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Hitman Contracts FAQ - v.0.9c
By Dennis Ferrand
GameFAQs User Name: darthfrott
E-Mail: frott (at) frontiernet (dot) net
-------------------------------------------------------------------------------
How to use the "E-Z FIND SYSTEM": With the "E-Z FIND SYSTEM", all you have to
do to immediately get to the desired point in this FAQ is:
1. Find the specific walkthrough you want in the Table Of Contents immediately
below.
2. Highlight the word that is in all capital letters that represents your
choice. It looks like this: ( =EXAMPLE= )
3. Choose to find that word within the document.
-------------------------------------------------------------------------------
=====================
= TABLE OF CONTENTS =
=====================
01. Introduction ( =INTRO= )
02. Gameplay Controls ( =CONTROLS= )
02.01: Default
02.02: Left-Handed
02.03: Simplified
03. Menus ( =MENUS= )
03.01: Main Menu
03.02: In-Game Menu
03.03: Mission Briefing
04. Weapon And Item Selection ( =SELECT= )
05. On-Screen Displays ( =DISPLAYS= )
06. End Of Mission Statistics ( =STATS= )
07. Techniques ( =TECHNIQUES= )
08. Weapons ( =WEAPONS= )
08.01: Pistols And Handguns
08.02: Sub-Machine Guns (SMGs)
08.03: Assault Rifles
08.04: Shotguns
08.05: Machine Guns
08.06: Sniper Rifles
09. Equipment ( =EQUIPMENT= )
10. Fast Walkthroughs ( =FAST= )
10.01: Asylum Aftermath ( =FASTASYLUM= )
10.02: The Meat King's Party ( =FASTMEAT= )
10.03: The Bjarkhov Bomb ( =FASTBOMB= )
10.04: Beldingford Manor ( =FASTMANOR= )
10.05: Rendezvous In Rotterdam ( =FASTROTTERDAM= )
10.06: Deadly Cargo ( =FASTCARGO= )
10.07: Traditions Of The Trade ( =FASTTRADE= )
10.08: Slaying A Dragon ( =FASTDRAGON= )
10.09: The Wang Fou Incident ( =FASTWANGFOU= )
10.10: The Seafood Massacre ( =FASTSEAFOOD= )
10.11: Lee Hong Assassination ( =FASTLEEHONG= )
10.12: Hunter And Hunted ( =FASTHUNTED= )
11. Detailed Walkthroughs ( =WALKTHRUS= )
11.01: Asylum Aftermath ( =ASYLUM= )
01. Basement
02. 1st Floor & Escape
11.02: The Meat King's Party ( =MEAT= )
01. Find The Girl
02. Kill The Lawyer
03. Kill Sturrock The Meat King & Escape
11.03: The Bjarkhov Bomb ( =BOMB= )
01. Take Out Fabian Fuchs
02. Take Out Commander Bjarkhov
03. Blow Up The Sub
11.04: Beldingford Manor ( =MANOR= )
01. Past the Maze And A Disguise
02. Milk...It Does A Body BAD
03. He's Just DYING For Whiskey
04. The Stables
11.05: Rendezvous In Rotterdam ( =ROTTERDAM= )
01. Become A Reporter
02. Kill The Leader
03. Kill The Hostage & Escape
11.06: Deadly Cargo ( =CARGO= )
01. Before The Ship
02. On The Ship
03. After The Ship
11.07: Traditions Of The Trade ( =TRADE= )
01. 47 Knows Clothes
02. 47 Conz Franz
03. 47 Hitz Fritz
04. 47 Palms Bomb
11.08: Slaying A Dragon ( =DRAGON= )
01. The Gardener Gets In
02. The Negotiator Gets It & 47 Gets Out
11.09: The Wang Fou Incident ( =WANGFOU= )
01. The Bomb, The Chauffeur
02. The Meeting, The Rest
11.10: The Seafood Massacre ( =SEAFOOD= )
01. Retrieve Poison, Unlock Basement
02. Crouching Amulet, Hidden Dragon
03. Crouching Kitchen, Hidden Chef
11.11: Lee Hong Assassination ( =LEEHONG= )
01. The Agent
02. The Triad Leader
03. The Figurine
11.12: Hunter And Hunted ( =HUNTED= )
01. Building Jumps And A Change Of Clothes
02. The Fireman's Key
03. Fiber Wire Inspector Albert Fournier & Escape
12. Reader Submitted Walkthroughs & Tips ( =USERS= )
12.01: Asylum Aftermath ( =READASYLUM= )
12.02: The Meat King's Party ( =READMEAT= )
12.03: The Bjarkhov Bomb ( =READBOMB= )
12.04: Beldingford Manor ( =READMANOR= )
12.05: Rendezvous In Rotterdam ( =READROTTERDAM= )
12.06: Deadly Cargo ( =READCARGO= )
12.07: Traditions Of The Trade ( =READTRADE= )
12.08: Slaying A Dragon ( =READDRAGON= )
12.09: The Wang Fou Incident ( =READWANGFOU= )
12.10: The Seafood Massacre ( =READSEAFOOD= )
12.11: Lee Hong Assassination ( =READLEEHONG= )
12.12: Hunter And Hunted ( =READHUNTED= )
13. Cheats & Codes ( =CHEATS= )
13.01: In-Game Cheats
13.02: Cheat Device Codes
14. Review
15. FAQ History ( =HISTORY= )
16. Thank List ( =THANKS= )
-------------------------------------------------------------------------------
================================
= 01. Introduction ( =INTRO= ) =
================================
Hiya, and welcome to my Hitman Contracts FAQ. I hope you get some
enlightenment and/or enjoyment out of this FAQ. I wrote these walkthroughs with
my personal favorite ways to clear the missions. Keep in mind, there are
several ways to complete the levels in Contracts, so if something strikes your
fancy that isn't included here, then by all means do it. It's supposed to be
fun after all!
