.\n\nAfter taking care of this Worker then go up against the stone wall and look\ninside the Hangar. Stay out of sight of the VIP Guard who is standing way\nahead of you. Eventually another Worker will appear and stand near some\nbarrels. Then he will head back into the Elevator he came from. Once he\ndisappears into the Elevator then make your move.\n\nSneak up behind the VIP Guard, Grab him, move him over to the large box just\nnortheast of you, and Whip him. It should be noted that he can go over to the\nlarge box as part of his patrol route but he won't do that most times.\n\nWhen you have knocked out the VIP Guard then change into his VIP Guard\nDisguise, grab his SAF SMG, and Prep your Pistol again. Now head to the\nbarrels where the other Worker was standing before and get close enough to\nthe Hammer to get the prompt to pick it up but don't take it (at least not\nyet - if you want it).\n\nWhen the Worker comes back down the Elevator then wait for him to stand in\nfront of you and Whip him (and take the Hammer if you want). This will keep\nhim from causing any problems later. After dealing with this Worker then\nenter the Elevator and go through the Drug Lab and the secret door that goes\ninto the Wine Cellar.\n\nIn this part of the Wine Cellar you will see two large circular rooms - with\na Guard in each. You will be in the south circular room.\n\nIf you have done everything correctly then you should see Manuel heading\ntowards you to enter the Drug Lab. Turn left and stand in the south part of\nthis room. You're going to be waiting for awhile so take the time to look\naround.\n\nThe Guard that stands in the north circular room will stand against the\ncentral pillar for awhile then head to the west entrance for a bit. Then he\nwill head to the room west of the two circular rooms. After standing for a\nbit inside this room then he will head east toward the south circular room\nand then north to his original position.\n\nThe Guard that stands at the south circular room has a very short pattern -\nhe stands at the west entrance of the room then moves over to the wine tub\nfor a bit before he goes back.\n\nTo the north you will see a pair of Civilians - a couple who happen to be\nmaking out too much to cause any problems. Every so often a large group of\nCivilians will come down to tour the Wine Cellar but you should have\neverything you need to do done before they come down.\n\nWith that explained, let's proceed:\n\nWait for Manuel to leave the Drug Lab and head to the room directly west of\nyour position to snort some product. The Guard for the north circular room\nshould be heading in your direction as he heads back to his post. Walk to the\ncentral pillar and wait for the Guard to pass you by. The other Guard should\nbe standing at the wine tub at this point.\n\nWalk to the west entrance of this room and wait for the Guard to return and\nstand here. Don't do anything yet. Wait for Manuel to leave and get out of\nview then Grab the Guard which will cause him to drop his Shotgun. Move him\nbehind the large wine tub then Whip him. This will keep him out of view but\n*DON'T* pick up his Shotgun.\n\nNow head to the room that Manuel was in. You should see a large wooden table\nwith a short white line on it. This is the product he snorts. At the north\nside of the room behind a group of barrels is a large Container. Prep your\nPoison and stand at the table by the white line. The north Guard will come\ntowards your position but will notice the dropped Shotgun.\n\nHe will then pick up the Shotgun and head to the Guard House to drop it off.\nThis will get him out of the way long enough for you to do what you need to\ndo. When Manuel comes back to snort some more then Poison him, grab his TMP\n(if you want), and drag him to the Container to dispose of him. That's one\nobjective down.\n\nAfter this then go back through the Drug Lab, past the Elevator, and head up\nthe stairs to the first floor of the Hacienda. The next goal is the Guard\nRoom at the west side of the first floor. When you go through the door at the\ntop of the stairs then turn right to find the door that leads into the\nhallway. Open the door.\n\nYou should see a VIP Guard in this hallway. Head towards the other end of\nthis hallway (passing the Guard as you do so) and enter the Guard Room.\nInside you will find a Weapons Box with plenty of weapons and a sleeping VIP\nGuard. Grab a Shotgun then leave the Guard Room and go to the main staircase\nin the center of this floor.\n\nGo up the stairs on the east side of this area about halfway up and stop.\nNear the top of the stairs, by a double door, is a stationary VIP Guard. In\nthe hallway at the top of the stairs is a patrolling VIP Guard who will go\neast and west along it and stop for a short time when he gets to an end.\n\nMost of the doors are locked and need to be picked. Of course, you cannot be\nseen by a Guard as you pick the lock. So the plan is to lure the stationary\nVIP Guard away from the door by dropping the Shotgun.\n\nAt Professional difficulty it is best to stand halfway up the stairs or you\nwill risk your Threat Meter going into the yellow because of the stationary\nVIP Guard.\n\nWait for the patrolling VIP Guard to go left past the top of the stairs then\nhead up. When you get to the top of the stairs then drop the Shotgun which\nwill cause the stationary VIP Guard to pick it up and go to the Weapons Box\nto drop it off.\n\nAfter that then walk past the patrolling Guard then stop at the door at the\nend of the hallway. The Guard will look at you as you pass him then head west\nagain. Wait for him to get near the stairs then Pick the Lock to enter the\nnext room but stay near the door.\n\nDon will play his Cello in this room then head into the central room to stand\noutside for a bit before heading back inside. Then he will go over to the\nsleeping Guard and then sip some wine before heading back to his Cello.\n\nAlthough you can push him over the railing when he stands outside I prefer to\nkill him when he is playing his Cello so I can acquire the Snub Nosed Pistol.\n\nSneak over to him while he is playing and kill him (Poison, Garrote, Hammer)\nthen grab his Pistol. This will complete your last objective other than\nescaping.\n\nIf you did not get a Shotgun from the mission \"Death of a Showman\" then go\nback to the Guard Room to grab the Shotgun then store it inside the Weapon\nCrate at the east side of the 1st Floor.\n\nFrom here, head back down to the Drug Lab the same way you came then take the\nElevator down to the Hangar. Change back into your Suit and walk past the\nsleeping Guard to your Exit Point to successfully complete the mission.\n\n  0+=+=+=0\n \/ France \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM4. Curtains Down                                                      0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                     \\ France \/\n0=========0                                                       0+=+=+=0\n\nThe date: March 17, 2004.\n\n47's next mission is at the Paris Opera House. There are two Targets to kill\n- tenor Alvaro D'Alvade and the U.S. Ambassador to the Vatican, Richard\nDelahunt. Apparently both are involved in child prostitution and is the\nprimary reason for their assassination.\n\nThe Opera House is currently being renovated and that will give you some\ncover to do your work. In addition, there are rehearsals for the opera\n\"Tosca\" in which Alvaro is the star. They are rehearsing the third act which\ninvolves an execution. The Agency has left a pickup for 47 within the Opera\nHouse that will allow him to take advantage of this scene.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Alvaro D'Alvade.\n  &gt;&gt;Kill Richard Delahunt.\n  &gt;&gt;Escape Opera.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $400,000.\n  Rating Bonus: $150,000.\n  Total: $550,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are four levels to the map:\n\n  &gt;&gt;3rd Floor\n  &gt;&gt;2nd Floor\n  &gt;&gt;1st Floor\n  &gt;&gt;Basement\n\nThe 1st Floor is where you start off at and also has your Exit Point. The\nlone Point of Interest here is the table where you can place the Real WWI\nPistol. The 2nd Floor has a Power Switch and a Point of Interest which is the\nLight Room Keycard that opens up the Light Room on the 3rd Floor.\n\nThe 3rd Floor has two Point of Interests which is where you can place the\nRU-AP Mine to drop lights onto the 1st Floor. The 3rd Floor also has a Guard\nQuarters where you can find weapons. The Basement has one Point of Interest\nwhich is a Nailer.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by the Guards.                                 |\n|                | --Inside the Weapons Box at the Guards Quarters on the   |\n|                |   3rd Floor.                                             |\n|----------------+----------------------------------------------------------|\n| MP5            | --Carried by the Bodyguards.                             |\n|                | --Inside the Weapons Box at the Guards Quarters on the   |\n|                |   3rd Floor.                                             |\n|----------------+----------------------------------------------------------|\n| Nailer         | Found on the floor near the center of the Basement.      |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;The contents of Toolboxes will not be searched when you are frisked.\n\n  &gt;&gt;There is a lift shaft from the backstage area to the Stage. It is closely \n    observed and only actors are permitted.\n\n  &gt;&gt;Lead Actors go to their private rooms to rehearse during breaks.\n\n  &gt;&gt;The large Chandelier is attached with bolts to the floor of the Attic.\n\n  &gt;&gt;Only actors are allowed on Stage.\n\n  &gt;&gt;Light Technicians have keycards to the Light Control Room.\n\n  &gt;&gt;There is a light rack above the Stage that might prove useful.\n\n  &gt;&gt;The prop gun used for the execution is an exact replica of a real World \n    War I pistol.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThere are plenty of ways to kill both Targets. However, I prefer the most\npopular method which involves switching out the prop pistol with a real one\nso that the actor on stage accidentally kills Alvaro while rehearsing.\n\nThis is also the mission that 47 did prior to being shot which set up the\nstory in \"Hitman: Contracts\".\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then go inside, turn left, and head to the Coat\nDepository to talk to the Receptionist. In the cutscene you will grab the\nReal WWI Pistol - the item you need to pull off the accidental kill of\nAlvaro.\n\nFrom here, head to the Lobby Restroom just southwest of the Receptionist.\nHere you will find a couple of toilets and a Container. You should also find\na Civilian here as you enter. Stand by where the Container and the dividing\nwall meet and Prep your Sedative.\n\nWhen the Civilian leaves then stand in front of the toilet closest to the\nContainer. A Worker will eventually enter the Restroom and use the toilet.\nListen for the sound of the Restroom door closing. When that happens then\nSedate the Worker, change into the Worker Disguise, and put the Worker into\nthe Container. After that then exit the Restroom.\n\nHead north and climb the main stairs up to the 2nd Floor. Then continue\nnorthwest and towards the spiral stairwell that leads up to the 3rd Floor.\nWhen you get to the 3rd Floor then head southwest towards the Guards Quarters\ndoor but don't enter it. There will be a Guard that will come by and stand\nfor awhile by the \"Tosca\" poster before walking away again.\n\nWhen he gets out of view then enter the Guards Quarters and grab the MP5 (and\nthe SLP .40 Pistol if you don't already have one). Then exit the Guards\nQuarters and use the spiral staircase to get down to the 1st Floor.\n\nWhen you get down to the 1st Floor then turn right to find a Worker painting\na door. Go through the nearby open door and head down to the Basement. When\nyou get through the next door then you should see a large wooden table in\nfront of you and a large panel on the floor. Go to the panel and pick up a\nNailer (which will automatically Prep it).\n\nThen turn around and head back to the door you came from but go down the\nshort set of stairs to the left of the door instead. Then turn right at the\nnext corner to find a set of double doors. Go through the double doors and\noff to your left is another single door that leads up to the Stage area. Head\nthrough this door and up the stairs.\n\nAt the top of the stairs you should see a large curtain that leads into the\nlarge dressing room. Cut through the large dressing room and through the\ndouble doors that leads to the Backstage Hallway. Turn left when you get\nthrough the double doors and enter the next door you get to. This leads into\na small Restroom. Go to the single toilet and stand in front of it.\n\nWhat will happen is that a Worker will come from the Backstage working area\nto this toilet and back again. One of the things you need to do is to enter\none of the smaller Dressing Rooms in the Backstage Hallway.\n\nSince this Worker goes back and forth between this toilet and the Backstage\nworking area then you may risk having him see you enter and this can cause\nproblems. So, when the Worker tries to use the toilet, then Whip him with the\nNailer and leave the body. This will get him safely out of the way because\nnobody else goes in here.\n\nFrom here, exit the Restroom and head south down the Backstage Hallway. You\nshould see four doors along the right wall. Go to and stand by the third\ndoor, the one with the silver star by it, but *DON'T* enter. Ahead of you is\na Bodyguard who is sitting, napping, in a chair.\n\nEvery now and then he will leave the chair and go to the nearby Restroom to\nthe south. But, at this stage of the mission - depending on how fast you have\ndone everything at this point, he may leave to go to the stage instead\n(although sometimes he will go to the Restroom instead).\n\nWhen the coast is clear then enter the Dressing Room, bring out the Real WWI\nPistol, and hide in the Closet but keep an eye on the door. When the\nBodyguard leaves for the Stage then this also means that the actors will be\ntaking a break from rehearsals. The actor that does the execution, with a\nProp WWI Pistol, will enter this room. He will practice his role for a bit\nthen place the Prop WWI Pistol on a table and head to the Restroom.\n\nWhen he leaves the room then exit the Closet, wait for the door to close, and\nhead to the table where the Prop WWI Pistol is laying. Put Down Real WWI\nPistol (on the right side of the table), pick up the Prop WWI Pistol, Prep\nyour Sedative, then exit the room as both the actor and Bodyguard should be\nin the Restroom. From here, head through the double doors that are off to\nyour left.\n\nRun up the nearby stairs all the way to the 3rd Floor. Here you will be above\nthe Stage itself. You should see a Worker up here and a door to the north.\nHead through the door and you will enter the domed Attic. Ahead of you is a\nWinch that you can use the RU-AP Mine on but I am not going to use it. Nearby\nis a small box.\n\nGo to the north side of the box, look south, and angle the camera downwards.\nWhat will happen is that the Worker will come into this room, talk to\nhimself, then sit on this box. When he sits down then Sedate him. Leave the\nbody.\n\nThen go back out the door and to the nearby railing. Get the prompt to Plant\nBomb then do so. When Detonated then this will cause the stage lights to fall\ndown along the back side of the stage below. Go back into the Attic and to\nthe ladder at the east side. When you get down to the next level then head\nsouth to find a hole in the floor.\n\nClimb down to the scaffolding and you should have an excellent view of the\nrehearsal. Go right of the \"ladder\" you climbed down on, crouch down behind\nthe covered railing, bring out the Detonator, and rotate the camera so the\nstage is at the upper right of the screen which should give you a clean, safe\nlook at the Stage.\n\nThe reason for this is that if you are seen using the Detonator, even up\nhere, then you may be seen and attacked. By crouching here then you will be\nhidden enough to not be spotted.\n\nYou will notice that the action takes place on a platform in the center of\nthe Stage. Soon the action will climax with the execution and with the actor\nshooting at Alvaro. However, since you switched out the Pistols, this will\nresult in the accidental death of Alvaro and this completes one objective.\n\nAfter this then Delahunt will run to the stage to be near his fallen friend.\nHe will be wearing a blue-green jacket. When he starts climbing the stairs on\nthe platform, then Detonate. Delahunt will be heading to the northwest corner\nof the platform as you use the Detonator.\n\nThere is a short delay between you pressing the button and the explosion so\nthat will give Delahunt time to get into position. The explosion itself will\ncause his trailing Bodyguards to stop in their tracks and then the lights\nwill crash down on Delahunt and kill him. This completes your last objective.\n\nBy timing the explosion this way then you will kill only your Target. If you\nwait until his Bodyguards arrive then you may risk unnecessary casualties.\n\nClimb back up into the Attic and look through the Keyhole of the door going\nback out. The reason for waiting is that the Guards will head to the source\nof the explosion and you don't want to risk them seeing the body of the\nSedated Worker as you leave the Attic. You need to wait for them to come up\nand leave before leaving yourself. Thankfully, they will not go into the\nAttic.\n\n  **NOTE: The Threat Meter is not a good indicator of when to leave as it \n          will remain yellow for the remainder of the mission.\n\nWhen everything is calm then retrace your steps back to the Restroom where\nyou left your Suit. When the coast is clear then change back into your Suit\nand head to your Exit Point to successfully complete the mission.\n\n  0+=+=+=+=+=0\n \/ California \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM5. Flatline                                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                 \\ California \/\n0=========0                                                   0+=+=+=+=+=0\n\nThe date: March 31, 2004.\n\n47's next assignment takes him to the Pine Cone Rehabilitation Clinic in\nnorthern California. There are three mobsters that have checked into the\nclinic. One of them plans to turn state's witness when he is discharged. The\nclient wants to avoid that but no one knows which of the three is the Target.\n\nAn undercover agent that was placed inside the clinic to find out has not\nbeen heard from for awhile. Somehow he is being kept drunk for unknown\nreasons. The clinic will only discharge patients if they are sober or dead.\nThe only way to get the Agent out is to kill him.\n\nBut the Agent is needed alive. To this end 47 is given an experimental serum\nthat gives the appearance of being dead and the antidote to bring him back\nout of his coma.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Find Agent.\n  &gt;&gt;Identify Target.\n      --Kill Rudy Menzana.\n      --Kill Carmine Desalvo.\n      --Kill Lorenzo Lombardo.\n  &gt;&gt;Smuggle out Agent.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $370,000.\n  Rating Bonus: $150,000.\n  Total: $520,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are six levels to the map:\n\n  &gt;&gt;Medical Wing, Tunnel\n  &gt;&gt;Medical Wing\n  &gt;&gt;Main Building, Basement\n  &gt;&gt;Main Building, 2nd Floor\n  &gt;&gt;Main Building, 1st Floor\n  &gt;&gt;Outside\n\nThe Outside Map is where you start. You Exit Point is inside the Morgue near\nwhere you start. The Guard Shack is west of the Morgue. Your ICA Crate is at\nthe west end of the Main Building. A Power Switch is at the north side of the\nMain Building.\n\nThere are two Point of Interests. The first one, to the west, is where you\ncan find an Admission Paper that will allow you to officially enter the\nbuilding and become a patient. The second one, to the east, is where you can\nfind a patient that you can knock out for a Patient Disguise.\n\nThe Main Building, 1st Floor is where most of the people are. A small Guard\nRoom is next to the set of stairs in the center of the Map. The Main\nBuilding, 2nd Floor has one Point of Interest which is a chain you can plant\na Bomb on to drop a large light fixture onto the floor below. The Medical\nWing is where you will find the Agent.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by the Clinic Security.                        |\n|                | --Inside the Guard Shack Outside (x2).                   |\n|                | --Inside the Guard Room on the Main Building, 1st Floor  |\n|                |   (x2).                                                  |\n|----------------+----------------------------------------------------------|\n| TMP            | --Carried by the Bodyguards.                             |\n|                | --Inside the Guard Room on the Main Building, 1st Floor  |\n|                |   (x2).                                                  |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Admission papers are required to check-in. Future patients often wait in \n    the park outside.\n\n  &gt;&gt;Troublesome patients are often confined to the Medical Wing.\n\n  &gt;&gt;The brochure lists some interesting facilities such as a library, a \n    gymnasium, and a large spa area.\n\n  &gt;&gt;Therapists occasionally get contacted for private sessions.\n\n  &gt;&gt;Some guests hide stashes of alcohol in quiet places. Let's hope they \n    don't get alcohol poisoning.\n\n  &gt;&gt;Weight lifting can be fatal.\n\n  &gt;&gt;Some guests cheat on the spa's strict diet by smuggling camping stoves \n    into their rooms. Sounds dangerous!\n\n  &gt;&gt;Deceased patients are taken straight from the Medical Wing to the Morgue.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThere are two ways to enter the Main Building. One way is through the locked\ndoor at the connecting area between the Medical Wing and the Main Building\nand the other way is by stealing somebody's Admission Paper on the outside\noverlook and becoming a patient by going in through the front door.\n\nI found that going through the locked door is better because I can keep the\nmain Therapist from wandering the building. When the mission begins the\nTherapist is inside the Reception Area and won't leave as long as you don't\nenter it.\n\nEven though you can knock him out on the 2nd Floor I prefer not to do the\nextra work. And, speaking of therapists, you can dress up as one and make\nyour assignment much easier. It should be noted that the Therapist Disguise\nwill allow you to go through the facility with little or no suspicion.\n\nAnother thing I found about this mission is that, even though they look like\nCivilians, the Orderlies are also Guards. This means that they can be lured\nby Weapon Dropping. And that makes ambushing them easier (if you choose to do\nso).\n\nFinally, you get to use the nifty Stun Gun which will make taking down Guards\nand other people easy. It has the same effect as Sedating and Pistolwhipping.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then immediately turn left and run west. Turn\nright and run north when you get to the corner of the Guard Shack. As you\nproceed forward then you will see a vine covered wall. Run along past the\nleft side of this wall and go up the rock embankment to the path.\n\nWhen you get up onto the path then run forward past the large tree and to the\nbrick wall that comprises the connecting area between the Medical Wing and\nthe Main Building. When you get here then turn right to find a set of stairs\nleading up.\n\nIf you have run all the way to this point then you should see a Guard near\nthe top walking away from you. Climb the stairs and turn left 180 degrees.\nYou should see your ICA Crate. Look right a little bit and you should see a\nlocked door. Pick the Lock and enter.\n\nYou should be in a narrow hallway with a Keycard Door to your left and\nanother locked door ahead of you. Pick the lock of the door ahead and then\nwalk out and turn right after you proceed through the door. Walk forward then\nup the short set of stairs but enter Sneak Mode when you get to the top.\n\nSneak forward and past the Power Switch then go through the door that leads\ninto the Guard Room. Right after you enter you should see a Weapons Box to\nyour right. Grab a Stun Gun (plus the TMP and SLP .40 Pistol if you need\nthem) and Sneak forward to find a Guard sitting in a chair.\n\nSneak to him and Zap him with the Stun Gun. Steal Video Tape from the nearby\nSurveillance Machine, grab the Rehab Keycard, then open the nearby Keycard\nDoor and drag the Stunned Guard through it.\n\nHead down the short set of stairs then drop the Guard close to the door\nleading back outside. Switch into the Clinic Security Disguise which will\nplace your Suit just inside the door. The Rehab Keycard will also open the\nother Keycard Door that leads into the Medical Wing where the Agent is being\nkept.\n\nThe problem here is that there are two doors that actually go into the\nMedical Wing and they are both locked. Unfortunately, even though you have a\nLockpick, these doors cannot be picked. The only people who have keys to gain\naccess are the Orderlies. There are three inside the Medical Wing and two in\nthe Basement. On top of that, even though you are dressed as Security, you\naren't allowed in this area.\n\nEven so, you can still gain easy access to the Medical Wing. Proceed forward\nthrough the second Keycard Door and to the Medical Wing. Here you should find\nthe door. To the left of the door is an open window. Sneak to and then stand\nbetween the door and the window and angle the camera so you can look through\nthe window.\n\nHere you should see an Orderly sitting in a chair. There will be a second\nOrderly that stands in the office, complain about the coffee, then leave to\ngo outside through the door at the south side of the facility. Then he will\ncome back to the office and the pattern repeats.\n\nIf you look closely at the end of the table just beyond the window then you\nwill find a Cell Key and a Rehab Keycard. I already have the Keycard from the\nGuard and I can get a Cell Key from one of the Orderlies in the Office.\n\nA third Orderly will have a short pattern in the cell area itself. He will\nstand in front of a cell then head west to stand in one then go back.\n\nTo prevent any interference I prefer to knock all three of these Orderlies\nout. It's not hard to do.\n\nLook out for the second Orderly and wait for him to leave and be completely\nout of view before making your move. Sneak to and through the open window\nthen to the first Orderly. Look through the large window and keep an eye on\nthe door that leads outside.\n\nWhen the second Orderly goes through the door and gets out of view then bring\nout your Stun Gun and Zap the sitting Orderly. Then drag his body to the\nContainer at the northwest corner of the office. Change into the Orderly\nDisguise and grab his Cell Key.\n\nThen dump him into the Container and Sedate the Coffee Cup on the nearby\ntable. Prep your Stun Gun and head into the cell area. Go downstairs and hang\nclose to the cell that the other Orderly likes to stand in. Look through the\nwindow when he is inside to see where he stands.\n\nWait for the second Orderly to walk past your position before entering the\ncell. Stand near where the third Orderly stands and wait for him to come\nback. When he stops in front of you then Zap him. By the time you take down\nthe third Orderly then the second one will be Sedated.\n\nHead into the Agent's cell and talk to him. It's Agent Smith - again. The\nsame one you keep rescuing (third or fourth time already since \"Codename 47\")\nand 47 is none too pleased. After the cutscene then Sedate Agent.\n\nIn the following cutscene you are notified that there are two additional, and\noptional, Targets that you can go after. Of course, I am going after both.\n\nThree Targets will now appear on the Map - one red (primary) and two\nwhite (optional). The primary Target will be random on each run-through.\n\nAnd your Targets are:\n\n  --Rudy Menzana (pink robe)\n  --Carmine Desalvo (light green robe)\n  --Lorenzo Lombardo (light blue robe)\n\nYou can take them down in many different ways - poisoning hidden bottles,\npushing them into the Jacuzzi, crushing necks with weights, etc. But there is\none very easy way to take them down and without the bodies being found. By\nbecoming a Therapist.\n\nFrom the Medical Wing, go through the two Keycard Doors and back through the\nGuard Room. Then enter the hallway but *DON'T* go through the double doors\nleading into the main area. To the right of the double doors is a single door\nthat leads into the Kitchen. At the south central side of the Kitchen is a\nbucket and a mop.\n\nNext to it is a hidden Bottle. Poison it and leave. This will take care of\none of the Targets and without the body being found. That Target is Lorenzo\nLombardo and he is also the one that goes up to the 2nd Floor and cooks in\nhis room. It is important not to go near him when you are in the Therapist\nDisguise or he will go to the upstairs Office.\n\nAlthough you can Poison the bottle at any time it is highly recommended that\nyou wait until Lorenzo appears as a Target first. The reason is that if you\nkill him before he is identified then it will count as a non-accidental\nCivilian kill and your score will suffer.\n\nAfter Poisoning the Bottle then leave the Kitchen, go through the double\ndoors, and proceed east through the center of the first floor. You should see\na large fireplace and four sets of stairs - two at each side of this room.\nTake one of the stairs at the east side of the room and head up.\n\nHere you should see four small offices. One has an open door and three with\nlocked doors. Go through the one with the open door and you should find the\nTherapist Disguise. Change into it and Prep your Fiber Wire.\n\nIt should be noted that the only person that goes up to this area of the 2nd\nFloor is the Therapist but he is stuck in the Reception Area because of how\nyou entered the building.\n\nGo downstairs and find one of your remaining Targets. I recommend going after\nRudy (the one in the pink robe) first. He goes between the Jacuzzi (northeast\ncorner) and the Den (north central). When you find him then he will comment\nabout that it is time for his session and he will meet you in your Office.\n\nThat Office will be the large room in the south central side of the 2nd\nFloor. It will have two beige chairs with a small table between them. Go up\nhere and stand behind the west chair.\n\nRudy will walk slowly to the Office so you will be waiting awhile. As you are\nwaiting Agent Smith will be moved to the Morgue. This will also unlock the\ndoors to it so you can enter it to revive him and escape. When Rudy enters\nthe Office then he will sit in the chair in front of you.\n<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Garrote him when he starts talking then drag his body north through the small\nroom and to the balcony that overlooks the Den. Drag him to the railing, drop\nhim, and close the door as you leave. This is why you should go after Rudy\nfirst - he is the only person who goes into the Den and you may risk having\nhim see you if you went after Carmine first and dragged his body here.\n\nAfter hiding Rudy's body then go find Carmine. He goes between the Gym\n(southeast corner) and Outside. When you find him and he comments about his\nsession then go back to the Office and stand behind the east chair while you\nwait for him. Like before, Garrote him he starts talking then leave the body\nsince nobody else comes up here.\n\nBy the time you kill Carmine then Lorenzo will have drank from the Poisoned\nBottle and died thus completing all of your primary and secondary objectives.\n\nAfter killing all of your Targets then head back to the small Guard Room and\nthe narrow hallway where you dropped off the Stunned Guard and left your\nSuit. Before changing out, however, go back outside first and stop by the two\nbenches.\n\nLook all around to make sure that there are no Guards or patients nearby\nbefore going back to your Suit. If everything has gone smoothly up to this\npoint then you should see a Guard approach you from the east. He will then\nstop between the benches in front of you.\n\nYou could Zap him if you want but there is no reason to take the risk of a\npotential Witness or anything else going wrong. When he finally leaves and\ngets far enough away then quickly go back inside, switch back into your Suit,\nand leave. From here, head down to the Guard Shack the same way you came\nearlier.\n\nAs you head south towards the Guard Shack keep an eye out for an Orderly who\nmay be on the path nearby. When Agent Smith was transferred to the Morgue\nthen this started a patrol pattern of another Orderly.\n\nHe will go from the Morgue, up the path to the north end, then head back down\nagain and repeat. If you did not see him as you made your way towards the\nGuard Shack then more than likely he is down near the Morgue. Nobody, not\neven the Orderly, cares about you going in and out of the Morgue. However,\nyou certainly don't want anybody seeing you wake up Agent Smith.\n\nGo inside the Morgue and stand in the corner by the Elevator. Wait for the\nOrderly to come inside, stand for awhile, and leave. Once the doors close\nthen go to Agent Smith, Revive Agent, and Escape through the nearby door to\nsuccessfully complete the mission.\n\n  0+=+=+=+=+=0\n \/ California \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM6. A New Life                                                         0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                 \\ California \/\n0=========0                                                   0+=+=+=+=+=0\n\nThe date: May 15, 2004.\n\n47's next Target is a gangster named Vinnie Sinestra. He is in a witness\nprotection program pending a court appearance. Vinnie also has some hard\nevidence that can't be allowed to be seen. The client thinks that it may be\non some microfilm somewhere.\n\nHe is currently holed up in a suburban house in southern California and the\nclient does not want Vinnie to make it to the courtroom. But the house is\nbeing protected by the Feds so it will be tough to get at him. However, there\nis going to be a birthday party for Vinnie's child and that may be useful in\ngetting inside the house.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Vinnie Sinistra.\n  &gt;&gt;Retrieve Microfilm.\n  &gt;&gt;Escape suburb.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $270,000.\n  Rating Bonus: $150,000.\n  Total: $420,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are four levels to the map:\n\n  &gt;&gt;Basement\n  &gt;&gt;2nd Floor\n  &gt;&gt;1st Floor\n  &gt;&gt;Outside\n\nThe Outside Map is where you start and also has your Exit Point. A Power\nSwitch can be found at the south side of the house.\n\nThere are two Point of Interests. The one to the south is the FBI Truck where\nyou can find a couple of Agents and the Video Tape. The one to the north is\nthe Treehouse where you can find the Air Rifle.\n\nYour ICA Crate is to the east. The Vet's Office, where you can find a Bottle\nof Ether and Tranquilizer Darts, is to the south of the FBI Truck.\n\nThe 1st Floor has a Guards Quarters near the northwest corner (and is\nconnected to the West Hallway). The large Pool is at the northeast corner.\nThe Dining Room is at the southeast corner. The East Hallway is connected to\nthe Dining Room and has a small bathroom. The Study is to the east of the\nEast Hallway.\n\nThe Living Room is where Vinnie spends most of his time. The Garage is west\nof that. The Laundry Room is north of that and is at the south end of the\nWest Hallway. The Guest Room is at the north end of the West Hallway. The\nKitchen is at the east side of the West Hallway.\n\nThe 2nd Floor has a large central room that Vinnie enters from time to time.\nThe Girl's Bedroom is directly south of that. The Baby's Room is at the\nnorthwest corner. The Master Bedroom is at the southwest corner.\n\nThere is one Point of Interest in the Basement which is a Weapons Crate where\nyou can store weapons.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | Carried by most of the Agents.                           |\n|----------------+----------------------------------------------------------|\n| MP7            | --Inside the Guards Quarters on the 1st Floor.           |\n|                | --Carried by the Agents in the Limos.                    |\n|----------------+----------------------------------------------------------|\n| Bull .480      | Carried by Vinnie Sinestra.                              |\n|----------------+----------------------------------------------------------|\n| Air Rifle      | Inside the Treehouse.                                    |\n|----------------+----------------------------------------------------------|\n| Nailer         | Inside the Basement.                                     |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Garbage trucks can dispose of all kinds of waste.\n\n  &gt;&gt;The surveillance team have an unhealthy appetite for donuts.\n\n  &gt;&gt;Vinnie has complained about the neighbor's son taking pot shots into the \n    garden with an airgun.\n\n  &gt;&gt;Vinnie lives close to a veterinary surgeon. Sometimes a vet needs to \n    tranquilize wild animals!\n\n  &gt;&gt;Rumor has it that Vinnie's wife flirts with hired staff. But Vinnie \n    trusts her completely.\n\n  &gt;&gt;Some field agents are too nosy in teenage girls' rooms.\n\n  &gt;&gt;A barbeque is being prepared for the party. Be careful with flammable \n    liquids!\n\n  &gt;&gt;Vinnie just bought a very expensive and unusual necklace for his wife.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nIn previous iterations and run-throughs I ambushed Vinnie's Wife in one of\nthe hallways. However, I decided to safely take the Necklace while disguised\nas the Pool Cleaner to make things less risky.\n\nYou can also go in as Corky the Clown and deal with the Wife as him. There is\na Study at the east side of the House that has a bottle that you can Sedate.\nWhen you encounter her as him she will lead you here and drink from this\nbottle which will knock her out safely.\n\nHowever, at Professional difficulty, she will always become a Witness so it\nis not the best thing to do here. As the Pool Cleaner you don't have to knock\nher out to get the Necklace.\n\nIt is also important to point out that if you cause too much trouble then\nadditional Agents in Limos will arrive at the house. In addition, I saved\nacquiring the Air Rifle for last instead of doing it in the middle of the\nmission. This is also the first mission where the Detonator Trick is used to\nacquire this weapon.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nFor this particular strategy a Pistol is required at the start. Bring either\nthe Snub Nosed, Desert Eagle, or Nailer, but do *NOT* bring an SLP. 40\nPistol.\n\nWhen you start the mission then you will be near the Exit Point. You will\nalso see a Jogger stretching to the south. Quickly Prep your Pistol then run\nto the Jogger but start Sneaking when you are about ten feet away from him.\nGet behind him and go into 1st Person View\/Binoculars so you can look\ndirectly at his back.\n\nGrab him then move him northeast across the street to the tree there and Whip\nhim then Prep your Sedative. By Whipping the Jogger then you will make it\neasier on yourself in regards to re-acquiring your Suit near the end of the\nmission.\n\nFrom here, go around the end of the hedge wall and turn left. Ahead of you\nshould be a yellow Catering Van. At this point there should be a Caterer\ngetting something from the back of the Van. When he walks away then head to\nthe back of the vehicle.\n\nIt is important to note there is also an Agent that has a patrol route that\nends at the corner of the Garage northwest of your position. But, at this\npoint in the mission, he will be heading inside the house and not be an\nissue.\n\nWhen you look in the back of the van then you should see a Catering Crate and\na box of Donuts. Quickly Sedate the Donuts and grab them. Run to the back of\nthe large white boxy van across the street. Go to the right side of the doors\nand stand back a couple of feet to prompt Put Down Donuts.\n\nThis will allow you to place the Donuts on the ground and knock on the door.\nAfter this then run east towards Corky's Van. Get behind it and Prep your\nPistol. Use your 1st Person View\/Binoculars and back away just a bit from the\nback of the Van. This is so you don't get the Close Lid notification when you\nback out.\n\nAfter that then look towards the Vet's Office. As you're doing this then the\nAgents in the Van should be collapsing from the Poisoned Donuts.\n\nWhen you see the Garbageman then that means that Corky the Clown should be\nleaving the house. It should be noted that the Garbageman's appearance is\nrandomized and may appear sooner or later than when Corky leaves the house\nbut usually won't affect what is done next.\n\nKeep an eye on the Garbageman as he passes by. He will look towards you as\nCorky goes to the back of the Van and takes a drink. The moment he gets far\nenough away then Grab Corky. Before Whipping him then move forward and then\nright against the door to help conceal him from the Nosy Neighbor, who is\nworking on her hedges, to the south.\n\n  **NOTE: If it looks like the Garbageman will be far behind Corky then run \n          up to Corky and run circles around him to stop him until the \n          Garbageman gets far enough away. Then go back behind the Van and \n          wait for Corky to get into position.\n\nAfter Whipping Corky then take his Disguise and dump him in the Container.\nThis will put your Suit in an easy to access place so you can safely switch\nback into it at the end of the mission.\n\nRun to the northwest corner of the FBI Van and look towards the Garage. If\nyour timing is right then the patrolling Agent should be heading into the\nhouse and the Caterer should also be heading to the front door. Open the door\nand loop around it to get inside.\n\nGo to one of the fallen Agents, switch into the FBI Agent Disguise, pick up\nan SLP .40 Pistol, and Steal Video Tape from the Surveillance Machine. From\nhere, exit the FBI Van and head to the Vet's Office. Run into the garage and\nPick open the door. Go inside the office and you should see the Bottle of\nEther on the table to your left. Pick it up, go back out the same way you\ncame, and run to the house.\n\nRun through the front door of the house and through the next door to enter\nthe Stairway Room. Go up the stairs and through the door at the top. Go\nthrough the next two doors to enter the Girls' Bedroom. If your timing is\nright then the patrolling Agent up here should be entering the hallway. At\nthe south side of the room is a desk.\n\nOn the desk are the Girls Panties. Go to them to get the prompt to Pour Ether\nOn Girls Panties. You see, the Agent that left the room is a bit of a perv\n(as already hinted by the Intel) and likes to sniff the panties when he comes\nin here. Of course, I can use that against him which is why I am using the\nEther on them. And this makes for one less person to deal with on the 2nd\nFloor when I come back here later.\n\nNow to clear out some Agents at the west side of the House so I can go after\nVinnie's Escort later. Getting rid of the Escort will make it easier to go\nafter Vinnie and I will lure him to the Weapons Box to ambush him. But I need\nto get rid of a couple of Agents nearby to set that up and this will also\nmake the best use of my time as I wait for the Pool Cleaner to get into\nposition so I can get his Disguise.\n\nThe Pool Cleaner Disguise will allow me to safely approach Vinnie's Wife and\nshe will lead me to the Master Bedroom where I can safely acquire the\nNecklace without harming her in any way.\n\nAfter setting up the pervy Agent then go back down the same way you came.\nWhen you get back down the stairs then go forward through the door to the\nKitchen then to the door into the West Hallway. Turn left and go forward\nthrough the door into the Laundry Room. Turn left at the next corner to find\nthe door leading down into the Basement. There is an Agent that goes down\nhere and his patrol route ends here.\n\nGo down into the Basement and, if your timing is right, then you should walk\npast the Agent as he is coming up the stairs. Run down to the Basement floor\nand through the next door. After going through this door then you should see\na shelving unit on the north wall to the left. Stand with your back to the\nwall and about four feet west of the shelving unit, look southeast, and wait\nfor the Agent to return.\n\nWhen he returns and stands in front of you then Sneak up on him and Whip him.\nYou can grab the Nailer nearby if you you didn't get one from the mission\n\"Curtains Down\". Then run back up the stairs and to the door into the West\nHallway. Then open the door to your left to look inside the Guards Quarters.\n\nThere is a good chance that the outside patrolling Agent is inside. If he is\nthen stand at the north end of the West Hallway and wait for him to leave.\nWhen he does then go inside the Guards Quarters. Stand at the southwest\ncorner of this room (by the desk chair), go into 1st Person View\/Binoculars,\nand look northeast.\n\nWhen the Agent comes back then wait for him to stop in front of you then Whip\nhim. By Whipping these Agents then you have cleared a safe path to the\nWeapons Box.\n\nDrag the unconscious Agent back into the Laundry Room and put him into the\nContainer by the door. Go back into the Kitchen, go through the Stairway\nRoom, and out into the Backyard. At the northeast side of the yard is the\nShed. Run to the back of the Shed and wait. If your timing is right then the\nPool Cleaner should be coming back to the Shed.\n\nWait for him to enter then Sneak up behind him and wait for him to stop by\nthe shelves then Whip him. Take his Disguise and Pick the Lock to leave. Go\nto the Pool and Vinnie's Wife should be there. Get close enough to her and\nshe will want you to follow her into the House.\n\nAt Professional difficulty you will need to stay about fifteen feet from her\nas she heads towards the door Guards. If you are too far from here then she\nwill stop and motion you to follow her.\n\nWhen she talks to the Guards then she will tell you you're clean. If you are\ntoo close to them as she is talking to them then your Threat Meter will start\nto climb up. If it reaches yellow then you are generating Witnesses which\nwill negatively impact your Rating.\n\nStaying about fifteen feet from her should prevent that from happening. When\nshe opens the door then quickly walk in and past her to get past the Guards\nbefore your Threat Meter starts climbing up. Once you are inside then you\nshould be safe.\n\nContinue following her and she will lead you upstairs into the Master\nBedroom. Stay at the foot of the bed as she goes into the Bathroom. When she\nleaves then she will remark that she isn't in the mood and then she will want\na nap. When she falls asleep then go over and safely take the Necklace.\n\nIt is important to note that she will eventually wake up later and resume her\npattern but will not interfere with what you need to do.\n\nAfter you acquire the Necklace then cut through the walk-in closet to go into\nthe Girl's Bedroom to find the pervy Agent you Sedated earlier with the\nEther. Take his Disguise then go back through the Master Bedroom and back\ninto the Hallway. Go downstairs and into the Kitchen. Now is time to get rid\nof Vinnie's Escort\n\nIf your timing is right then Vinnie should be leaving the Room. There are two\nplaces that you can kill Vinnie - the Living Room and the Upstairs Office.\n\nKilling him in the Living Room (Poisoning him in his chair after luring the\nEscort to the Power Switch) may risk you being seen by the Caterer through\nthe window. So I am going to use the Upstairs Office to ambush him.\n\nHowever, if you kill him here then his Escort will eventually enter the room\nand find the body which will negatively affect your rating. So I need to get\nrid of the Escort first. The best way is to lure him to the Weapons Box by\ndropping a weapon.\n\nGo behind Vinnie's chair and use 1st Person View\/Binoculars to look at the\ncouch at one corner of the room then drop the Pistol. This should put it in\nthe best place so that only the Escort will pick it up and take it to the\nWeapons Box.\n\nThe reason for this particular placement is that sometimes Vinnie himself\nwill find the weapon instead of the Escort. If Vinnie finds the weapon then\nyour Threat Meter will go back down quickly after it goes green and you will\nhave to get another Pistol (from one of the fallen Agents or the Weapons Box)\nand try again later.\n\nAfter dropping the Pistol then go back to the Laundry Room. When the Escort\nfinds the Pistol then he will go to Box but will take one of two paths to get\nthere. One is a direct path cutting through the Laundry Room and the other\nwill have him meandering outside before going through one of the Bedrooms to\nget to the Box.\n\nWhile you're waiting you can position yourself more properly depending on\nyour control scheme and what camera you are using:\n\n  &gt;&gt;3rd Person View\n    ***************\n      Stand about three feet from the center of the Box, but not too close to \n      the door or you will get the prompt to close it, then angle the camera \n      so it is looking straight down. Put the center reticle directly in \n      front of you and between your feet and the Box. This ensures that the \n      reticle will be on your victim as you bring out your weapon and bring \n      up the prompt.\n\n  &gt;&gt;1st Person View\n    ***************\n      Stand about three feet from the center of the Box, but not too close to \n      the door or you will get the prompt to close it, then put the center \n      reticle at the top of the front of the Box.\n\nGrab and Whip the Escort when he bends down over the Weapons Box and leave\nthe body. You can clean out the Weapons Box and acquire the MP7 for your\ncollection.\n\nPrep either your Poison or Fiber Wire and head up to the 2nd Floor. Enter the\nUpstairs Office which is the central room on the north side of this floor.\nStand by the left side of the table and wait. When Vinnie walks in then he\nwill stand in front of you. Poison or Garrote him and grab his Bull .480.\n\nAfter killing Vinnie then go back down and out the front door. At this point\nyou have the option of acquiring the Air Rifle. After leaving the house then\nhead to the Treehouse at the north side of the Map. There will be a female\nGardener picking at the ground near the Treehouse but as long as you are\ndressed as an Agent then she will not cause any problems as you approach it.\n\nClimb the Treehouse Ladder and you should find the Air Rifle on the table.\nLook out the windows first to find the Pool Cleaner and patrolling Agent\nbefore picking up the weapon. When they are out of view then pick up the\nRifle and immediately bring out the Detonator to initiate the Detonator\nTrick.\n\nClimb back down the ladder and go southeast to your ICA Crate. Store the\nweapon then head back to Corky's Van. When the Garbageman is not nearby then\nswitch back into your Suit and run to the Exit Point to successfully complete\nthe mission.\n\n  0+=+=+=+=+=+0\n \/ New Orleans \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM7. The Murder of Crows                                                0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                \\ New Orleans \/\n0=========0                                                  0=+=+=+=+=+=0\n\nThe date: October 25, 2004.\n\n47's next mission takes him to New Orleans. The American Secretary of the\nInterior is targeted for assassination during the Mardi Gras parade. The\nclient does not want that to happen. So 47 is to take down the people who are\ntrying to kill the Secretary.\n\nThere are three assassins: Mark Purayah, Jr, Raymond Kulinsky, and Angelina\nMason. Mark is the leader, Raymond is the assassin, and Angelina is recon and\nsupport. Nobody knows where they are at but the payment to them has been\nidentified and should lead 47 to them if followed. The parade also has lot of\nCivilians about so extra care needs to be exercised.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Mark Purayah, Jr.\n  &gt;&gt;Kill Raymond Kulinsky.\n  &gt;&gt;Kill Angelina Mason.\n  &gt;&gt;Protect the Politician.\n      --Retrieve the Diamonds Case.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $470,000.\n  Rating Bonus: $150,000.\n  Total: $620,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are five levels to the map:\n\n  &gt;&gt;Basement\n  &gt;&gt;Shops and Restaurants, 3rd Floor\n  &gt;&gt;Shops and Restaurants, 2nd Floor\n  &gt;&gt;Shops and Restaurants, 1st Floor\n  &gt;&gt;Streets and Back Alleys\n\nWhen you look at the Streets and Back Alleys Map then you will see three bars\nand three courtyards in addition to four Point of Interests. The first Point\nof Interest is the Hideout where Mark Purayah is at. The one northeast of\nthat is a Weapons Crate that you can use for storing the SG552.\n\nThe two PoIs to the south are located in the West Courtyard. The one at the\nsouthwest corner is another Weapons Crate. The other one is a Sniping\nPlatform that can be climbed up on so you can shoot Mark through the north\nalley.\n\nThere are two additional Courtyards of note. The one just east of the West\nCourtyard (with two alleys) is the West Central Courtyard. The one east of\nthat (with four alleys) is the East Central Courtyard.\n\nThe three bars are marked on the Map. There is a Guards Quarters in the\ncenter of the Map and your Exit Point is south of that. The Secretary is on a\nfloat that slowly moves clockwise around the main street. The Partygoers are\nthe cloud of circles within the main street.\n\nYou will start out in the 1st Floor Lobby of the Hotel at the southwest\ncorner of the West Central Courtyard.\n\nThe Shops and Restaurants, 2nd Floor has three Point of Interests. The one at\nthe northwest corner is the Office where you can find Mark and the SG552. The\none at the southeast corner of the West Central Courtyard is a balcony you\ncan use to look out into the street but there is a Civilian there that you\ncan also push over.\n\nThe one at the southeast corner of the East Central Courtyard is another\nwindow you can use to snipe Raymond if he is at the Salsa Club.\n\nYour ICA Crate is located on the 2nd Floor of the Hotel. To the east of the\nICA Crate is a room where you can find a Waiter Disguise that you will be\nusing later.\n\nThere is only one Point of Interest on the Shops and Restaurants, 3rd Floor\nand that is another window you can use to snipe Raymond if he appears at the\nRock Bar.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by the Cops.                                   |\n|                | --Inside the Weapons Crate at the Guards Quarters.       |\n|                | --Inside a small room where the PoI is on the 3rd Floor. |\n|----------------+----------------------------------------------------------|\n| MP9            | --Carried by all of the Guard Birds.                     |\n|                | --Inside the Weapons Box on the 1st Floor of the         |\n|                |   Hideout.                                               |\n|----------------+----------------------------------------------------------|\n| Desert Eagle   | Carried by Raymond Kulinsky and Mark Purayah, Jr.        |\n|----------------+----------------------------------------------------------|\n| SG552          | By Mark's desk inside the Hideout.                       |\n|----------------+----------------------------------------------------------|\n| SLP .40 .S     | Carried by Angelina Mason.                               |\n|----------------+----------------------------------------------------------|\n| Kazo TRG       | Always nearby Raymond Kulinsky regardless of where he    |\n|                | is.                                                      |\n0===========================================================================0\n|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| There are four new weapons and all can be acquired discreetly - even the  |\n| Kazo TRG (thanks to the Detonator Trick).                                 |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Walkie Talkies transmit everything - even background sound and music, \n    which could reveal someone's location.\n\n  &gt;&gt;Clubs usually have a back entrance for the staff.\n\n  &gt;&gt;Bookstore walls are like paper - you can overhear what's going on next \n    door.\n\n  &gt;&gt;Clubs in this area are known for having hat-dress codes and music themes.\n\n  &gt;&gt;Some private apartments have a useful view.\n\n  &gt;&gt;Pianos can kill - especially when they are dropped from the sky.\n\n  &gt;&gt;A guy dressed as a yellow bird checked into a hotel room a couple of \n    hours ago.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThis one was another pain to figure out mainly because of the different\nplaces that the Delivery Guy goes to within the Courtyards and where Raymond\nhides out at. The randomness of these locations added to the complexity of\nthe mission. I also tried several different ways of going after Angelina\nbefore settling on the popular Piano dropping method.\n\nIt is important to note that the assassination *CANNOT* take place unless the\nDiamonds Briefcase is actually delivered to Mark's desk. Preventing the\nBriefcase from reaching the desk is the best way to protect the Secretary.\n\nOf course, you can take the Diamonds Briefcase for yourself for extra money\n(an additional $70,000). Even though it is listed in your objectives it is\nentirely optional.\n\nIn addition, both Raymond and Angelina will not appear on the Map until you\nacquire the Walkie Talkie from any of the three Targets (except at Rookie\ndifficulty).\n\nYou will see that the streets are jammed with people. These are Partygoers\nand aren't classified as real Civilians in that they can't do anything if you\nor somebody else starts shooting.\n\nBut regular Civilians can get mixed in with them so the Partygoers are in\nessence camouflage. However, the Civilians, Cops, and Bird Guards can see you\njust fine through them so the Partygoers are of no real use other than to\nobscure your vision.\n\nUnlike the Agents from the previous mission the Cops aren't overly sensitive\nbut you still don't want to stand around them too long. The strategy for this\nmission will allow you to walk out with the Diamonds Briefcase and safely\nacquire the SG552 and Kazo TRG.\n\nCorrect me if I'm wrong but isn't Mardi Gras supposed to be in *FEBRUARY*,\nnot October?\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then you will be inside a restaurant in the lobby\nof the Hotel. You will also be looking at the backside of the Delivery Guy,\nthe red bird, as he talks to a friend. As their conversation begins then\nquickly turn left and run up the stairs. Go to the top to find a door to your\nright. This enters into a small storeroom where your ICA Crate is located.\n\nGo inside and Prep your Sedative then run back down to the Lobby. When the\nconversation is finished then the Delivery Guy will leave. He will either go\nright (southwest) or left (east). Note his direction then run out the door\nand left.\n\nAfter you leave the Hotel then you should see the alley leading into the West\nCentral Courtyard to your left. Run into it and you should see a Policeman\nahead of you. There should be a white concrete line on the ground about\nhalfway inside the alley.\n\nHe needs to be just beyond that before Sneak Running up behind him, while\nbringing out the Sedative, and attacking him before he has a chance to turn\naround.\n\nDrag him to the Container up ahead, take his Pistol, take his Disguise (which\nplaces your Suit in a safe place), and dump him then Prep the Pistol. Now to\ngo after the Delivery Guy based on the direction he took:\n\n  &gt;&gt;Right (Southwest)\n    *****************\n      This means that he will go into the West Central Courtyard. After \n      dumping the Policeman then position yourself at the southeast corner of \n      the north alley that leads to the street and look north. The Delivery \n      Guy will head south through this alley and stop in front of you - Prep \n      your Pistol while waiting.\n\n      Whip him, change into the Delivery Guy Disguise, and drag him east away \n      from the alley and drop him. You can attack him without getting rid of \n      the Policeman first but there is a good chance he may enter the \n      Courtyard while you are disposing of the Delivery Guy and you will get \n      attacked.\n\n      This is the main reason to get rid of the Cop but there are other \n      benefits to taking him down as just noted.\n\nIf the Delivery Guy heads left (east) then he will head to the East Central\nCourtyard. Run to the south entrance of the East Central Courtyard and just\ngo inside. The other two paths are as follows:\n\n  &gt;&gt;East (Path 1)\n    *************\n      You do not see him. This means that he will enter the Courtyard from \n      the east. Head north into the center and you should see a Container in \n      the northeast corner of the Courtyard. Stand about three feet to the \n      west of the Container, go into 1st Person View\/Binoculars, and look \n      northwest.\n\n      He will eventually stand near if not in front of you. Whip him, change \n      into the Delivery Guy Disguise, and drag him to the Container for \n      disposal.\n\n  &gt;&gt;East (Path 2)\n    *************\n      You see him entering the south alley entrance or he is already inside \n      going north. Follow him and he should go to the southeast corner of the \n      Container. Sneak up on him, Whip him, change into the Delivery Guy \n      Disguise, and drag him to the Container for disposal.\n\nAfter obtaining the Delivery Guy Disguise and grabbing the Diamonds Briefcase\nthen head to the Hideout at the northwest corner of the Streets and Back\nAlleys area. There will be a Bird Guard standing watch over the front door.\nJust walk past him into the Hideout and he will tell you to go upstairs. When\nyou get inside then turn left to find the spiral stairs.\n\nGo up to the top of the stairs and stop. One of the Bird Guards goes between\nthe top of the stairs and the Office. Stand near where he stands when he goes\nto the Office. When he stops in front of you and you hear the door close then\nWhip him.\n\nDrag him to the door then turn right and head to the dresser. Drop him here,\ngrab his MP9, then change into the Bird Guard Disguise. Then grab the\nDiamonds Briefcase and drop it by the body.\n\nPrep your Fiber Wire and enter the Office. Here you should see Mark walk\naround the room. You will also see the SG552 propped against the desk. Go\nbehind the desk chair and stand behind it. When Mark sits down then Garrote\nhim. Grab the Walkie Talkie (to make Raymond and Angelina appear on the Map)\nand the Desert Eagle.\n\nAt this point it is time to clear the Hideout and exterior of some of the\nBird Guards. The reason is to clear a safe path to leave with the Diamonds\nBriefcase. If you leave and the Guards see you with it then you may be\nattacked by them.\n\nTo start, head downstairs to the first floor and to the large dresser. Stand\nat the southwest corner of the dresser and look south at the main doors. When\nthe other Bird Guard you saw comes back here then he should stand in front of\nyou. Whip him then drag his body upstairs into the Office.\n\nFor safety's sake you may also want to drag the other Bird Guard into the\nOffice as well. Head to the door at the northeast corner of the first floor.\nHead through that door then through the next one (near the TV) to enter the\nback courtyard of the Hideout.\n\nHead east past the archway and you will see a Container. You may also see a\nBird Guard here as well. If he is not here then step to the north of the\narchway after you pass it then wait for him. When he stops then Sneak behind\nhim and Whip him. But *DON'T* put him in the Container yet.\n\nJust to the north is a Weapons Crate. Store your MP9 in the Crate, to ensure\nit gets added to your weapons collection, then grab another MP9 from the Bird\nGuard and dispose of him in the Container.\n\nHead back upstairs to grab the SG552 and bring out the Detonator for safe\npassage to the Weapons Box and drop off the weapon. Go back upstairs to grab\nthe Diamonds Briefcase and head back to the door to the courtyard but drop\nthe Briefcase just inside the door. Open the door, peek outside, and wait.\n\nEventually another Bird Guard will head north into the alley but then turn\naround and head back out. When he gets out of view then walk to the metal\nhatch on the ground near where he turned around and drop your MP9 here. Go\nback inside, grab the Briefcase, and go to the opposite side of the wall near\nthe Container then wait.\n\nWhen the Guard comes back then he should see the dropped weapon, pick it up,\nand go inside, The moment he disappears then leave the area through the alley\nand go back to the West Central Courtyard. Go back to your Suit and drop the\nBriefcase here. Nobody else goes here so it should be safe.\n\nNow to go after Angelina. Go to the West Courtyard. At the southwest corner\nof the area you should see a large Piano overhead. The Winch for that is high\nup to the south. At the east side of the courtyard is a cage you can climb to\ngain access to the Winch. Head to the northeast corner and head west along\nthe walkway. You will also notice two Civilians below but they won't do\nanything as you go above them.\n\nContinue to the northwest corner then jump the Balcony going south. Follow\nthe way until you reach the Winch and Plant Bomb. Go back down the same way\nyou came and go to the south end of the north passage of the West Courtyard.\nLook at your Map to find Angelina. She will be going around the city and\nstopping at multiple spots.\n\nSome of this is randomized based on where the Senator is on the map. One of\nher stopping points is at the alley to the Salsa Bar on the east side. From\nhere she can go several different ways.\n\nOne way is for her to go northwest towards the Rock Bar alley. Wait for her\nto be near the entrance to the alley before doing anything. Sometimes she may\nsuddenly go west along the north side of the block.\n\nIf the angle she takes looks like she may enter the East Central Courtyard\nthen do nothing as she will go into the Courtyard and head to the Blues Bar\nalley. If she goes straight west past the entrance then get out of the map to\nstart the process of going after her.\n\nAnother way is that she goes into the East Central Courtyard. When she goes\nnorth and just enters the street then leave the map and start the process of\ngoing after her.\n\nLook out for a Cop that is either standing at the street corner southeast of\nyour position or heading to the alley leading into the West Courtyard.\n\nIf he is standing at the street corner or is not visible then head into the\nalley and stop at the south end just before entering the Courtyard itself.\nHug the west wall and drop the MP9 (you already have an MP9 stored so you can\nlose this one). Then climb back up to the northeast corner, bring out the\nDetonator, and look southwest.\n\nThe patrolling Cop should find the MP9 and then leave to put it into the\nWeapons Box at the Guards Quarters. This will keep him out of your hair for\nawhile. When Angelina appears in the Courtyard then wait for her to get under\nthe Piano then bring out your Detonator and Detonate. The Piano will fall on\nand kill her in an Accident.\n\n  **NOTE: On rare occasions she may get to the tree and immediately turn \n          around to leave before she gets into position. If this happens then \n          go back to the Hideout to get another MP9 or use the SLP .40 Pistol \n          and try again later.\n\nRun down to her so you can grab the SLP .40 .S. The Civilians should have run\nout of the Courtyard to alert a Cop so they won't see you do this.\n\nDepending on how her body behaves when the Piano strikes her she may be\ncompletely under it or bounced away. If she is not completely under the Piano\nthen she will eventually be discovered - but that won't negatively affect\nyour score because you killed her in an Accident.\n\nIf you're thinking \"why not hide near the pipe leading up to the Sniping\nPlatform\" then here's why you don't do that.\n\nYou see, if you hide behind the wall and then drop the Piano, it may fall in\nsuch a way that you cannot get through the gaps at ether side of it and you\nmay be trapped. This will either cause you to restart from a save file or\nrestart altogether.\n\nAfter killing Angelina and obtaining the SLP .40 .S then go back to where you\nleft the Policeman Disguise. If it is in the East Central Courtyard then wait\nfor the patrolling Cop to enter and leave before changing back into it.\n\nNow it is time to go after Raymond. While still in the Courtyard then look at\nyour Map to find Raymond. He will be in the upper floors of either the Rock\nBar, Salsa Bar, or the Blues Bar.\n\nThe Policeman Disguise will allow you easy access to enter the clubs - you\ncan't enter them unless you are dressed as a Patron, Waiter, or Policeman.\nYou can also just walk in through the front door - the Cops won't care as\nlong as you are appropriately dressed. This is also the best Disguise to use\nhere as this allows you to have certain weapons out in the open if you need\nto.\n\nHere is how you approach Raymond in the three clubs (after going through the\nfront door of a bar - hardest to easiest):\n\n  &gt;&gt;Rock Bar\n    ********\n      The only way inside to where Raymond is has a locked door and that is \n      inside the Kitchen. There is a Cook stationed nearby plus a Waiter that \n      goes in and out of the Kitchen area. To make things easier it is best \n      to get rid of the Waiter.\n\n      Go into the alley next to the Bar and you should see the Waiter there \n      since he tends to spend a lot of time here. If by some chance he is not \n      here then wait a bit for him to appear. You should also see a Container \n      at the north end and he should be standing to the right of it. Sneak up \n      behind him, Whip him, and dump him in the Container.\n\n      Go through the front door and to the Kitchen. The Cook spends most of \n      his time by the Container before going near the door then going back. \n      Although you can use the last of your Sedative on him it is best not to \n      attack him. Since you have no idea how long he has been standing around \n      it is best to disrupt it.\n\n      Since this is written for Professional difficulty simply walk up to him \n      and make him turn around. He should then walk to the other end of his \n      patrol route which is by the door. When he stops then walk past him to \n      make him turn again so he will go back. When he stops back at the \n      Container then go and Pick open the door so you can safely go up.\n\n      When you get to the top of the stairs then Prep either your Poison or \n      Fiber Wire and look through the Keyhole of the next door.\n\n      Raymond will have two different patrol patterns inside this room. He \n      will either go through the door in a north-south pattern (stopping by \n      the large dresser) or do an east-west pattern (stopping near the \n      debris). Pick the lock when the coast is clear then enter the room.\n\n      If he does the north-south pattern then Sneak to the dividing wall with \n      the debris then look towards the nearby dresser and wait for Raymond to \n      return. If he does the east-west pattern then Sneak to the south end of \n      the large dresser and wait for him to return. Then Sneak up behind him \n      and Garrote\/Poison him.\n\n  &gt;&gt;Blues Bar\n    *********\n      Head into the Kitchen and through the door that leads to the stairs. \n      After going through the door then Toggle the Light Switch by the door \n      and go back inside the Kitchen. There is a couple at the top and will \n      come back down. After the woman comes into the Kitchen then go on up \n      the stairs and to the door then check your Map.\n\n      Raymond will do a northwest-southeast pattern within the room. But, \n      sometimes, he may stand at the northwest corner for a very long time. \n      And there is quite a long distance to him from the door which makes it \n      possible for him to turn around before you can reach him.\n\n      Fortunately, there is a Closet inside. Pick the Lock and Sneak to the \n      Closet if you feel you can make it there. After entering the Closet \n      then check your Map again. If he still hasn't moved or has moved to the \n      southeast end and moved back then head northeast to the south side of \n      the east dividing wall.\n\n      If he still hasn't moved or returned to the northwest end of his patrol \n      then Sneak up behind him and Garrote\/Poison him.\n\n      Another way is to Sneak up on him as much as you can. If he turns \n      around before you can get at him then run up to him, Punch him out \n      before he can fire a shot, then Poison him.\n\n  &gt;&gt;Salsa Bar\n    **********\n      Head into the Kitchen and right up the stairs. When you get to the door \n      that leads inside the next room then Sneak inside. Just inside the door \n      are a couple of boxes that you should hide behind as you look west. \n      Raymond will go outside then stand by the large light in the middle of \n      the room. When he stops by the light then Sneak up behind him and \n      Garrote\/Poison him.\n\nAfter killing Raymond then pick up the Kazo TRG and bring out your Detonator\nto initiate the Detonator Trick. Next, go back to your ICA Crate to store the\nRifle and head to your Suit. Switch back into it, grab the Diamonds\nBriefcase, then head to the Exit Point to successfully complete the mission.\n\n  0+=+=+=+=+=+=+=+0\n \/ Rocky Mountains \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM8. You Better Watch Out...                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                            \\ Rocky Mountains \/\n0=========0                                              0=+=+=+=+=+=+=+=0\n\nThe date: December 24, 2004.\n\n47's next assignment takes him to the Rocky Mountains. Senator Bingham is\nbeing blackmailed by pornography tycoon Lorne de Havilland. Lorne has a\ncompromising video of the Senator's son, Chad. Senator Bingham is in a tight\nre-election campaign and the video could cost him the election.\n\nThe mission is to eliminate both Lorne and Chad and retrieve the Videotape\nfor the client.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Lorne De Havilland.\n  &gt;&gt;Kill Chad Bingham Jr.\n  &gt;&gt;Retrieve Video Tape.\n  &gt;&gt;Escape the Estate.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $470,000.\n  Rating Bonus: $150,000.\n  Total: $620,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are nine levels to the map:\n\n  &gt;&gt;Main House - Terrace\n  &gt;&gt;Staff Terrace\n  &gt;&gt;Pier\n  &gt;&gt;Helipad\n  &gt;&gt;Studio Floor\n  &gt;&gt;Main House - 2nd Floor\n  &gt;&gt;Main House - 1st Floor\n  &gt;&gt;Staff Floor\n  &gt;&gt;Pier Inside\n\nThe Pier is where you start at and has your primary Exit Point along with\nyour ICA Crate. The Main House - Terrace is where you can find the glass\nbottomed Jacuzzi and Chad himself. The Staff Terrace is where you can find a\nPower Switch and see underneath the glass bottomed Jacuzzi. The Helipad has a\nsecondary Exit Point which is a helicopter.\n\nThe Studio Floor has three Points of Interests. The first one, to the\nnortheast, is where you can plant a mine to drop studio lights down onto the\nfloor below. The second Point of Interest, near the center, is where you can\nfind the incriminating Videotape. The last one, to the east, is another\nWeapons Crate.\n\nThis is also where you can find Lorne wandering about between the Stage and\nhis Bedroom.\n\nThe Main House - 2nd Floor has a Guards Quarters (where you can find the CCTV\nTape) and one Point of Interest which is a rock ladder you can climb to reach\nthe roof.\n\nThe Main House - 1st Floor has two Points of Interests. The first one, to the\nnorth, is a secret passage through a small waterfall. The second one, to the\nsouth, is where you can find a bottle of Aphrodisiac.\n\nThe Staff Floor has two Point of Interests. The first one, on the left, is\nwhere you can find the Waiter Disguise. The second one, on the right, is\nwhere you can find a Weapons Crate. The Pier Inside Map has one Point of\nInterest which is the the window that looks into the Guard Room.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by all of the Christmas Guards.                |\n|                | --Carried by most of the Bodyguards.                     |\n|                | --Inside the Weapons Crate at Pier Inside.               |\n|                | --Inside the Weapons Crate at the Staff Floor.           |\n|                | --Inside the Weapons Crate at the Main House - 2nd Floor |\n|                |   (Guards Quarters).                                     |\n|                | --Inside the Weapons Crate at the Studio Floor.          |\n|                | --Inside the Weapons Crate at the Helipad.               |\n|                | --Carried by the Mystery Assassin.                       |\n|----------------+----------------------------------------------------------|\n| TMP            | --Carried by some of the Bodyguards.                     |\n|                | --Inside the Weapons Crate at the Studio Floor.          |\n|                | --Inside the Weapons Crate at the Helipad.               |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Don't expect any presents this year - Santa drinks too much.\n\n  &gt;&gt;The bartender knows how to help improve performance in the grottos!\n\n  &gt;&gt;Waiters often shower in the staff changing room.\n\n  &gt;&gt;Even small, annoying Dogs eat sausages.\n\n  &gt;&gt;The glass-bottomed outdoor Jacuzzi looks down on the Pier 70 feet below.\n\n  &gt;&gt;Among the high society, spiked drinks are all the rage.\n\n  &gt;&gt;Heavy light rigs are installed in the Photo Studio.\n\n  &gt;&gt;Lorne recently hired a former US Air Force helicopter pilot.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nFor this mission I included ways to avoid being seen by the CCTV Cameras on\nthe Pier which will save you some work and how to acquire the CCTV Tape in\ncase you get caught by the CCTV Camera. There is also a Mystery Assassin in\nthis mission. You won't get anything additional for taking her down but I've\nincluded an easy means of dealing with her should you want to confront her\nanyways.\n\nAnd I think that Lorne's mansion is one of the coolest mansions I have ever\nseen in a vidgame.\n\nOne more thing. In the other versions if you Strangled too many people\nthrough the hatch in the main Elevator you can cause the game to crash. In\nReprisal you can crash it the same way.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nFor this particular strategy a Pistol is required at the start. An SLP. 40 .S\nPistol or Silenced Silverballer is highly recommended.\n\nWhen you start the mission then you will be by your primary Exit Point on the\nPier. Head north onto the bridge and turn right when you get to the end. Head\nto the nook where your ICA Crate is and quickly Prep your Pistol. Leave the\nnook and continue east to the southeast corner of the Pier area and you will\nfind a Christmas Guard by the corner of the railing.\n\nStop just behind this Guard and against the railing then turn north. You\nshould find the wooden archway leading into the Pier Inside. Just above it is\nthe CCTV Camera which is doing a left-right sweep. Beyond the archway is the\nwindow for the Guard Room. Rotate your camera and you should also see the\nChristmas Guard inside.\n\nYou don't want to get too close to the archway or you may be seen by the CCTV\nCamera. You can get past it without been caught but it requires certain\ntiming.\n<\/pre>\n\n\n\n<pre id=\"faqspan-6\" class=\"wp-block-preformatted\">When the Guard turns right and leaves the window then look at the CCTV\nCamera. When it sweeps almost all the way to the left then quickly run\nalongside the railing and through the right side of the archway. If you do\nthis right then it will not see you.\n\nIt is important to note that the CCTV Camera and the Guard will not be timed\nthe same on each attempt. The Guard will be away from the window for a short\ntime and sometimes the CCTV Camera will not be in the right position to make\na clean run for the door before he comes back to the window.\n\nThis may force you to make your move too soon and you will be caught before\nit is all the way to the left.\n\nHowever, since it doesn't take you too much out of your way and that the CCTV\nTape isn't too hard to acquire, you can ignore the CCTV Camera and let\nyourself be seen if you wish to do so. This will make it easier in dealing\nwith the Guard.\n\nWhen you get past the archway then quickly get up the door, bring out your\nPistol, open the door, then Sneak inside. You should find the Guard standing\nby a vending machine.\n\nSneak up behind him and Whip him then take his Disguise. Look southwest to\nfind the big red button that deactivates the Laser Sensor which is just\noutside the window. Press the button to deactivate the Sensor then drag the\nGuard through the door. The first Guard that you passed will be near the\ncenter of the Pier area and out of view.\n\nDrag the Guard through the deactivated Laser Sensor and to the Elevator then\ncall it. Drop him here and grab his SLP .40 Pistol.\n\nThe reason for dragging the Guard to the Elevator is that the first Guard\nwill come into the Guard Room from time to time so you can't leave the body\nthere.\n\nHead back into the Guard Shack, stand between the door and the vending\nmachine, and look west. The first Guard will eventually come into this room.\nWhen he stops then Sneak up behind him and Whip him. Leave the body - nobody\nelse comes here.\n\nAlthough the Christmas Guard Disguise is a good disguise it won't allow you\naccess to the upper floors where Lorne is located. For that you need a\nBodyguard Disguise. Thankfully, there is an easy way to acquire one.\n\nGo back into the Elevator and enter it then take it up to the Staff Floor.\nWhen the door opens then you will see two doors - one ahead of you and one to\nthe right. Take the one on the right to enter a Wine Cellar where you will\nfind a Bodyguard sitting in a chair. Get up behind him, listen for the sound\nof the door that you came through closing, then Sedate him.\n\nAfter that then change into the Bodyguard Disguise. You will now have full\naccess to everyplace in the Mansion. Go through the door at the southwest\ncorner of the Wine Cellar to enter the Break Room. You should see a Guard\nsitting in a chair in the southwest corner of the next room.\n\nThere is another Guard that patrols this room and may be standing next to the\nWeapons Box next to the vending machine. After entering the Break Room then\nturn right and go through the next door into the stairwell. Turn left after\ngoing through the door and go up the stairs. Continue going up then go\nthrough the first door you get to which should lead you into the Kitchen.\n\nOn one side of the Stove is a Sausage (you will also find another one on the\nfloor near a trash can). If everything has gone smoothly up to this point\nthen you will see the drunken Santa nearby. Stand by the Sausage and wait for\nthe drunken Santa to leave the Kitchen.\n\nThe Sausage is going to be used against Lorne's small dog. The Dog needs to\nbe knocked out before you can do anything to Lorne otherwise its running\naround and yapping will attract Guards.\n\nKilling the dog will not count against your score in any way so it is best to\nPoison the Sausage and save the last of your Sedative. After Poisoning the\nSausage then pick it up, Prep the SLP .40 Pistol you got from the Guard, and\ngo through the door at the east side of the Kitchen.\n\nHere you will see some filing cabinets to your right and a large sofa to your\nleft. Turn left to find some shelves next to the sofa. Here you will find a\nbottle of Aphrodisiac. Pick it up then continue east and turn south at the\ncorner.\n\nGo through the next door and you should see a fireplace to your left. The\ndoor you came through is the Staff Only door. At this point, if you got\ncaught by the CCTV Camera, then you will need to do the following:\n\n  &gt;&gt;Acquiring the CCTV Tape\n    ***********************\n      Right next to the Staff Only door you just came through is a set of \n      curved stairs leading up. When you get to the top then you should see a \n      pair of double doors to your right. Beyond these doors is a small room \n      just outside the Guard Quarters where the CCTV Tape is at.\n\n      There are two Guards to note here. One Guard goes between the two desks \n      within the room (I'll call him the Desk Guard). The second Guard will \n      come in through the south door, stand just inside the room for awhile, \n      then leave, go through the small room, and stand on the Balcony outside \n      (I'll call him the Patrolling Guard).\n\n      Because of the Desk Guard you cannot just walk in and take the CCTV \n      Tape - you'll blow your cover and get attacked. So, in order to safely \n      get the Tape, I will need to knock out both Guards.\n\n      When you go through the double doors then you will see the door leading \n      into the Guards Quarters to your right and the door to the Balcony to \n      your left. On the wall near the Guard Quarters door is a large picture. \n      There is also a Light Switch here.\n\n      Use the 1st Person View\/Binoculars to back away slightly from the \n      Switch to allow for a person to come in front of you. Before doing \n      anything else wait for the Patrolling Guard to go to the Balcony.\n\n      You cannot ambush him there - you will seen from below. Therefore you \n      need to ambush him inside. It is best to use the Sedative but you can \n      still Whip him if you wish. While you're waiting for him to come by \n      Prep your Sedative or Pistol.\n\n      After the Guard gets onto the Balcony then turn off the Switch to bring \n      him to it. When the Guard comes over to turn on the Switch then Sedate \n      or Whip him. Pull him further away from the door so he isn't seen.\n\n      Prep your Pistol then stand by the door and open it. Then stand just \n      inside the doorway, to keep the door open, and observe the Desk Guard.\n\n      Wait for the Desk Guard to move to either of the two desks then Sneak \n      in and Whip him. Then go over and acquire the CCTV Tape. Go back out \n      and drag the first Guard into the Guards Quarters (so he isn't seen by \n      any other Guard as you leave the area). After that then retrace your \n      way back down to the Staff Only door.\n\nFrom the Staff Only door then continue south and turn left at the corner then\nturn left again to enter the main Bar area. Continue forward through the Bar\narea and into the hallway that has the flashing heart above it. This leads\ninto the VIP Area. After you go through the hallway then you will enter into\na large indoor patio area.\n\nContinue northwest and you will find a door with a couple of Guards posted.\nGo though the door and into the Elevator ahead.\n\nIt should be noted that they won't allow Christmas Guards past this door.\nThis is where the Bodyguard Disguise comes in. Take the Elevator up to the\nStudio Floor. Check your Map to see where Lorne is at. He can either be at\nthe Studio (on the east side of the floor) or on the Balcony to his Bedroom\n(at the southwest corner of the floor).\n\nIt is best that he be in the Studio so you can set things up. Head to his\nbedroom then drop the Sausage just inside the door (and Prep a Pistol). Then\nhead to the Balcony. Hang near the west set of doors and wait for Lorne to\ncome to the Balcony. As he is walking to the Balcony then his dog will eat\nthe Poisoned Sausage and will be out of action by the time it gets to the\ndoor leading outside.\n\nWait for Lorne to stop at the railing then Sneak up to him and push him over.\nAlthough there may be Guards down below they can't see you because of the\nangle and that you are crouched when you are Sneaking.\n\nAfter killing off Lorne I now need to go after the Videotape. And to safely\ndo that I need to knock out some Guards first. There are three Guards on this\nfloor. One is inside the room where the Videotape is and goes east-west\nwithin the room.\n\nAnother has three stops in his patrol pattern. One stop is inside the Studio\n(and goes through the room with the Videotape to get there), another is\ninside the hallway with the Elevator, and the last stop is right by the\nBedroom door.\n\nThe last Guard goes between the Studio and the end of the hallway west of the\nWeapons Crate. It should be noted that if you still need a TMP then you can\nSneak up and Whip him at the end of his route in the hallway after you\nacquire the Videotape.\n\nHead to the hallway where the Elevator is and stand between the two pictures\nwhile looking at the Elevator. The Guard will eventually pass you by and stop\njust ahead of you. Sneak up to him and Whip him. Leave the body - Lorne is\nthe only other person to go through this room and he is already dead at this\npoint in the mission.\n\nFrom here, head south and turn left to find the door that goes into the room\nwith the Videotape. Open the door and Nudge forward a little to keep it open.\nIf you see the Guard when you open the door then wait for him to leave and\nreturn before doing anything. The last thing you want to do is have him turn\naround while you are Sneaking up on him so it is best to wait.\n\nWhen he gets back then Sneak up on him and Whip him. Leave the body and go\nget the Videotape which is on the desk to the south with two active monitors.\nAfter acquiring the Videotape then it is time to go after Chad.\n\nGo back to the Elevator and down to the 1st Floor. Then head back to the Bar\narea. When you get here look out for a Martini Glass at the corner. This\nMartini Glass is what is being served to Chad. If it is not here when you get\nto the Bar then you will have to leave.\n\nThe reason for this is that, on Professional difficulty, you will cause your\nThreat Meter to creep up if you stand around the Bar and wait. Best thing to\ndo is go out the south door and stand by the railing. Then look left to find\nthe Jacuzzi, with Chad, and the Waiter. When the Waiter walks past then\nsimply follow him back to the Bar.\n\nYou should also see a prompt to Add Aphrodisiac when you approach the Martini\nGlass. Go ahead and Add Aphrodisiac - even though there are tons of people,\nincluding Guards, in the Bar nobody will care, even the Bartender who is\nlooking right at you.\n\nAfter that then head back into the VIP Area. Just past the end of the hallway\nturn right to find the door that leads into the Grotto area. After going\nthrough the door then head north where you will find a small waterfall in the\nnext corner. Turn east at this corner and go through the set of double doors.\n\nHere you will find a couple making out in the hallway. One of them is the\nMystery Assassin who is female:\n\n  &gt;&gt;The Mystery Assassin\n    ********************\n      As noted, there is absolutely nothing to gain by killing her. However, \n      if you insist on facing her then here is the way to do it.\n\n      When the couple breaks up then follow her into the room. Then a short \n      cutscene will play. After the cutscene then she will be behind you. If \n      you do not do anything then another cutscene will play in which she \n      will kill you.\n\n      You also cannot kill her before the first cutscene plays. She is a \n      Civilian until the cutscene plays then, after it, she will become a \n      Target. You have to kill her before the second cutscene. But, as noted, \n      she will be behind you.\n\n      After the cutscene then immediately turn around and quickly Punch her \n      out. Your cover will be blown as you hit her. Then Poison her mangy \n      unconscious ass and be done with it. Don't worry about the blown cover \n      - it won't count since you killed her. It is one of the few times you \n      can blow your cover and not get punished for it.\n\n      After killing her then go back into 3rd Person View, head to the door, \n      and look through the Keyhole. Wait for the Bodyguard that patrols this \n      hallway to walk right or left past the Keyhole before leaving the room.\n\nNow put yourself in the northeast corner of this hallway and wait. Chad will\neventually be served the spiked drink then leave with a female companion. He\nwill walk past you and enter a room to the south of you. Wait for him to\nenter and for the door to close.\n\nThen wait about five seconds, open the door, and let him see you. He will\nthen get up and leave since you performed what could be considered, in this\ngame anyway, \"coitus interruptus\" on him.\n\nAs he is getting up then head south through the door and run down the stairs\nahead of Chad. Eventually you will get to a Balcony which is part of the\nStaff Terrace floor. Stand at the southwest corner and wait. When Chad stops\nat this corner then push him over. This will take care of your last objective\nother than escaping.\n\nAfter killing Chad then go to the north side of the Balcony. You can jump\nover the railing and onto a ledge. Head west along the ledge. This ledge\nleads to the other side of the Staff Terrace floor. Don't worry about the\nbats you stir up along the way.\n\nWhen you jump over the railing at the other end of the ledge then go through\nthe doors leading inside to the Staff Floor area and to the Elevator that\ngoes back down to the Pier. When you get back down then go back to the Guard\nShack and switch back into your Suit.\n\nThen go back to the archway and stop. You will need to dodge the CCTV Camera\nagain. Stand at the left side of the archway and look up to find it. When it\nsweeps right and stops then run out and along the railing. If you do this\nright then you will not get caught by it.\n\nAnother option, and the main reason for bringing a silenced weapon, is to\nshoot it then leave. If you got caught and had to get the CCTV Tape then just\nwalk through the archway.\n\nAfter safely getting past the CCTV Camera then head to the Exit Point to\nsuccessfully complete the mission.\n\n  0+=+=+=+=+=+0\n \/ Mississippi \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM9. Death on the Mississippi                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                \\ Mississippi \/\n0=========0                                                  0=+=+=+=+=+=0\n\nThe date: January 12, 2005.\n\n47's next mission takes him to Mississippi. He is to shut down a gang known\nas the Gators. The Gators handle the distribution of drugs up and down the\nMississippi River. They use a riverboat as their means of moving the\nmerchandise.\n\n47 is to eliminate the six Gator members and their boss, Skip Muldoon. He is\nalso to retrieve any documents in Skip's safe which is on the upper deck. The\nupper decks of the riverboat are exclusive to the Gators and are off-limits.\nOf course, that means little to a professional like 47.....\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Skip Muldoon.\n  &gt;&gt;Kill the Gator Gang (six members).\n  &gt;&gt;Retrieve Pictures.\n  &gt;&gt;Escape via the Rescue Boat.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $470,000.\n  Rating Bonus: $150,000.\n  Total: $620,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are five levels to the map:\n\n  &gt;&gt;5th Deck, Gators Private Deck\n  &gt;&gt;4th Deck, Restaurant Deck\n  &gt;&gt;3rd Deck, Cabin Deck\n  &gt;&gt;2nd Deck, Staff Quarters\n  &gt;&gt;1st Deck, Engine Room\n\nThe Engine Room deck is where you start and also has your Exit Point. You\nwill start off on the north end and you must make your way through the\nnormally off-limits Staff Quarters deck to get to the Exit Point which is at\nthe south end.\n\nYour ICA Crate is in a small room not far from where you start. The Engine\nRoom is at the center of the map.\n\nThe Staff Quarters has two Point of Interests. The north one is where you can\nfind a key to the Engine Room. The second is the Weapons Room where you can\nfind the FN-2000 rifle.\n\nThe Cabin Deck has no Points of Interests but you can find one of the Gators\nstanding in the Main Hallway. The VIP Rooms are to the south along with the\nstairs leading up to the VIP Area. The stairs leading down to the Staff\nQuarters are at the east central side of this map.\n\nThe Restaurant Deck has two Points of Interests. The north one is where you\ncan find the Cake you can use against Skip. The south one is where you can\nfind a Weapons Crate.\n\nThe Gators Private Deck is where you can find one Point of Interest which is\nthe Safe where the Pictures are kept. Skip and three Gators can be found on\nthis floor.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| Snub Nosed   | --Carried by the Sailors.                                  |\n|              | --Inside a Weapons Box on the 2nd Deck, Staff Quarters.    |\n|--------------+------------------------------------------------------------|\n| Bull .480    | --Carried by most of the Gators.                           |\n|              | --Inside a Weapons Box on the 2nd Deck, Staff Quarters.    |\n|--------------+------------------------------------------------------------|\n| Shotgun      | Carried by one of the Gators.                              |\n|--------------+------------------------------------------------------------|\n| Desert Eagle | Carried by Skip Muldoon.                                   |\n|--------------+------------------------------------------------------------|\n| FN-2000      | Inside one of the rooms on 2nd Deck, Staff Quarters.       |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;The Engine Room is off limits to passengers - the Furnace is a dangerous \n    workplace.\n\n  &gt;&gt;Man over board - the wild waters of the river will cause certain death.\n\n  &gt;&gt;The Captain's cake is being prepared in the Galley in the rear of the 4th \n    deck.\n\n  &gt;&gt;Only the 1st Class Pursers are allowed in the Gators Private area.\n\n  &gt;&gt;The lower class Kitchen prepares food for both the tourists on board as \n    well as the Gators on the top deck. Extra flavor could be added.\n\n  &gt;&gt;The boss has received some heavy duty hunting gear from a business \n    alliance. The present is kept secure at the Staff Quarters.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThis was a tough level to figure out because of all of the Targets and\nPistolwhipping needed to ensure a clean Silent Assassin run.\n\nOne of the irritating things I found at Expert and Professional difficulty\nwas that you could get your Threat Meter in the yellow if you wore the Sailor\nDisguise in certain areas. But I discovered that if you wore the absolute\ncorrect Disguise for these areas then you can keep your Threat Meter under\ncontrol.\n\nOne interesting thing to note that, if you wear the Sailor Disguise and try\nto go up to the VIP Area, then you will be searched by another Sailor. I\nwonder why that is?\n\nFinally, all the Gators will be numbered in the order they will be\ndispatched.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then you will be on the north end of the 1st Deck\nfacing the main stairs leading up to the 3rd Deck. From here, go southeast\npast the pillars then angle south and go past the Power Switch. When you get\npast the Power Switch then angle southwest to find the door that leads into\nthe Engine Room. Directly north of it is a large group of crates.\n\nQuickly Pick the Lock then stand by these crates, look directly at the door,\nand Prep your Poison. After awhile Gator #1 will appear and will go through\nthis door. When he opens the door then bring out your Poison and Sneak Run to\nhim.\n\nWhen you catch up to him then quickly Poison him. Then drag him behind one of\nthe two nearby boilers and grab his Bull .480 (you'll need it). Then go back\noutside and head back to where you started.\n\nFrom here, run up the stairs and turn right at the next platform then go up\nthe rest of the stairs. When you get to the top then run left and go south\nalong the side of the boat. Run until you get to a door then go through it.\nYou will be in the middle of the boat at this point.\n\nContinue forward and turn right at the corner to go south along the Main\nHallway here on the Cabin Deck. Run through the set of double doors to enter\nthe VIP Rooms area. Continue forward and turn left at the next corner.\n\nIf you are in the right place then you should see a Restroom. Go into the\nRestroom and enter the first stall on your right. Stand in front of the\ntoilet but stay just far back to keep the door open. If you get close enough\nto the toilet and let the door close then you may be pushed out of position\nlater.\n\nWhen you are in position and waiting then Prep the Bull .480. Shortly after\nyou enter the stall then a Purser will go into this stall and take a piss.\nWhen he starts pissing then Grab him, move him forward and to the right of\nthe toilet, then Whip him, exit the stall, and close the door. This will\nprevent him from becoming a problem for the next step in this mission.\n\nNow go into the other stall and stand by the toilet but staying just far back\nto keep the door open. After awhile a Sailor will enter the Restroom and use\nthis stall. Grab him, move him forward and to the right of the toilet, then\nWhip him and change into the Sailor Disguise. Go back into the other stall\nand grab the Master Keycard from the unconscious Purser.\n\nExit the Restroom and go through the Staff Only door directly west of your\nposition. Ahead of you is a White Trellis that can be climbed up to the 4th\nDeck. At the top of the Trellis is the west end of a curved walkway that goes\naround the south end of the boat. It also has the stairs that go up to the\n5th Deck and a Weapons Crate that sits underneath them.\n\nGator #2 also patrols this deck. He will go from the Galley on the west side,\nstop by the railing just underneath the stairs, head into the VIP Area at the\neast side, then go back to the Galley.\n\nYou cannot be seen climbing the Trellis but, once you are on top, then you\nwon't have any problems. However, as you climb, look up and north. You will\nsee part of the 5th Deck and may spot a 1st Class Purser or one of the other\nGators. As long as he is standing still or out of view then you should be\nokay.\n\nA major reason for climbing the Trellis is because if you went up the stairs\nleading up to the VIP Area then you will be searched and suspicions may be\nraised, especially at the higher difficulty levels. Climbing the Trellis to\naccess the 4th Deck will allow you to safely bypass that.\n\nAfter you climb up to the 4th Deck then go into the nearby corner and look\nsouth down the walkway. Eventually you will see Gator #2 head in your\ndirection then go through a door into the Galley. You should be too far away,\neven at Professional difficulty, to spook him. When he goes inside the Galley\nthen head forward but stop by the life preserver.\n\nWhen he exits then wait a couple of seconds and proceed forward and close the\ndoor. Continue forward and follow him but not too closely. Eventually you\nshould find the stairs leading up and a Weapons Crate underneath. Gator #2\nwill stop to smoke for a bit.\n\nWhen you get to the stairs then Sneak under the stairs and continue towards\nhis back. As you get close to him then bring out your Pistol and Grab him but\n*DON'T* push him over. Instead, sidestep left just past the pole then Whip\nhim, grab his body, and throw him over.\n\nWhy do this? Because if you dump him him over where you Grab him then he will\nland on the Engine Room deck by the Exit Point. The body may be found by\neither a Sailor or Purser down there. By Grabbing him and moving him to the\nleft past the pole then he will land in the water instead allowing for easier\ndisposal.\n\nIn addition, although you could stand underneath the stairs and ambush him\nwhen he stops, it is not recommended at Professional difficulty. More than\nlikely he will just turn to look at you instead which will make it very\ndifficult or impossible to ambush him properly. That is why it is best to\nSneak up behind him this way.\n\nAfter killing Gator #2 then place the Bull .480 in the nearby Weapons Crate\nas you will will be searched when going up later. You should also Prep the\nSedative. The reason for that is because there is something I am going to do\nwhich will make things easier on the upper deck.\n\nAnd that will be ambushing the 1st Class Purser that goes between the 5th\nDeck and to the Kitchen. He provides Burgers to the Gators up there and will\nleave when the plate is empty. Ambushing him will make things easier later.\n\nAt this point in the mission he can either be on the 5th Deck or in the\nKitchen on the 4th Deck. At Professional difficulty then he should be on the\n5th Deck.\n\nThe reason for this is that at the higher difficulty levels his patrol is a\nlittle more frequent, sometimes leaving without the plate, and thus his\ntiming is different. There are two ways to go about ambushing him depending\non where he is:\n\n  &gt;&gt;Kitchen\n    *******\n      Head along the east side of the 4th Deck and you should find the door \n      that leads inside the VIP Area. Stand at the end of the walkway up \n      against the north wall and look south so the door is to your right. \n      When the Purser goes through the door then close the door and follow \n      him.\n\n      Pull out your Sedative and Sneak Run to catch up to him. Sedate him in \n      mid-stride and drag his body to the Weapons Crate. The reason for this \n      is that there is a Guard just below and he may see you if you try to \n      change into the 1st Class Purser Disguise.\n\n      Dragging the body to the Crate immediately after the ambush will keep \n      him from getting involved.\n\n  &gt;&gt;5th Deck\n    ********\n      Head up the east set of stairs to the 5th Deck, stop when you get near \n      the top, and look north. You should see a bench and a brown door above \n      it. You will also see some Gators going in and out of the door.\n\n      When you finally see the 1st Class Purser go through the door then \n      quickly go back down then stop next to the stairs between the second \n      and third post for the stair-rail. Then enter Sneak Mode and wait. When \n      the Purser walks past you then Sneak forward.\n\n      Get directly behind him, bring out the Sedative, then Sneak Run up \n      behind him so you can Sedate him before he gets too far. After \n      ambushing him then drag him to the Weapons Crate.\n\nWhen you get him to the Weapons Crate then change into the 1st Class Purser\nDisguise and head along the west side of the deck to enter the Galley. Pick\nthe Cake up from the nearby table then head back to the Weapons Crate. Drop\nthe Cake then Poison it and pick it back up. From here, head up to the 5th\nDeck.\n\nWhen you get to the top of the stairs then head north towards the door to\nfind Gator #5 standing guard. He will stop you so you can be searched and\nthis is why you needed to get rid of the Bull .480. After being searched then\ngo through the door. You will be in a small hallway with two doors. Go\nthrough the one on the left to enter the Restroom.\n\nGo to the southwest corner and drop the Cake, stand in front of the toilet,\nPrep your Fiber Wire, and wait. In addition to Gator #5 by the door there are\ntwo additional Gators patrolling the Private Deck.\n\nGator #4 will go through the main Recreation Room and head north into Skip's\nOffice area. Then he will head through the Bedroom and go outside. Then he\nwill head south, stop at the southeast corner of the building for awhile,\nthen head back inside.\n\nGator #3 will patrol the east side of the building then go inside. He will\nstand inside the Recreation Room for a bit then head into the Restroom before\nheading back outside. Skip himself will go inside the Bathroom to the east,\nback into the Office, go into the Bedroom, then outside before going back\ninside.\n\nWhen Gator #3 goes to use the Restroom then Garrote him when he stands at the\ntoilet. Leave the body since nobody else goes in here - but grab his Bull\n.480 before leaving. Now go into the Recreation Room.\n\nSince you knocked out the 1st Class Purser this will make it easier to get\nrid of Gator #4. Make sure that Gator #4 isn't in the Recreation Room then go\nto the pool table near the center of the room. Drop the Pistol between the\npool table and the couch then stand at the south door. Bring out the Fiber\nWire and wait.\n\nWhen Gator #4 re-enters the Recreation Room then he will immediately go for\nthe dropped Pistol. Walk behind him then Garrote him when he stops. Pick up\nthe Pistol and drag his body into the Restroom.\n\nFrom here, head back out past Gator #5, get close to the thin pillars, then\nturn around and head to the stained glass window for the Restroom. Stop here\nand look east towards Gator #5. Wait for him to stand with his back to you\nthen Sneak up and Garrote him. You can either leave the body or drag him\ninside.\n\nIf you want the Shotgun then grab it and place it inside the Weapons Crate.\nJust to be safe you should use the east set of stairs going down because of\nthe 1st Class Purser at the west side of the deck.\n\nGo back inside and retrieve the Cake. Head to the door leading into Skip's\nOffice, stand to the left, and open the door. Make sure that Skip's companion\nis in the Bathroom before entering. Place the Cake on the desk and leave the\nroom. Stand by the door and wait. Skip will eventually sample the Cake and\ndie shortly thereafter.\n\nGo back inside the Office and drag his body into the northwest corner of the\nRecreation Room (to make sure it isn't found by his companion if he somehow\nleaves the Bathroom). You can go and grab the Desert Eagle from Skip if you\nstill need it for your collection. Go into the Bedroom and open the Safe to\nRetrieve the Pictures.\n\nAfter that then leave and head down to the 4th Deck. Instead of going down\nthe Trellis I am going through the VIP Area. Head along the east side of the\ndeck and go through the door at the end. You should see the stairs leading\ndown and with the Sailor that would search you standing at the top.\n\nJust walk past him and head down to the 3rd Deck. Since you're going down and\nnot up then they will not cause any problems. I still need to go after Gator\n#6 but I am going to clear the way to the Exit Point first so I can safely\nget to it in my Suit and acquire a new weapon in the process.\n\nHead north past the Restrooms where your Suit still is and through the double\ndoors going into the Main Hallway. Ahead of you, past the hallway junction,\nis Gator #6 and his Girlfriend enjoying themselves. They won't break up\nunless you approach them. I prefer to leave them this way until I want them\nto break up.\n\nThis is also why I went on the walkway alongside the boat instead of going\nthrough the Main Hallway near the beginning of this mission - so I wouldn't\nbreak them up too soon.\n\nWhen you get to the hallway junction then take a right and head for the door\nleading outside. Right by the door is the stairs going down to the Staff\nQuarters. Go down the stairs and through the Staff Only door. Since you are\nalready dressed as a 1st Class Purser then you should have no problems.\n\nJust right after you enter you should see a door to your left. Go through it\nand you should see a Closet at the north side of the room. Stand five feet\nfrom the Closet and look north at the right side of it. Eventually an\nEngineer will come into the room and stand in front of you. Whip him when he\ndoes.\n\nHe goes between the Engine Room and this room and getting rid of him will\nmake for one less person in the hallways. Change into his Disguise which will\nmake it easier on you when you are down near the Engine Room.\n\nAt Professional difficulty, if you go down there in any other Disguise, then\nyour Threat Meter can creep up pretty quickly if you are looked at too long\nby any Sailor or Engineer inside the Engine Room area.\n\nAfter acquiring the Engineer Disguise then leave the room and turn left to\nfind the main hallway on this floor. Proceed south until you see two Sailors\ncome out to meet in the hallway and then go back around the corner and out of\nview.\n\nWait until you see them break up before proceeding. On rare occasions if you\npass them by when they are in the hallway they may get stuck, meaning that\nthey remain in the hallway, and force you to either reload from a saved game\nor restart. By staying back then you can prevent this and make sure they\nbreak up.\n\nAfter they return to their respective rooms then head south down the hallway.\nOn the wall to your right, as you proceed, you will find two doors. The first\ndoor is the Weapons Room. We'll come back here later. The second door, and\nthe one to go through, is the Locker Room. The room will be dark but leave\nthe lights off.\n\nHead to the north to find some lockers. You will also find a Purser Disguise\nlaying on a bench. Stand between the Purser Disguise and the partially open\nlocker while looking southwest. Eventually another Sailor will enter this\nroom and stand in front of you at the end of his route.\n\nWhip him and leave the body. This will make for one less person wandering the\nStaff Quarters deck. You can also take his Snub Nosed Pistol if you still\nneed one for your weapons collection. Leave the Locker Room and turn right to\ngo back south.\n\nAt the junction, turn left and proceed through the next door. This will lead\nyou to the stairs down to the Engine Room deck. Go down the stairs and turn\n180-degrees to find the next door. Go through the door to enter a T-shaped\nroom. Hug the wall to your left, go to the middle of this room, then stand\nand look north.\n\nA Sailor will eventually come into this room. If you wore a different\nDisguise then your Threat Meter will rapidly increase as he approaches. The\nEngineer Disguise will keep that in check. He will stop in one of two places\nwithin this room. When he stops then sidestep to get behind him then Sneak up\nand Whip him. Then head to the west door. Go through it and stop.\n\nNear the top of the door is a light. Head south along the wall and stop when\nyou get to the *FIFTH* light then look south. Eventually a Purser will come\nand stop by the railing. Sneak up behind him and Whip him.\n\nAnd, by Whipping this Purser, then you have also eliminated the last person\nthat roams the Staff Quarters and the south end of the Engine Room deck. This\ncompletely clears the way for you to safely come back down later with your\nSuit.\n\nI still need to change into the Purser Disguise to safely get at Gator #6.\nBut I'm not going to do that yet. There are a couple of things I am going to\ndo first.\n\nHead back up into the Staff Quarters and to the door of the Weapons Room.\nLook through the Keyhole. You should see the back of a Sailor looking at a\nwall. Sneak through the door, get up behind him, and Whip him. You should see\na FN-2000 on a nearby table with a Rifle Suitcase on the floor. Leave that\nfor now.\n\nGo back up to the Restroom and change back into your Suit. Then go back down\nto the Staff Quarters. The thing here is that, even though you can be seen\nheading down the stairs by Sailors and Civilians, nobody will say anything\nunless they see you go through the Staff Only door at the bottom of the\nstairs which is unseen from above.\n\nBut this is not a problem since you have taken down the only two people who\neither go through or near this door (the Sailor you ambushed in the Locker\nRoom and the Engineer). When you get back down then go into the Weapons Room.\nGrab the FN-2000 and the Rifle Suitcase (to put it in), then go back down to\nthe unconscious Purser.\n\nSwitch into the Purser Disguise which will also drop the Rifle Suitcase. By\ndoing this I have now placed the FN-2000 and the Suit very close to the Exit\nPoint. Now it is time to go after Gator #6.\n\nFrom here, head up to the Cabin Deck and approach Gator #6. Both him and his\nGirlfriend will go into the nearby room. Go up against the opposite wall and\nlook at the door. After a short conversation then the Girlfriend will leave.\n\nWait a few seconds then go through the open door, take a couple of steps, and\nstop. If you wait too long and the door closes then use the Master Keycard\nyou obtained earlier to open the door. When the door closes then Sneak up\nbehind him and Garrote him. Then quickly leave the room and close the door.\nFrom here, run back to the Staff Quarters.\n\nWhen you get down here then run to your Suit, change back, and grab the\nFN-2000 then run to the Exit Point to successfully complete the mission and\nbefore the Girlfriend finds the body of Gator #6.\n\n  0+=+=+=+=+=+0\n \/ Mississippi \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM10. ...Till Death Do Us Part                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                \\ Mississippi \/\n0=========0                                                  0=+=+=+=+=+=0\n\nThe date: February 17, 2005.\n\nThe same client that 47 helped in the last mission has another mission for\nhim in the same area. 47 is to infiltrate a wedding party and kill the father\nof the bride and his son-in-law. He is also to protect the bride as he goes\nabout his business.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill the Groom.\n  &gt;&gt;Kill the Bride's Father.\n  &gt;&gt;Ensure the Bride's safety.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $500,000.\n  Rating Bonus: $150,000.\n  Total: $650,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are four levels to the map:\n\n  &gt;&gt;Mansion, Attic\n  &gt;&gt;Mansion, 2nd Floor\n  &gt;&gt;Mansion, 1st Floor\n  &gt;&gt;Outside\n\nThe Outside Map is where you start and you will be next to your primary Exit\nPoint which is at the south end of the Map. A secondary Exit Point is at the\nBoat House at the northeast side.\n\nThe only Point of Interest is the Wedding Bell just south of the Mansion.\nThere is also a Guards Quarters at the northwest side near the Family Graves.\n\nThe 1st Floor has nothing of interest but has the Greenhouse, to the west,\nand the Reception Area, to the north. The 2nd Floor also has nothing of\ninterest but has a Guards Quarters at the northeast corner. Pappy's room is\nnear the southwest corner of this floor.\n\nThe Attic has a Power Switch and three Point of Interests. These are the\nWinches that you can use to drop Chandeliers onto the 1st Floor when properly\nmined.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| Six Shooter    | --Carried by some of the Gangmembers.                    |\n|                | --Carried by some of the Guests.                         |\n|                | --Carried by John \"Pappy\" LeBlanc.                       |\n|                | --Carried by the Groom.                                  |\n|                | --Inside a Weapons Box on the 2nd Floor.                 |\n|----------------+----------------------------------------------------------|\n| Shotgun        | --Carried by some of the Gangmembers.                    |\n|                | --Carried by some of the Guests.                         |\n|                | --Inside a Weapons Box on the 2nd Floor.                 |\n|----------------+----------------------------------------------------------|\n| Elephant Rifle | Inside Pappy's room on the 2nd Floor.                    |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Guns and shooting in outdoor areas don't make Rednecks panic.\n\n  &gt;&gt;The water is home to Alligators.\n\n  &gt;&gt;The Priest rings the Wedding Bell to announce the ceremony.\n\n  &gt;&gt;The Father's recently deceased brother is buried at the family graveyard.\n\n  &gt;&gt;The Groom can't keep himself from the whipped cream on the Wedding Cake.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nCompared to the last mission this one was a breeze. However, it was very\nfrustrating at first. No matter what I was doing I kept getting lots of\nWitnesses (anywhere from 12 to 23). After doing some research on Google I\nfound that it was because of the Elephant Rifle.\n\nMy initial strategy included always obtaining the Elephant Rifle. And, by\nwalking towards the ICA Crate, I was unknowingly creating Witnesses. The game\nstates that the people aren't going to be alarmed if you are seen with a\nweapon but didn't say that you would create problems for your rating.\n\nI believe the reason for the Witnesses is that the Elephant Gun belongs to\nPappy and people will get suspicious if they see someone other than him\nwalking with it.\n\nAfter playing one time without obtaining either the Elephant Rifle and\/or\nShotgun I earned an easy Silent Assassin rating. However, the weapon can be\nacquired without generating Witnesses using the Detonator Trick and this\nwalkthrough has been rewritten with that in mind.\n\nMost people tend to Poison the Wedding Cake to kill the Groom but I prefer to\ndrop a Chandelier on him. Less risky if done correctly. I also prefer to kill\nPappy inside his room rather than risk being seen outside trying to do him\nin.\n\nHowever, one thing about the Elephant Rifle is that, even though nobody will\nfreak out if you are seen with it, you will create a lot of Witnesses as you\ntravel to the ICA Crate to store it which will greatly impact your rating.\n\nOne final thing - depending on what version of the game you have the Groom\ncan either be just the \"Groom\" or \"Buddy Muldoon\". For this walkthrough I\nwill just use the \"Groom\" name.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then you will be right next to your Exit Point and\nlooking out towards a platform with several Guests shooting at Alligators.\nProceed forward and follow the walkway until you can head north onto the\nMansion grounds.\n\nWhen you get onto the grass then look to your left to find a drunken Guest\nstaggering around. He is heading to the burned out building you passed on\nyour way to the grounds. Turn left to find a bridge going into the burned out\nbuilding. Go south into the building and wait at the northeast corner.\nEventually the drunken Guest will stagger his way inside.\n\nThen he will sit down and pass out. Go up to him and change into the Guest\nDisguise, pick up the Six Shooter (for your weapons collection), and the very\nimportant Party Invitation. You won't be allowed in without it regardless of\nDisguise.\n\nAfter this then speed walk north past the dance floor and through the main\nentrance of the Mansion. You should see the main stairs leading up. To the\nright of the stairs you may find the Bride standing there. Head north along\nthe right side of the stairs and turn right at the corner. Ahead of you you\nshould see a door marked Private. This is the Kitchen.\n\nNow comes the trickiest part of this mission. The timing can be random\nbetween certain Guests, the Priest, the Waiter (that goes into the Kitchen\nand the Reception Area), the secondary Waiter (who goes between the Boat\nHouse and the Kitchen), and the Groom.\n\nYou need to go through the Kitchen and to the room to the south without being\nseen. Usually, you will encounter the Groom just as he leaves the Kitchen or\njust before he leaves. The Priest has just gone ahead of you through the\nKitchen and to the south room. Both Waiters are well outside of the Kitchen.\n\nWhen the Groom passes you by then look behind you to make sure that the coast\nis clear. You also need to look out for Guests heading to and from the\nRestroom at the west side of the floor.\n\nWhen everything is good then go through the Kitchen and through the next door\non your right. Just as you step through the door then immediately stop. Look\nto the east to find another door. If your timing is good then you may find it\nopen. This is because there is a Gangmember that opens this door from time to\ntime.\n\nBy standing in the doorway then you can't be seen by him. After the door\ncloses then turn west and follow the corner. You should see two doors - one\nto the west (which is another Private door) and one to the south. Open the\nsouth door and Sneak inside.\n\nIf everything has gone well then you should see the Priest standing inside\nthis room enjoying a quick drink. If not then go into the Walk-In Closet at\nthe north side of the room, close the doors, and look through the Keyhole.\nWhen he is in the room then Sneak up behind and Whip him. Change into the\nPriest Disguise and leave the body.\n\nThe Priest Disguise will give you more access around the Mansion but not\neverywhere. In addition, by knocking out the Priest, then you have also\nprevented the wedding ceremony from taking place. Of course, if you want, you\ncan perform the ceremony yourself for some additional fun.\n\nFrom here, head to the bottom of the spiral staircase just south of the\nKitchen door. Go up the spiral staircase then head up all the way to the\nAttic. As noted there are three Winches that you can sabotage - two to the\nnorth and one to the south.\n\nThe one you want to mine is the one at the *NORTHWEST*. After planting the\nMine then head to the spiral staircase at the west side of the floor and head\ndown to the 2nd Floor. When you get to the 2nd Floor then head west towards a\ndoor that leads outside. As you get to it then you should see a door to your\nleft.\n\nPick the Lock of this door and you should enter an L-shaped room. Go forward\nto the next door and stop. Check your Map to look for your Targets.\n\nThe Groom will go outside to the front of the Mansion and shoot some bullets\nin the air, go back inside and to the Kitchen to sample the Wedding Cake,\nthen into the Reception Room to play the Piano before heading back outside.\n\nPappy will start from his room, go downstairs to the Greenhouse, then go\noutside to the Family Graves before heading back inside and to his room. If\nyou are wearing the Priest Disguise at this point then Pappy should be\nwalking past the Guards Quarters towards the Family Graves. Walk into Pappy's\nroom to find a Walk-In Closet and a regular Closet.\n\nStay just outside the regular Closet, pull out your Detonator, and look at\nyour Map for the Groom. When he stops at the Piano (at the northwest side of\nthe Reception Room) then Detonate the Mine and the Chandelier will come\ncrashing down on him, killing him and creating an Accident.\n\nAt this point everybody will go nuts trying to find out what happened (and\nyour Threat Meter will go yellow). Bring out your Fiber Wire and go into the\nregular Closet. You cannot ambush Pappy from the Walk-In Closet - he will see\nyou.\n\nEventually, as Pappy does his thing and slowly heads back to the Mansion,\nthen things will calm down (in essence he becomes a timer to let you know\nwhen things are good again). By the time Pappy sits back down in his chair\nthen things will completely calm down.\n\nHowever, on the Nintendo Switch version the Threat Meter will stay yellow\nuntil you leave the Mansion.\n\nWhen Pappy returns to his chair then get out of the Closet, Sneak up behind,\nand Garrote him. After killing Pappy then grab the Elephant Rifle on the\nnearby wall and bring out the Detonator to initiate the Detonator Trick. From\nhere, head back up to the Attic the same you way came then go back down the\neast stairs and to the 1st Floor. Then head back through the Kitchen and out\nthe main doors.\n\nNext, head to the ICA Crate by going around the tent and jumping over the\nshort fence. Store the Elephant Rifle then go through the tent and back to\nyour Suit. After you change into your Suit then head to your primary Exit\nPoint to successfully complete the mission.\n\n  0+=+=+=+=+0\n \/ Las Vegas \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM11. A House of Cards                                                  0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                  \\ Las Vegas \/\n0=========0                                                    0=+=+=+=+=0\n\nThe date: June 9, 2005.\n\n47 now finds himself in Las Vegas. For this mission he is take down a trio of\nTargets.\n\nThe first is Sheikh Al-Khalifa who is buying DNA specimens from another\nTarget, a South Afrikaner named Hendrik Schmutz. The third Target is a\nScientist, Tariq Abdul Lateef, who will verify the merchandise before payment\nis rendered.\n\nThe deal is going down at one of the Sheik's Casinos, the Shamal. It is under\nheavy security so it will take some doing for 47 to accomplish his goals.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Sheikh Al-Khalifa.\n  &gt;&gt;Kill the Scientist.\n  &gt;&gt;Kill Hendrik Schmutz.\n      --Steal Diamonds.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $675,000.\n  Rating Bonus: $150,000.\n  Total: $825,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are five levels to the map:\n\n  &gt;&gt;8th Floor\n  &gt;&gt;7th Floor\n  &gt;&gt;Casino\n  &gt;&gt;Lobby, 1st Floor\n  &gt;&gt;Outside\n\nThe Outside Map is where you start and has one Point of Interest which is the\nBalcony that has the Trellis that you can use to climb up to the 8th Floor.\n\nThe Lobby has a Guard Quarters and one Point of Interest which is the\nSurveillance Machine where you can get the CCTV Tape (if you need to do so).\nThe Casino floor has one Point of Interest which is additional Staff Only\ndoors. There is a Guard Quarters to the southeast and the main Lounge is to\nthe northeast.\n\nThe Casino itself is in the center and you will be recorded on CCTV if you go\nthere.\n\nThe 7th Floor has one Point of Interest which is a drunken woman who will let<\/pre>\n\n\n\n<pre id=\"faqspan-7\" class=\"wp-block-preformatted\">you into her room. Your ICA Crate is in Room 701. There is also a Guards\nQuarters near the center. The 8th Floor has no Points of Interests but does\nhave a Guards Quarters near the center. The room for the Scientist is to the\nnorthwest.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by the Guards.                                 |\n|                | --Carried by some of the Sheik's Bodyguards.             |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   Lobby.                                                 |\n|                | --Inside a Weapons Box at the Guards Quarters on the 7th |\n|                |   Floor.                                                 |\n|                | --Inside a Weapons Box at the Guards Quarters on the 8th |\n|                |   Floor.                                                 |\n|----------------+----------------------------------------------------------|\n| TMP            | --Carried by some of the Sheik's Bodyguards.             |\n|                | --Inside your ICA Crate.                                 |\n|----------------+----------------------------------------------------------|\n| SLP .40 .S     | Carried by Hendrik Schmutz.                              |\n0===========================================================================0\n|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| If you did not acquire a TMP earlier then you can get one automatically   |\n| by just leaving it inside your ICA Crate inside Room 701. In addition to  |\n| the TMP you will also find an RU-AP Mine and Sniper Ammo within the ICA   |\n| Crate.                                                                    |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;It would be wise to check in at the reception as one of the first things \n    you do at the Casino.\n\n  &gt;&gt;Security is very tight in high profile casinos, so staff have Keycards \n    which only provide access to the floors they work on.\n\n  &gt;&gt;As requested, we have left an Agency Pickup in your hotel room, #701.\n\n  &gt;&gt;The casino has strict fire-safety procedures. Easily accessible fire \n    alarms are located on the top floors.\n\n  &gt;&gt;It's important to find good vantage points. Room balconies may provide \n    this.\n\n  &gt;&gt;The VIP Lounge has been reserved all day by the Sheikh - only waiters are \n    allowed in this area.\n\n  &gt;&gt;There is no cell phone coverage inside the Casino to prevent cheating. \n    Anyone receiving a call has to step outside.\n\n  &gt;&gt;The items used in the trade are carried around in an ordinary looking \n    suitcase so they don't catch too much attention.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nAn interesting mission to say the least. There are many different ways to go\nafter your Targets.\n\nThe easiest way to kill Hendrik Schmutz is to wait for him to get to the\nElevator and Strangle him from above. However, it will be awhile from the\nstart of the mission before he gets to it. But I found a way to make use of\nthat time and acquire some valuable items to be used in the later parts of\nthe mission before killing him.\n\nI also went for a more hands-on approach to killing the Scientist instead of\nsniping or blowing him up. Same for the Sheik.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nWhen you start the mission then you will be outside the Hotel. Run forward\nand through the main entrance. When you get inside the Lobby then run to the\nReception Desk at the east side of the floor. Talk to the person behind the\ncounter to get your room key (Keycard Room 701). You need the room key to\naccess the 7th Floor or you will not be allowed to use the Elevators.\n\nYou will need to get up to the 8th Floor as well but your Keycard will not\nallow you access to that level. If you do not have an appropriate Keycard for\nthat floor and you manage to take the Elevator up to that floor then the\nGuards posted by it will demand you leave.\n\nYou will need to Sneak up there from the 7th Floor and acquire a Keycard for\nthe 8th Floor to allow for easy access. This is what I am going to do while I\nam waiting for Hendrik Schmutz to get to the Elevator so I can ambush him.\n\nAfter acquiring your Keycard then run north up the nearby stairs to an\nElevator. There are two Elevators - one to the west and one to the east. The\none you are running up to is the East Elevator and the one I will be using\nexclusively for this mission (this is also the Elevator that Hendrik will be\nusing).\n\nGet inside the East Elevator and take it up to the 7th Floor. When you get to\nthe 7th Floor then exit the Elevator, turn left, then run left again at the\ncorner. You should see a Civilian walk east along the main hallway at the\neast side of the floor.\n\nRun north and turn left at the next corner. You should see a Guard ahead of\nyou turning the next corner. You'll see two large doors to your right but\nwe'll get back to them later. Run past the Guard and head to Room 701 (your\nroom).\n\n  **NOTE: You'll notice that I'm running counterclockwise around the \n          Elevators instead of just going straight to the room. This is for \n          timing purposes.\n\nOnce inside you'll see by the couch is your Weapons Crate. Take the TMP and\nrun back to the north hallway and the two large doors.\n\nThese doors lead out onto the Balcony that has the Trellis that you can use\nto climb up to the 8th Floor. However, there is a member of the Casino Staff\nhaving a leisurely smoke at the west side of the Balcony. Go up to the west\ndoor and open it then sidestep left as it opens. This is to make sure that he\ndoesn't turn around on you.\n\nHowever, don't do anything yet. Look down the hallway. If you ran all the way\nfrom the beginning and to this spot you will have to do a bit of waiting.\nThere is a Civilian that will come to this window, stand for a bit, and\nleave. If you try to go after the Staff now then this Civilian will spot you\nno matter how fast you are.\n\nWait for the Civilian to come to this window and leave before making your\nmove against the Staff. When it is safe then Sneak up behind the Staff and\nGrab him then go back into the hallway and head west and turn south at the\ncorner. Continue south and you will find a Staff Only door to your left. Go\nthrough the door and you will find a Container.\n\nWhip the Casino Staff person, grab the 7th Floor Keycard (the master key for\nthis floor), then dump him into the Container. Then drop your TMP, Prep your\nSedative, leave the Staff Only room, and head back to the Balcony. The reason\nfor dropping the TMP is that need to be unarmed before you can visit Sheikh\nAl-Khalifa later. You'll still need a firearm for later but we'll get that\nfrom Henrik.\n\nGo through the still open door then climb the Trellis between the two doors.\nNormally there would be a Civilian standing by one of the windows but,\nbecause of your timing, he won't be here. When you get to the top then go\neast along the ledge and into the open window. There is a Guard that patrols\nthis floor but, because of how things are timed, he will not be near this\nwindow.\n\nWhen you get through the window then head west and turn left at the corner.\nAhead of you, to the left, is another Staff Only door. In the small room is\nanother Casino Staff member. He has an unusual pattern in that he will be\nseated in a chair at the north end of the room then get up, travel south\nabout ten feet, and return to his chair. Looking through the Keyhole will do\nno good in trying to determine when he is up and about.\n\nInstead, open the door, Nudge forward about a step to keep the door from\nclosing, and look north. You should see him at the south end of his route but\nthe door will keep him from seeing you. When you see him head north back to\nhis chair then Sneak in. Go up to him, Sedate him, grab the 8th Floor Keycard\n(the master key for this floor), and dump him into the nearby Container.\n\nLeave the room then go back to the East Elevator. Because the Guards did not\nsee you enter through the window and that you have the 8th Floor Keycard then\nthey will not cause any problems for you. Enter the Elevator and take it\ndown. Climb the Hatch, bring out your Fiber Wire, stand at the edge of the\nHatch, and wait.\n\nBy doing all of the above work before Hendrik arrives at the East Elevator\nthen you will have gained the Master Keycards for both the 7th and 8th Floors\nthus allowing you full access to both levels and all of the rooms within.\n\nAfter about a minute or so then Hendrik will finally enter the East Elevator.\nWhen he enters and the Elevator goes up then Strangle Hendrik which will put\nhim on the top of the Elevator and safely out of view. There is no need to\nchange into his clothes. After killing Hendrik then drop down into the\nElevator as it continues up.\n\nExit the Elevator when it stops and head to Hendrik's room - Room 707. Use\nthe Keycard and enter the room to find the DNA Briefcase. Grab the DNA\nBriefcase and go back to the East Elevator. Go back down to the Lobby then to\nthe Casino floor.\n\nWhen you get down to the floor then angle northeast towards the doors that\nlead to the hallway for the Restrooms. Go north through this hallway to enter\nthe Lounge area. Head to the north end to find a couple of the Sheik's\nBodyguards who will search you.\n\nAfter the search then angle northwest to find the Sheik himself. After a\ncouple of short cutscenes then you will have to wait as a Courier from the\nScientist's room comes down to retrieve the DNA Briefcase and takes it back\nup.\n\nThen wait some more as he comes back down with the Payment Briefcase. All the\nwhile you will have to listen to the Sheik tell you how \"this is a large\nCasino\". Irritating. Of course, during this time, you can go to the restroom\nor get a snack\/drink. That's what I do. At least it's better than listen to\nhis yammering about his Casino.\n\nAfter a few minutes then the Scientist will call the Sheik but the reception\nis poor because of the anti-cheating measures. He will then head to the roof\nso he can complete the conversation. Follow him up. As you head up the stairs\nthen you will see your Threat Meter go yellow but you are a friend of the\nSheik so you're cool. Eventually your Threat Meter will go down as you\ncontinue up.\n\nYou will finally get to the roof and the Sheik will complete the call. As he\nheads back inside then keep close to him. When he turns the first corner then\nget into Sneak Mode, bring out your Poison, Sneak Run to him, and kill him.\n\nFrom here, head back into the Lounge, grab the Payment Briefcase, and go to\nthe Exit Point at the west side of the Casino floor. After going through the\nsecond set of doors then drop the Briefcase. It will be safe here.\n\nAfter this then go back to the East Elevator and up to the 8th Floor. Climb\nback up through the Hatch to obtain the SLP .40 .S Pistol from Henrik. When\nyou get to the 8th Floor then head to Room 801. There is something I need to\ndo here to make things easier later on in the mission.\n\nUse the Master Keycard to open the door. There is a Civilian in this room\nthat you need to knock out which will make it easier for you to leave after\nkilling the Scientist.\n\nMore than likely he wil be sitting down on the couch and enjoying his drink.\nAlthough you can easily reach him from behind the couch you cannot ambush him\nthere. Stay in the corner by the door and wait for him to get up and use the\nbathroom. When he goes inside then Sneak to his bottle and Sedate it then go\nback to the corner.\n\nHe will then sit back down and start drinking again. When he passes out then\nleave the Room and go to the Fire Alarm west of Room 801.\n\nThe Scientist never leaves his room - that is, unless forced to. When you get\nto the Fire Alarm then pull it, run north, and turn left at the corner.\nContinue forward and stop at the next Fire Alarm.\n\nYou should see the Scientist and most of his Bodyguards pass you by. But\ndon't do anything yet. One of the Bodyguards is a straggler so wait for him\nto pass you and go around the corner you just came from before making your\nmove. After he gets out of view then run into the Scientist's room.\n\nGo into the Bathroom through the south door, close it, and stand by it. Bring\nout your Pistol, switch to your Map, and wait. Eventually the Fire Alarm will\nstop and everybody will return to their rooms. Then the Scientist, and a\nBodyguard, will return to the Living Room.\n\nAfter a few seconds then the Scientist will go north into the Bedroom. When\nhe does then get out of the Map, open the door, Sneak into the Living Room,\nthen turn left. You should find the Bodyguard just standing there. Sneak up\nto him and, by the time you get to him, then the door to the Bedroom will\nhave closed.\n\nGrab the Bodyguard, quickly move him into the Bathroom, then Whip him. As you\nare Whipping the Bodyguard then the Scientist will go back into the Living\nRoom. Open the door and, while using it as a shield, look east. When the\nScientist stops then bring out your Poison, Sneak up behind him, and kill\nhim.\n\nAlthough you can get him in the Bedroom it is better to kill him in the\nLiving Room.\n\nIf you try to kill him in the Bedroom then there is a slight chance that one\nof the patrolling Guards on either the 7th or 8th Floor may see you out of a\nwindow at the north side of their patrol route and they will come up to\nattack you. I found this out the hard way during a Professional difficulty\nrun.\n\nBut nobody can see you in the Living Room so it is safer to kill the\nScientist here. With the Scientist dead then it is just a matter of getting\nback out of the heavily guarded room. Near the Bedroom door is another door\nthat leads out onto the balcony for this room. Go out onto the balcony and go\nsouth to the privacy divider.\n\nThen jump to the balcony to the east which is the one for Room 801. After\njumping onto the balcony then go through the room, and passing the Sedated\nCivilian, back into the hallway. Then go back to the East Elevator and take\nit down then head back down to the Casino floor. Then go to the Exit Point,\npick up the Payment Briefcase, and run to the Limo to to successfully\ncomplete the mission.\n\n  0+=+=+=+=+0\n \/ Las Vegas \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM12. A Dance with the Devil                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                                  \\ Las Vegas \/\n0=========0                                                    0=+=+=+=+=0\n\nThe date: August 15, 2005.\n\nThe Agency is finished. Somebody has been killing off the other agents and\nall that remains is Diana and 47.\n\nBut there is one more mission to accomplish before the end. 47's last mission\ntakes him to another part of Las Vegas. He is to infiltrate an illegal rave\nand take down a dirty CIA Agent. That Agent is Anthony Martinez. He is also\nmeeting with a known arms dealer, who is also a bit of a showgirl, named\nVaana Ketlyn.\n\nThey are to close out a deal during this party. They are also romantically\nlinked. But that is not the only thing to deal with. There are going to be\nother assassins there as well. However, those assassins are not after Anthony\nor Vanna. They are after 47.\n\nPresumably they are part of a rival group known as The Franchise. In addition\nto taking down his assigned Targets, 47 is to find out who these assassins\nare and take them down as well.\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Anthony Martinez.\n  &gt;&gt;Kill Vaana Ketlyn.\n  &gt;&gt;Retrieve information.\n      --Kill Eve.\n      --Kill Maynard John.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $570,000.\n  Rating Bonus: $150,000.\n  Total: $720,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are four levels to the map:\n\n  &gt;&gt;Basement\n  &gt;&gt;Ground Floor and Garage\n  &gt;&gt;Atrium Terrace\n  &gt;&gt;Top Floor\n\nThe Ground Floor and Garage is where you start and has your Exit Point which\nis located on the north side of the Garage. This level has two Points of\nInterests.\n\nThe first one, to the northeast, is where you can find the Heaven Guest\nDisguise that will allow you access to the Heaven Party on the Top Floor. The\nsecond one, near the center, is the Guard Shack where you can find the\nSurveillance Machine that has the CCTV Tape.\n\nThis level also has a Guards Quarters and your ICA Crate. There is a small\nElevator Room situated at the south side of the Garage. The Basement is where\nthe Hell Party is located. The main dance floor is in the center.\n\nThe lone Point of Interest is the Food Elevator that is connected to the Top\nFloor and where items can be dropped in from above. The Torture Chamber is at\nthe southwest corner of this floor.\n\nThe Top Floor is where the Heaven Party is located. There are two Points of\nInterests on this floor.\n\nThe first one, to the north, is the Food Elevator where you can drop things\ninto the Basement. The second PoI, to the south, is where you can find the\nLaptop that contains the Information on the assassins laying in wait for you.\n\nThe Top Floor also has a Guards Quarters where you can find some weapons. The\nAtrium Terrace has nothing of particular interest but can be used as a\npossible sniping point.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| SLP .40 Pistol | --Carried by the Office Guards.                          |\n|                | --Carried by the Heaven Guards.                          |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   Basement.                                              |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   Ground Floor and Garage.                               |\n|                | --Inside a Weapons Box at the Guards Quarters at the Top |\n|                |   Floor.                                                 |\n|----------------+----------------------------------------------------------|\n| Desert Eagle   | --Carried by the Hell Guards.                            |\n|                | --Carried by Anthony Martinez.                           |\n|                | --Carried by Vaana Ketlyn.                               |\n|                | --Carried by Eve.                                        |\n|                | --Inside a Weapons Box at the northeast corner of the    |\n|                |   Basement floor.                                        |\n|                | --Inside the Torture Chamber.                            |\n|----------------+----------------------------------------------------------|\n| MP5            | --Carried by a couple of the Hell Guards.                |\n|                | --Carried by Maynard John.                               |\n|                | --Inside a Weapons Box at the northeast corner of the    |\n|                |   Basement floor.                                        |\n|                | --Inside the Torture Chamber.                            |\n|----------------+----------------------------------------------------------|\n| MP7            | Inside the Torture Chamber.                              |\n|----------------+----------------------------------------------------------|\n| Dragunov       | Inside the Rifle Suitcase in the office at the south end |\n|                | of the Top Floor.                                        |\n|----------------+----------------------------------------------------------|\n| FN-2000        | Carried by Anthony Martinez inside the Rifle Suitcase.   |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;Trailers arrived earlier with decorations for the parties.\n\n  &gt;&gt;Information about who is trying to kill you might be found on a laptop on \n    the top floor.\n\n  &gt;&gt;Don't go for a swim in the shark tanks at the Hell Party.\n\n  &gt;&gt;Be careful playing with pyrotechnics - they could kill someone.\n\n  &gt;&gt;Bartenders are usually well informed.\n\n  &gt;&gt;Look out for the singer at the Heaven party. Looks can be deceiving.\n\n  &gt;&gt;The devil is never to be trusted.\n\n  &gt;&gt;There is a food Elevator which might be used to transport more than just \n    food.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThis is an interesting level in that you have to go through two different\ntheme parties to get at your Targets. The easiest place to get at Anthony\nMartinez is at the Heaven Party. One aspect to him is that he will eventually\ngo down to the Hell Party to meet with Vaana.\n\nHowever, he will *NEVER* go down unless you get up to the Heaven Party in the\nHeaven Party Disguise. This seems to set off some kind of timer in regards to\nhim going down to the Hell Party. You can use this to your advantage.\n\nMost people like to ambush him in the restroom at the north side of the Top\nFloor. However, I find that to be a bit risky since it is possible that he\nmay head to the Elevator while you are waiting in position for him. This is\nin addition to the fact that a couple of people go in and out of this room.\n\nI prefer to just take the time and wait for him to come to the Elevator so I\ncan Strangle him through the Hatch. That way I don't risk any Bad Things\nhappening and I can preserve a Silent Assassin run, especially at\nProfessional difficulty.\n\nIn addition, you can confront both Eve and Maynard John before acquiring the\nInformation which will make them Targets on the Map. Interestingly enough,\nEve and Maynard John will appear on the Map as Civilians even at Professional\ndifficulty.\n\nWhat I will do is go up to the Heaven Party to start the timer for Anthony\nthen go down to the Hell Party to kill Maynard John which will speed things\nup because I am making efficient use of the time I would have spent waiting\nfor Anthony to use the Elevator.\n\nI also found a way to easily get rid of Maynard without the need for\nfirearms. Unfortunately, I was unable to find a way to get quietly deal with\nhim without entering the Torture Chamber.\n\nFinally, I also managed to safely get rid of all of the Office Guards that\npatrol the Garage so I can move about freely down there.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nFor this particular strategy a Pistol is required at the start. Do *NOT*\nbring an SLP .40 Pistol - any other Pistol is fine. The Flak Jacket may also\nbe recommended if you haven't already bought it.\n\nWhen you start the mission then you will be outside the large building. Prep\nyour Pistol and head north through the front doors. You will automatically be\nseen by the CCTV Cameras as you enter. Continue forward to the main desk and\nTalk to Receptionist.\n\nThen follow him through the Staff Only door into the Guards Quarters.\nEventually he will lead you to a small room north of here. When he stops then\nWhip him and change into the Office Guard Disguise. Go back into the Guards\nQuarters and to the Weapons Box then Prep your Sedative.\n\nAfter a short time then you will see an Office Guard come in and sit in this\nchair. Sedate him then drag him to the small room where you left the first\nGuard. Prep your SLP .40 Pistol and leave the Guards Quarters. Turn left and\nhead east until you get to another door which leads into the Fire Exit.\n\nGo down the stairs and through the double doors. Here you will be in the\nGarage. Ahead of you to the east you should see in the far background a large\nlimo. You will also see four Guards by the two Elevators that go to the two\nmajor parties.\n\nFrom this door, turn left and head north past the two vehicles. You should\nthen see a railing and, at the west end, a set of stairs going down to the\nlower Garage level. Go down the stairs and turn right. You should see another\nlimo at the far background and the back end of the van which is your Exit\nPoint.\n\nJust ahead of you, though, is a short incline. There is also an Office Guard\nthat patrols this area but he isn't seen at this point. Go up this small\nincline and you should see a car to your left.\n\nGo to the pillar and stand by it. There will be a patrolling Guard that will\nstop by this car. When he stops then Sneak up behind him a bit but don't get\ntoo close. When he starts moving again then Sneak Run behind him as he goes\ndown the incline. He will stop just past the grating. Grab him, move him off\nto the right, and Whip him.\n\nAfter this then go up the ramp back outside and past the Guard Shack. When\nyou get outside then stop and look left. More than likely there is nobody\nhere. Eventually, though, there will be a Guard from the Shack that will come\nout here for a smoke. When he stops then Sneak up behind him and Whip him.\nThen Prep your Sedative, go inside the Guard Shack, and Steal Video Tape from\nthe Surveillance Machine.\n\nFrom here, head north and turn right at the corner. Head towards the Elevator\nGuards and you should see a car to your right as you walk past the wall. You\nwill also see an Office Guard standing near it. Turn the next corner then\nstop in the next.\n\nThe Office Guard may turn around but that is okay since he will turn back\naround again. Sneak behind the car and go up to him then Sedate him. Do *NOT*\ntry to Whip him. He may make enough noise to alert the Elevator Guards and\nyou will be attacked. This is why you need to save the last of your Sedative\nfor him.\n\nAfter Sedating the Office Guard then Pick the Lock of the nearby door which\nopens into the Elevator Room. Drag the Office Guard into the Elevator Room\nwhich will hide him.\n\nAnd, by Sedating this Guard, then you will have cleared out the entire Garage\nof all of the patrolling Guards which will make going through this area a lot\neasier.\n\nNow it is time to go up to the Heaven Party but you will need a disguise.\nHead northeast while keeping distant from the Elevator Guards and to the east\nside of the lower Garage level. Here you will find the Spring Valley prop\nrental van.\n\nBehind it, on the ground, is the Heaven Guest Disguise. However, I am not\ngoing to change into it yet. There is something else I will do first. To the\nnorthwest of the Heaven Guest Disguise is another limo and three trailers. To\nthe west of the trailers is a pillar.\n\nBehind the pillar is a Hell Guest who is throwing up something fierce. I will\nneed his Disguise to access the Hell Party. Go to the Heaven Guest Disguise\nthen head straight north and turn left at the corner. Go west behind the\ntrailers then enter Sneak Mode when you get to the last one.\n\nTurn left past the last one to find the sick guest. Sneak up behind him and\nbring out your Pistol. Because of the way he is bent down it will take a few\nseconds to get the prompt to Grab him. When you are able to Grab him then\nWhip him. Change into the Hell Guest Disguise then head back to the Elevator\nRoom.\n\nGo to the Sedated Office Guard and change into his Disguise which will place\nthe Hell Guest Disguise in the Elevator Room. Because of the problem with\nchanging Disguises when there is a body on it it is best to carefully drag\nthe Guard out to the nearby Dumpster and dump him into it. After that then\nhead back out to the Heaven Guest Disguise and change into it.\n\nAlthough you can drop your weapons and get frisked by the Elevator Guards I\nprefer to avoid them and keep my hardware. Go back to the Elevator Room and\nclimb the ladder. The first Elevator you come to is the one that leads up to\nthe Heaven Party. Carefully drop down through the Hatch and take the Elevator\nup.\n\nWhen you get to the Top Floor then proceed forward into the main stage area.\nAt this point you may see a scantily dressed woman on stage singing a song.\nOr, at least, trying to.\n\nThat woman is Eve, one of your Targets but you haven't got her to appear as\none on the Map yet. For now just stay in this area for about thirty seconds\nthen return to the Elevator and head back down to the Garage floor.\n\nWhile all of this is going on then Anthony Martinez will enter the main stage\narea, head backstage, go to the restroom, go to the window on the east side\nof the floor, then back to the main stage area. After about four to five\nminutes of waiting then he will finally head to the Elevator. I will be using\nthis time to go after Maynard John at the Hell Party.\n\nWhen you get back down to the Garage floor then leave the Elevator through\nthe doors and go back into the Elevator Room. Change into the Hell Guest\nDisguise then climb the ladder and go to the far Elevator which is the one\nthat leads down to the Hell Party.\n\nWhen you get down to the Hell Party then find Maynard John. You can't miss\nhim - red outfit, red face, white hair. He is usually near the Bar or at the\nstairs leading down to the dance floor. When you confront Maynard you find\nthat this cocky little bastard wants to take on 47 in a duel.\n\nThis duel is to be held in a room known as the Torture Chamber. Follow him\nand he will take you there. After you get inside the Torture Chamber then you\nwill get another cutscene. After that then you will find yourself by a table\nwith an MP7 and a Desert Eagle.\n\nThe room has a fence around the center and you are outside of it. The outside\nof this room is also segmented. In addition, this room is also soundproofed\n(although you can hear someone making out just outside the door).\n\nIf you go south and turn the corner then you will find a gate that won't open\nuntil Maynard moves to the next section of the room. You will find shelves\nwith vases on them but they only provide temporary cover since they can be\nbroken up by gunfire.\n\nAlthough the game wants you to use guns for this duel you can easily use the\nPoison and not even get hit by gunfire in the process since you are not\nopening yourself up to return fire.\n\nAs you begin, there is also a large concrete pillar next to the table where\nyou start. Stand behind the pillar. On the opposite side of this room is\nanother large pillar. Maynard is going to be behind this pillar.\n\nIn some dumbass fashion he will try to shoot at you but will shoot into this\npillar instead. While he is firing then bring out your Poison. After he\nempties about three clips then the lighting will change and he will move to\nanother part of the room. When he starts moving then run south and turn the\ncorner.\n\nGo through the now open gate and head to the pillar that Maynard was firing\ninto earlier. Find the bullet holes and stand *EXACTLY* by them. The reason\nis that he will be firing at an angle from the next room and, by standing\nnext to these bullet holes, then he cannot hit you.\n\nWhen the lighting changes again then turn left to look at the gate. When the\ngate opens up then run through it, turn right, turn right at the next corner,\nthen stop inside the wall corner and look south. You should see the last gate\nleading into the center of the room which is closed. The wall will protect\nyou from Maynard's gunfire.\n\nWait until the gate opens and for Maynard to be seen at the desk ahead of\nyou. When he pauses to reload then run at him. When you get to him then he\nwill run to the other desk in this area. Keep close to him as he runs from\ndesk to desk and he will not be able to fire on you. As he continues to run\nthen keep close to his backside and you will be able to easily Poison him.\n\nGrab the Storage Key from Maynard's dead body and his MP5 (if you still need\none). You can also go back to the table and grab the Desert Eagle and MP7 as\nwell. Unlock the door and go back to the Elevator. Take it up to the Garage\nlevel and climb the Hatch. Bring out your Fiber Wire and wait.\n\nAfter about a minute then Anthony will call the Elevator up to the Heaven\nParty. Then he will come down and enter the Elevator below you.\n\nSometimes, however, if you look at your Map, you may find Eve and Anthony\nstuck. If this happens then get back into the Heaven Guest Disguise and go\nback up just long enough to get them unstuck then go back down and wait at\nthe top of the Elevator for the Hell Party.\n\nWhen Anthony enters the Elevator and it starts to go down then Strangle him\nthrough the Hatch. After that then change into the CIA Agent Disguise which\nwill allow you to access almost everyplace without suspicion. When the\nElevator doors close then gently climb down - leave the Rifle Suitcase for\nnow. Exit the Elevator and be on the lookout for Vaana.\n\nShe will start on the dance floor then head towards the T-shaped stage, which\nis above a large shark tank, at the east side of this floor. Then, after\nperforming, which involves pyrotechnics, she will go back to the dance floor.\nThere are two methods to getting rid of her:\n\n  &gt;&gt;The \"Never Let Her See Your Face\" Method\n    ****************************************\n      Get up to her before or after her performance and she will motion you \n      to follow her. She will lead you into the Throne Room which is east of \n      the Bar. Go inside and she will tell you to take off your mask. \n      Instead, Punch her out then Poison her unconscious body. Move her body \n      to the Throne, just to be safe, before leaving.\n\n  &gt;&gt;The \"Ooops! Did I Do That?\" Method\n    **********************************\n      Go backstage to find the double doors leading to the T-shaped stage. To \n      the left of the doors is a Pyrotechnics Machine. You can rig the \n      Pyrotechnics to kill Vaana in an Accident at the end of her \n      performance. Although there is a Hell Guard nearby he doesn't seem to \n      care about you messing around with equipment.\n\nHowever, just to be safe, make sure he isn't standing right at the machine\nbefore tinkering with it.\n\nAfter dealing with Vaana then head back to the Elevator and pick up the Rifle\nSuitcase. Then take the Elevator back up to the Garage. The Rifle Suitcase\ncontains the FN-2000 assault rifle. If you did not acquire this weapon from\nthe mission \"Death on the Mississippi\" then it is very easy to get here.\n\nOpen the Elevator doors and go west then back out to the front of the office\nbuilding. Head to your ICA Crate at the west side of the entrance. Select the\nRifle Suitcase to bring out the FN-2000 then store it in the ICA Crate. After\nthat then head back to the Elevator for the Heaven Party. Take it back up and\nturn right.\n\nYou should see the doors for the Restricted Area ahead of you. Go through\nthem and you should see the next set of doors which should be to your right\nnear the end of the hall. They will open into a large office that is used by\nEve. Depending on your timing she may be finished with a performance and\nheading back to the office.\n\nQuickly enter the office and do a 180-degree turn left around the door. Stand\nat the wall between the door and the picture and look southwest. Bring out\neither your Fiber Wire or Poison (if you have any left) and wait.\n\nWhen she returns to the office then she will stand by the door and with her\nback to you. Close the door, Sneak up to her, and Garrote\/Poison her. Then\ndrag her to the nearby window so she isn't seen when you open the door to\nleave. After killing her then head to the curved desk at the south end of the\noffice. On one end is the Laptop with the Information you require.\n\nGo to the Laptop and acquire the Information which will show Eve and Maynard\nJohn on the Map as Targets (even though they are already dead). On the other\nend of the desk is another Rifle Suitcase - this one has a Dragunov Sniper\nRifle.\n\nAfter acquiring the Information then grab the Rifle Suitcase (if you still\nneed the Dragunov), exit the office, and head back to the Elevator. Go back\ndown to the Garage, head to the ICA Crate to store the Dragunov (if you\ngrabbed it), then get your Suit.\n\nThen go back through the Fire Exit and to the stairs down to the lower Garage\nlevel. From here, head to your Exit Point to successfully complete the\nmission.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nAs 47 drives off to parts unknown he is surprised by a stowaway, Agent Smith,\nwho happily greets him. Unfortunately, 47 doesn't take too kindly to\nunwelcome passengers and manages to stop the van while smacking around Smith.\n\nAs 47 puts a gun to Smith's head he gives the Agent an opportunity to explain\nhimself. Smith needs 47's help in a matter of major importance. The President\nis being targeted for assassination by the group that wants to make cloning\nillegal and keep it to themselves. Smith does not want that to happen and\nfeels that 47 is the best person for the job.\n\nHowever, 47 isn't going to do this for free. But Smith informs 47 about the\ndiamonds in the back and more that can he given to him. This convinces 47 to\ndo the job for Agent Smith and that leads into the next mission....\n\n  0+=+=+=+=+=+=+=+0\n \/ Washington D.C. \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;BDM13. Amendment XXV                                                     0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n| Overview \/                                            \\ Washington D.C. \/\n0=========0                                              0=+=+=+=+=+=+=+=0\n\nThe date: September 22, 2005.\n\nThe President is in line to be assassinated by his own Vice President. The\nsame group that put him into the Vice Presidency wants to put him in the Oval\nOffice. Agent Smith does not want this to happen and that is why he has\nbrought in Agent 47. The President is currently in Los Angeles and will be\nkilled when he returns unless 47 stops them.\n\nHowever, the assassins, and Vice President, are already inside the heavily\nguarded White House.....\n\n0===================0\n| Mission Objectives \\\n0=======================================================&gt;\n\n  &gt;&gt;Kill Mark Parchezzi III.\n  &gt;&gt;Kill the Vice President.\n  &gt;&gt;Escape.\n\n0=======0\n| Reward \\\n0=======================================================&gt;\n\n  Objectives: $400,000.\n  Rating Bonus: $150,000.\n  Total: $550,000.\n\n0========0\n| The Map \\\n0=======================================================&gt;\n\nThere are ten levels to the map:\n\n  &gt;&gt;West Wing, Outside\n  &gt;&gt;West Wing, Roof\n  &gt;&gt;West Wing, 2nd Floor\n  &gt;&gt;West Wing, 1st Floor\n  &gt;&gt;Main Building, Basement\n  &gt;&gt;Main Building, 2nd Floor\n  &gt;&gt;Main Building, 1st Floor\n  &gt;&gt;East Wing, Outside\n  &gt;&gt;East Wing, Roof\n  &gt;&gt;East Wing\n\nThe East Wing, Outside is where you start and has both your Exit Point and\nICA Crate.\n\nThe East Wing has a Guards Quarters and two Points of Interest. The first\none, inside the Guards Quarters, is where you can find the Main Building\nKeycard and the Surveillance Machine that has the CCTV Tape. The second one,\nin the Museum, is a laser system that can be triggered to create a\ndistraction.\n\nThe Main Building, 1st Floor has a Guards Quarters and is where the Vice\nPresident's office is. The Main Building, 2nd Floor has two Points of\nInterest. The first one, to the west, is where you can find a Carpenter\nDisguise. The second one, to the east is where you can find a Toolbox.\n\nThe Main Building, Basement connects the East and West Wings with the Main\nBuilding.\n\nThe West Wing, 1st Floor has one Point of Interest which is a Weapons Crate.\nThe Oval Office, where Parchezzi can be found, is at the southeast corner of\nthe Map. The West Wing, 2nd Floor has a Guards Quarters and a Point of\nInterest which is where you can find a Secret Service Disguise and a Desert\nEagle.\n\n0========0\n| Weapons \\\n0===========================================================================0\n| M14            | --Carried by most of the Marines.                        |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   East Wing.                                             |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   Main Building, 1st Floor.                              |\n|----------------+----------------------------------------------------------|\n| SLP .40 Pistol | --Carried by some of the Marines.                        |\n|                | --Carried by some of the Secret Service.                 |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   East Wing.                                             |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   Main Building, 1st Floor.                              |\n|                | --Inside a Weapons Box at the Guards Quarters at the     |\n|                |   West Wing, 2nd Floor.                                  |\n|----------------+----------------------------------------------------------|\n| MP5            | --Carried by most of the Secret Service.                 |\n|                | --Inside the Guards Quarters at the West Wing, 2nd       |\n|                |   Floor.                                                 |\n|----------------+----------------------------------------------------------|\n| Desert Eagle   | --Inside the room next to the Guards Quarters at the     |\n|                |   West Wing, 2nd Floor.                                  |\n|                | --Carried by Vice President Morris.                      |\n|----------------+----------------------------------------------------------|\n| Nailer         | Carried by a pair of Carpenters at the east side of the  |\n|                | Main Building, 2nd Floor.                                |\n0===========================================================================0\n|+++++++++++++++++++++++++++++++++| Notes |+++++++++++++++++++++++++++++++++|\n0===========================================================================0\n| The M14 is the last weapon to collect in the game and can be easily       |\n| acquired.                                                                 |\n0===========================================================================0\n\n0======0\n| Intel \\\n0=======================================================&gt;\n\n  &gt;&gt;The Guards here will open fire if weapons are detected by the metal \n    detectors.\n\n  &gt;&gt;Any confiscated weapons at the museum entrance will be stored away by \n    security.\n\n  &gt;&gt;The White House is surrounded by an iron gate - which varies in height.\n\n  &gt;&gt;Guards will respond if the laser system in the Museum is triggered.\n\n  &gt;&gt;The 1st Lady has a dog, which is regularly taken for a walk in the \n    backyard.\n\n  &gt;&gt;The Oval Office has been the setting for many historical meetings.\n\n  &gt;&gt;Carpenters working in the main building have put up scaffolds for \n    renovation purposes.\n\n0==============0\n| General Notes \\\n0=======================================================&gt;\n\nThis one was easy for awhile before I got to Professional difficulty. Then it\nbecame frustrating.\n\nEven though I was doing well I kept getting Professional ratings instead of\nSilent Assassin. I was using the \"Enemy Mined\" strategy to kill both the Vice\nPresident and Parchezzi but that doesn't work on Professional because you\nwill hurt your rating if any bodies are found outside of an Accident.\n\nOf course, both bodies are always found after blowing them up.\n\nEven though you can hide the VP's body you cannot do the same for Parchezzi\nso it became important to find a way to kill him without attracting the\nattention of Marines and Secret Service that could end up finding him.\nAlthough there are a lot of CCTV Cameras inside the Main Building you can get\nthe CCTV Tape early on in the mission before they can record you.\n\n0===========================================================================0\n|==========================| Mission Walkthrough |==========================|\n0===========================================================================0\n\nFor this particular strategy a Pistol is required at the start. An SLP .40 .S\nor Silenced Silverballer is strongly recommended. Because of the metal\ndetectors you will need to find a way to get it inside.\n\nWhen you start the mission then you will be outside of the East Wing by a\nlarge tour bus. Go north to the end of the area and turn left to find your\nICA Crate just around the corner of the building. Place your Pistol into the\nCrate then head back around and go through the metal detectors to enter the\nMuseum.\n\nGo straight ahead to find a Marine guarding a double door just past the\nvelvet rope. Go past the velvet rope and turn left towards a door while\nkeeping away from the Marine (get too close and he'll warn you).\n\nGo through the door to enter a Restroom. Stand by the toilet and wait. One of\nthe Museum Staff will come inside to take a piss. When the door closes then\nSedate him. Then drag his body into the northwest corner of this Restroom.\nTwirl his body in either direction until he is up against the west wall as\nmuch as possible.\n\nAfter that then change into the Museum Staff Disguise. Then walk out of the\ndoor while executing the command to close it (this will get the door to close\nquickly behind you as you exit to lessen the chance of the body being seen).\n\nNow go through the double doors to enter a short hallway. Go through the door\nto the left to enter the Guards Quarters. Head to the south side of this room\nto find a desk. On the desk is a Surveillance Machine with the CCTV Tape and\na Main Building Keycard. Take the Keycard and Steal Video Tape.\n\nNow, you're probably wondering why not just take an SLP. 40 Pistol from the\nnearby Weapons Box. This is because, if you do that, even if you are wearing\na Marine Disguise, you will be attacked by the Marine sitting at the desk.\nStupid, I know.\n\nAfter this then exit the Guards Quarters and angle northwest to enter a\nsingle door that goes into a Locker Room. Head north and go through the door\non your left to enter the Kitchen. Proceed through the Kitchen and you will\nfind a Kitchen Knife on the counter (you probably won't need it but it should\nbe pointed out in case you want to play with it). Go through the door at the\nend to get back outside.\n\nStand at the east side of the door and look north. A Marine patrols this\narea. He will slowly patrol outside, then go through a door east of you,\nquickly go through the Locker Room and Kitchen, and head back outside.\n\nWhen he comes back outside then wait for the door to close and Sneak up\nbehind then Sedate him. Change into the Marine Disguise and grab the M14. Go\nthrough the door to the east to go back inside. Head south to go through the\nnext door to get back into the Museum.\n\nGo back outside then to the ICA Crate. Store the M14 and this should complete\nyour weapon collection (if you have acquired all of the other weapons\nbeforehand). Retrieve your Pistol then go back inside and through the double\ndoors guarded by the Marine. Continue west and go through the next double\ndoors to enter a large breakroom.\n\nGo through the next double doors to enter a long hallway with a glass wall to\nyour left. At the end is another double door but it is keycarded. The Main\nBuilding Keycard will open this door. After going through this door then you\nwill be inside the Basement of the Main Building. Speed walk through here and\ngo through the next door that leads into the 1st Floor of the Main Building.\n\nYou will be inside a large stairwell at the east side of the Main Building (I\nwill call this the East Stairwell). However, you will see a double door to\nyour right. Go through it and you will enter into a large central room with a\nPiano and Fireplace. Angle southwest until you reach the red carpeted area\nand then angle west until you go through another double door.\n\nYou will then enter another large stairwell which I will call the West\nStairwell. Climb the stairs to the top and you will see another double door.\nHowever, you will see a single door to your right. Go through it to enter a\nroom with covered furniture.\n\nGo south toward an open window but don't get too close to it yet since you\nwill be encountering a patrolling Marine within this room. You will also find\na Carpenter Disguise on the nearby desk but it is of no use in this write-up.\n\nWhen the Marine leaves then go through the window to stand on top of a\nscaffold. Climb the ladder down to reach the Roof of the West Wing. When you\nget down then you will find a couple of large vent units and additional\nscaffolding pieces. Note this location as it is where you will be facing\nParchezzi later on.\n\nThis is also the east end of the roof which is long and rectangular and has\nadditional large and small vent units.\n\nPrep your Pistol and run west. As you run past the trio of large vent units\nthen angle southwest. You should see a large domed roof (for the Oval\nOffice), a keycarded door, and a bright lighted window near the door. The\ndoor leads inside the West Wing. Unfortunately, you cannot enter as a Marine\nor a Carpenter.\n\nIf your timing is right then you should see both a Painter and a Secret\nService Agent smoking. Sneak up to the Agent and wait. After a bit then the\nCarpenter will go back inside. When the door closes then Grab and Whip the\nAgent. Drag him around the dome all the way to the other side. Then change\ninto the Secret Service Disguise and grab the West Wing Keycard. Now you can\nsafely go everywhere.\n\nAlthough you could go back up the scaffold to re-enter the Main Building you\nmay be spotted by a Secret Service Agent that wanders the grassy area below.\nSo I will go through the West Wing to safely get back to the Main Building.\n\nEnter the door into the West Wing and make your way to the stairs at the\nnorth side of the floor. Go down the stairs and through the door at the\nbottom. Turn left at the next corner and proceed east. Angle northeast at the\nnext corner to go down a long hallway leading to a door that goes outside.\n\nNow for one method that will work on the easier difficulty levels:\n\n  &gt;&gt;The \"Enemy Mined\" Method\n    ************************\n      Head straight south from the outside door and you will get to window \n      for the Oval Office. You will see Parchezzi run into a room on the \n      other side but that is okay.\n<\/pre>\n\n\n\n<pre id=\"faqspan-8\" class=\"wp-block-preformatted\">      Plant an RU-AP Mine by the side of the window then head east toward a <br>      tree about halfway through this area. Stand at the south side of the <br>      tree and wait for the Vice President to come out and stand in the <br>      middle of this area.<br><br>      When he heads to the Oval Office window then check the West Wing, 1st <br>      Floor Map. Look for Parchezzi who is going in a counterclockwise patrol <br>      within the Oval Office. When he gets to the window to meet with the VP <br>      then Detonate the Mine. The explosion will kill them both at once.<br><br>      From here, scroll down to \"Escape\".<br><br>When you go outside then head east to another double door that leads back<br>into the Main Building. Follow the hallway inside and take it back up to the<br>1st Floor and inside the West Stairwell. You should see a solitary Marine<br>ahead of you. He is guarding the office for the Vice President. Go right on<br>in and stand in the middle of the room then Prep your Poison.<br><br>More than likely he will not be inside his office. The First Lady has the VP<br>under her thumb and makes him take her dog, Justice, out on frequent walks.<br>After he returns from a walk then he will go inside the First Lady's office<br>and he will head through another room to go back into his office. There are<br>two doors leading into his office.<br><br>Depending on which door he heads to will determine the first place he will<br>stop inside his office.<br><br>If he heads to the north door then he will stand at the south end of the<br>fireplace while looking northeast. If he goes through the south door then he<br>will stand at the window at the southwest corner of the room. When you<br>determine which door he will enter from then head to the appropriate spot,<br>wait for him to stop in front of you, then Poison him.<br><br>It is important to note that the First Lady may call him back before he gets<br>to either spot. If that happens then speed walk behind him and Poison him<br>before he gets too far from you. After killing the VP then drag his body into<br>the next room where you should find a wooden Container. Dump his body into it<br>to complete one objective.<br><br>Now it's time to go after Parchezzi.<br><br>Head back to the 1st Floor of the West Wing going the same way you came. Then<br>head to the north door of the Oval Office. Before going in you should either<br>Prep your Poison or Silenced Pistol. Then enter the Oval Office to trigger a<br>cutscene with Parchezzi.<br><br>After the cutscene ends then he will trigger a mine that was planted on the<br>door behind you and flee while you are knocked to the ground. Your Threat<br>Meter will go yellow and remain that way through the end of the mission but<br>that is okay as it will not negatively affect your score.<br><br>Now, before I go any further, there is one interesting tactic you can use on<br>the easier difficulty levels if you use a Silenced Pistol:<br><br>  >>The \"Draw!\" Method<br>    ******************<br>      This idea comes courtesy of TheAuZZieGamer who posted this on YouTube.<br><br>      Before entering the Oval Office then bring out your Silenced Pistol and <br>      go into 1st Person View. After the cutscene ends then you can kill <br>      Parchezzi before he can flee if you fire fast enough.<br><br>      After playing around with this I found that it works best if you *HOLD <br>      DOWN* the Fire Button while the cutscene plays. Then you will fire a <br>      shot and kill him just after the cutscene ends.<br><br>      However, on the console versions I found that he still manages to <br>      Detonate the Mine before I can kill him. This means his body will be <br>      found by the Secret Service - and no SA on Professional difficulty.<br><br>      Interestingly enough, if you have the Full Auto upgrade on the Silenced <br>      Silverballer, then, when you fire, you will completely use up the <br>      entire clip before you can regain control of the gun.<br><br>      From here, scroll down to \"Escape\".<br><br>As you are on the ground then turn your camera to look at the door that<br>Parchezzi just ran through. When you finally get up then go around the north<br>end of the couch, which is the shortest path to the door, and run through the<br>open door. Run through all of the doors and turn north when you get through<br>the last one. Run east at the corner and follow the way back to the stairs<br>leading up to the 2nd Floor.<br><br>If you are fortunate enough then you may encounter Parchezzi in the<br>stairwell. Keep behind him though. He will fire on you if you manage to pass<br>him up. I should point out that this doesn't happen often.<br><br>Follow him and he will lead you and up back out onto the roof. You should<br>still be fairly close to him. Now for two tactics based on what you Prepped<br>before entering the Oval Office:<br><br>  >>Poison<br>    ******<br>      As Parchezzi heads down the long straightaway toward the scaffolding <br>      then bring out your Poison. If you are close enough then, when he stops <br>      at the point between the two vents, then you can quickly nail him (if <br>      you're *REALLY* close then you can get him in mid-stride before he gets <br>      there).<br><br>      If he runs off before you can get him then he will stop just north of <br>      you. Get up close to him so he doesn't fire and \"use\" the Poison in an <br>      attempt to either Punch him or, if he turns around to either run or get <br>      a better firing angle, Poison him.<br><br>      It should be pointed out that you can't Disarm him even if you were <br>      un-armed. You can only knock him out. If he runs off again then he will <br>      head to the south vent. If he does so then he may manage to fire a shot <br>      while you are up in his face.<br><br>      Keep up with up and continue to Punch him until he is knocked out or <br>      you manage to nail him. If you knock him out then Poison him. If he <br>      manages to fire off at least one shot then note where he fired it. When <br>      he is dead then drag him to a point opposite from where he fired the <br>      shot.<br><br>      For example, if he fired at you from the south vent, then drag his body <br>      to the east side of the north vent. Any Marine that comes up to <br>      investigate will go to the exact spot where the shot was fired.<br><br>      That means, in this case, then he will go to the south vent. After <br>      looking around then he will head back. By hiding the body in this way <br>      then you greatly decrease the chance that the body will be found.<br><br>        **NOTE: During one run-through at Professional difficulty he fired at <br>                me a couple of times but nobody came up to investigate. It is <br>                possible that the game was changed to have nobody comes up <br>                here when he fires but move the body anyway to be safe.<br><br>If that doesn't work for you then there is this:<br><br>  >>Silenced Pistol<br>    ***************<br>      As Parchezzi heads down the long straightaway toward the scaffolding <br>      then bring out your Silenced Pistol. Then either line up the Crosshair <br>      at his head to fire one shot into it or put several rounds into his <br>      back - your choice.<br><br>      If you brought the SLP .40 .S Pistol then just drop it after you kill <br>      him - you won't need it anymore.<br><br>After Parchezzi is dead then it is time to:<br><br>  >>Escape<br>    ******<br>      From the West Wing rooftop then go back down to the 1st Floor and back <br>      outside. Head back into the Main Building and to the West Stairwell. Go <br>      back through the 1st Floor and to the East Stairwell. Then go back <br>      through the Basement and to the East Wing.<br><br>      Re-enter the Museum. If you brought the Silenced Silverballer then head <br>      outside and store it inside the ICA Crate. Go back into the Restroom <br>      and change back into your Suit. Then quickly exit back out of the <br>      Restroom, go back outside, and to the Exit Point to successfully <br>      complete the mission.<br><br>       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0><br><br>After the death of the Vice President, 47 is in his hideout cleaning up his<br>weapons. But somebody enters his hideout and he hides until he can determine<br>a course of action.<br><br>When he confronts the person he finds that it is Diana. She warns him that<br>the Police are right outside and they need to find a way out and to get at<br>the people responsible for the demise of The Agency. She presents 47 a plan<br>but he remains very skeptical. As he looks over the folder she has just given<br>him then she stabs him with a needle that contains a drug to render him<br>unconscious.<br><br>Later, she presents her findings to Jack who in turn welcomes her into The<br>Franchise. Together, along with Rick, they head off to the Church where a<br>memorial service is planned for the dead assassin.<br><br>And this sets up the last mission of the game.....<br><br>  0+=+=+=0<br> \/ ?????? \\<br>0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\<br>| >BDM14. Requiem                                                           0<br>0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/<br>| Overview \/                                                     \\ ?????? \/<br>0=========0                                                       0=+=+=+0<br><br>As Jack hands over evidence of 47's actions in the White House to Rick, Diana<br>puts something on her lips, places two Silverballers on 47's chest, and gives<br>him a good-bye kiss.....<br><br>0===================0<br>| Mission Objectives \\<br>0=======================================================><br><br>  >>Leave no witnesses.<br><br>0========0<br>| The Map \\<br>0=======================================================><br><br>There is one level to the Map and that is the Church Grounds. This unusual<br>looking Church has a set of stairs that leads to an underground hallway. The<br>main gates are to the west and the Point of Interest to the southeast is a<br>Crypt that contains several melee weapons: Shovel, Screwdriver, Hedge Cutter,<br>Hammer, and a Kitchen Knife.<br><br>0========0<br>| Weapons \\<br>0===========================================================================0<br>| SLP .40 Pistol | Carried by some of the Agents.                           |<br>|----------------+----------------------------------------------------------|<br>| MP7            | Carried by some of the Agents.                           |<br>0===========================================================================0<br><br>0==============0<br>| General Notes \\<br>0=======================================================><br><br>The hard part to this mission was to figure out a way to minimize getting<br>shot at until you reach a safe place to ambush the Agents to get rid of them<br>and acquire better weapons. The problem with this strategy is that how much,<br>or how little, you get shot up at the beginning is random. Most times you get<br>shot up a little, sometimes you get shot up a lot, and sometimes you won't<br>get hit at all.<br><br>This is especially problematic at Professional difficulty since they can kill<br>you before you get too far most of the time. Even more annoying is the fact<br>that you have no body armor or standard items to help you.<br><br>I've tried to use the method of taking the Priest hostage but I have never<br>been able to make that work for me on a consistent basis so I went with the<br>\"Run Like Hell to the Crypt\" method.<br><br>It is especially important not to fire your Silverballers too much because<br>they take a very long time to reload and that is the last thing you need to<br>be doing when you are dealing by a bunch of Agents. If you find yourself in a<br>reloading situation with them in the middle of a firefight then you might as<br>well restart since you will be killed very quickly, especially at<br>Professional difficulty.<br><br>However, by going to the Crypt, you can Disarm and pick them off one by one<br>or in small groups when they try to confront you.<br><br>Even though it is somewhat irritating to play at Professional difficulty this<br>is a reasonably quick mission so it won't take too long to play through even<br>with multiple attempts.<br><br>0===========================================================================0<br>|==========================| Mission Walkthrough |==========================|<br>0===========================================================================0<br><br>When you begin the mission then you will be laying down and the credits will<br>start to play. Everybody will move in slow motion. Every few seconds you will<br>hear a thump. This is your pulse and you will see it in the upper left corner<br>of the screen.<br><br>You're not dead, of course, you've just been given the same drug that you<br>gave Agent Smith in the mission \"Flatline\" and the kiss that Diana gave you<br>is the antidote to help you get out of your coma. But now you've got to get<br>up before the credits play out and you end up being cremated.<br><br>At this stage you will be facing south. Inside the Church are eleven people -<br>eight of them Agents. In addition, there are two more Agents heading towards<br>the cars outside.<br><br>To get up, rotate your Left Analog Stick to increase your pulse and wake up<br>47. As he gets up you will still be in slow motion for a few seconds.<br><br>As you get get up, turn left, and east, then run out of the open door. Do not<br>try to shoot at any of the Agents - there are too many of them to face at<br>once.<br><br>As you run out the door then angle right to use the wall as a shield from the<br>attacking Agents as you run southeast toward the glass wall. As you near the<br>glass wall then angle east alongside it. As you run east then you should see<br>a tree to your left. Angle northeast to get behind the tree so you can use it<br>as a shield from the Agents.<br><br>  **NOTE: One thing to try, especially at higher difficulties, is, once you <br>          get outside and behind the wall, to quickly turn around and run <br>          backwards to the corner. As the Agents appear then fire off a short <br>          burst of shots at them.<br><br>          You're probably not going to kill any of them but the plan is to <br>          disrupt them and keep them from firing by either making them stop <br>          or wounding them. This should allow you to keep more of your <br>          health.<br><br>When you get to the small tombstone at the cliff edge then turn right and go<br>south along the east side of the Church. Stick close to the wall as you<br>proceed.<br><br>When you reach the next corner then continue straight and south while<br>sticking close to the wall of the Church. Turn right at the next corner and<br>angle towards the tree. Just before you get to the tree then turn south go<br>down the hill.<br><br>When you get down the hill then turn left and head towards the Crypt built<br>into the hill. When you get inside then you will find the weapons listed<br>above. If everything has gone right then you should still have plenty of<br>health left.<br><br>The Crypt is a safe place to deal with the Agents. They cannot open the door<br>and go inside so you can use it as a shield. The best thing to do is wait for<br>one of them to get real close to the door, quickly open the door, then Disarm<br>him and sidestep right so the other Agents cannot get a good shot at you as<br>you wait for the door to close.<br><br>When they are in a group then you will have to be careful when opening the<br>door. If you want to pick off an Agent then quickly open the door, pick off<br>one Agent, then quickly close the door. This tactic will allow you to<br>conserve your health and ammo.<br><br>When you get your hands on either the SLP .40 Pistol or MP7 then use them<br>instead of the Silverballers.<br><br>Sometimes an Agent may have his back turned towards the door as he looks<br>around. Quickly open the door then push him in the back to knock him down the<br>small set of stairs in front of the Crypt and knock him out. If the<br>opportunity presents itself then knock out any Agent that you Disarmed so you<br>can clear the way for other Agents to get to the door.<br><br>Be patient and carefully pick off and knock out all of the Agents that<br>approach the Crypt. When you have dealt with most or all of them then leave<br>the Crypt but kill any that you have knocked unconscious. Then go around the<br>Church and carefully lure any Agents that remain to the Crypt.<br><br>When you get to the cars you may find at least one Agent in addition to Jack.<br>There is a high cliff northeast of their position. Go to this cliff and<br>carefully pick off the Agent first then Jack using the MP7 in short,<br>controlled bursts - go into 1st Person View for better aim. Even though you<br>can clearly see them they don't seem to know you're there.<br><br>If you're running low on ammo then you can try luring Jack to the Church. Get<br>close enough to him to make him start firing at you. Then run back into the<br>Church and go downstairs. When Jack finally enters the Church then he will<br>try to come down the stairs.<br><br>However, even though you saw him successfully go down the stairs in the<br>cutscene before the mission \"Amendment XXV\", he will die when he tries to go<br>down (he will be fatally bounced from his wheelchair). After he's dead<br>regardless then kill the unarmed Priest and Rick to successfully complete the<br>mission and the game.<br><br>       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0<br><br>Now to close things up.....<br><br>  \/==++====++==\\                                             \/==++====++==\\<br> \/==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\\<br>| >AFS3. Conclusion                                                         |<br> \\==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\/<br>  \\==++====++==\/                                             \\==++====++==\/<br><br>0================0<br>| General Notices \\<br>0===============================================><br><br>  This document is copyright (c) Robert Allen Rusk (RARusk) 2024.<br><br>0===================0<br>| Additional Sources \\<br>0=======================================================><br><br>  --\"Hitman: Blood Money\" (Game Manual)<br>  --The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia<br>      --Weapon names and information<br>  --www.HitmanForum.com<br>      --Special Ratings<br>  --YouTube<br>      --TheAuZZieGamer (Amendment XXV)<br><br>0=========================0<br>| Additional Contributions \\<br>0=======================================================><br><br>  --J Sasaki<br><br>0========0<br>| Credits \\<br>0=======================================================><br><br>Credits and thanks go out to the following:<br><br>  >>IO Interactive<br>    **************<br>      For creating this wonderful game series and making me a fan of composer <br>      Jesper Kyd.<br><br>  >>Revolution Arena<br>    *******************************************<br>      For providing a place for writers like myself to publish our work and <br>      help other gamers while indulging in one of our favorite pastimes.<br><br>And finally, my biggest thanks of all goes to you the reader (and especially<br>those who have made suggestions as well as those who took the time to write<br>me).<br><br>0====================0<br>| Contact Information \\<br>0===============================================><br><br>  E-MAIL: rarusk[at]netzero[dot]com<br>  FACEBOOK: http:\/\/www.facebook.com\/robert.a.rusk<br>  PSN GAMERTAG: RARusk161<br><br>So now I've come to the end of yet another gaming adventure and looking<br>forward to new ones. I hope that my guide helps you in getting the most out<br>of \"Hitman: Blood Money - Reprisal\".<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>++IMPORTANT: Although this guide can be useful for the PlayStation, Xbox, and PC versions it is recommended that you use&hellip;<\/p>\n","protected":false},"author":46,"featured_media":1137,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2024\/09\/Hitman-Blood-Money-\u2014-Reprisal.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,35,5,6,7,12],"tags":[],"class_list":["post-1135","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-mobile","category-nintendo","category-pc","category-playstation","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1135","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/46"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=1135"}],"version-history":[{"count":2,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1135\/revisions"}],"predecessor-version":[{"id":1139,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1135\/revisions\/1139"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/1137"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=1135"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=1135"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=1135"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}