I'll be using directions, (North, South, East and West), as established
according to the Maps. They took out the lovely compass for Contracts, as well
as Building name designations for important landmarks, which was something I
used a lot in my Hitman 2 FAQ to keep readers from confusion, so this is the
only way I can be as specific as possible. Just check your Map a lot, or better
yet, become acquainted with the levels with some good ol' fashioned "runnin'
and gunnin'" before trying to go for all zero Silent Assassin. These
walkthroughs work for all zeros no matter what Difficulty Level you're playing
on, so if you get comfortable getting all zeros on Normal, give Expert or
Professional a try. I thought it would be less convoluted if I just gave one
walkthrough to fit all sizes. I'm by no means encompassing all the different
ways you can complete the levels, in fact, if I wanted to tell you the fast and
easy method for finishing levels, I'd just tell you to start shooting the
Targets because it's quicker and easier. There's no fun for me personally in
that, though.
This FAQ can only be hosted on GameFAQs. If you're seeing this anywhere else,
please give me an email at: frott (at) frontiernet (dot) net with information.
-------------------------------------------------------------------------------
========================================
= 02. Gameplay Controls ( =CONTROLS= ) =
========================================
There are three different Control Schemes in Hitman Contracts: Default,
Left-Handed and Simplified, although I don't see how moving the Turn Left/Right
and Strafe Left/Right functions from one Analog Control Stick to the other
makes it any more "simplified".
02.01: Default
Left Analog Stick: Move Forward/Back, Strafe Left/Right
Right Analog Stick: Look Up/Down, Turn Left/Right
X Button: Action/Use
Circle Button: Drop
Square Button: Holster/Unholster
Triangle Button: Inventory/Exit Sniper Mode
Select Button: Mission Briefing
Start Button: Pause/Options Menu
L1 Button: Map
L2 Button: Crouch/Sneak
L3 Button: Precise Aiming (Hold Down)
R1 Button: Fire
R2 Button: Reload
R3 Button: Toggle 1st/3rd Person Camera Mode
Left Crosspad: Lean Left
Right Crosspad: Lean Right
Up Crosspad: Zoom In/Scroll Up
Down Crosspad: Zoom Out/Scroll Down
02.02: Left-Handed
Left Analog Stick: Look Up/Down, Turn Left/Right
Right Analog Stick: Move Forward/Back, Strafe Left/Right
X Button: Action/Use
Circle Button: Drop
Square Button: Holster/Unholster
Triangle Button: Inventory/Exit Sniper Mode
Select Button: Mission Briefing
Start Button: Pause/Options Menu
L1 Button: Map
L2 Button: Crouch/Sneak
L3 Button: Precise Aiming (Hold Down)
R1 Button: Fire
R2 Button: Reload
R3 Button: Toggle 1st/3rd Person Camera Mode
Left Crosspad: Lean Left
Right Crosspad: Lean Right
Up Crosspad: Zoom In/Scroll Up
Down Crosspad: Zoom Out/Scroll Down
02.03: Simplified
Left Analog Stick: Move Forward/Back, Turn Left/Right
Right Analog Stick: Look Up/Down, Strafe Left/Right
X Button: Action/Use
Circle Button: Drop
Square Button: Holster/Unholster
Triangle Button: Inventory/Exit Sniper Mode
Select Button: Mission Briefing
Start Button: Pause/Options Menu
L1 Button: Map
L2 Button: Crouch/Sneak
L3 Button: Precise Aiming (Hold Down)
R1 Button: Fire
R2 Button: Reload
R3 Button: Toggle 1st/3rd Person Camera Mode
Left Crosspad: Lean Left
Right Crosspad: Lean Right
Up Crosspad: Zoom In/Scroll Up
Down Crosspad: Zoom Out/Scroll Down
-------------------------------------------------------------------------------
=========================
= 03. Menus ( =MENUS= ) =
=========================
NOTE: You MUST be using a Memory Card in MEMORY CARD Slot 1 in order to save
your progress. A Hitman Contracts save game requires 500 Kb of free space
on the Memory Card. If the Memory Card has less than the required free
space, erase old data before starting play.
03.01: Main Menu
Start - Press the Directional Buttons Up/Down to highlight START in the Main
Menu, and press the X Button to begin a new game. Before the game
begins, select the difficulty level for your game.
Select Difficulty - This menu allows you to select a difficulty level
(Normal, Expert or Professional). Press the Directional
Buttons Up/Down to highlight a level from the list and
press the X Button to start your new game. A number of
different factors are influenced by the difficulty level
you choose. These factors include:
- The amount of damage Hitman can receive before
dying.
- The amount of accuracy shown on the Map.
- The reaction speed and firing accuracy of Guards and
targets.
Each difficulty level has its own permitted number of
progress saves per mission.
- Normal: 7 saves allowed per level.
- Expert: 2 saves allowed per level.
- Professional: 0 saves allowed per level.
Load - If you previously saved your game to a Memory Card, you can continue it
from the Load Screen accessed from the Main Menu. Insert a Memory Card
containing Hitman Contracts save game data into Memory Card Slot 1.
Then, when you select Load from the Main menu, a list of your save
games will be displayed. Press the Directional Buttons Up/Down to
highlight the save game you want and press the X Button to load it. The
game will be restored at the point where it was saved.
Training - The training area allows you to become familiar with the controls
and various abilities of Hitman in a non-hostile environment. It is
highly recommended that you practice the techniques you will need
before starting your missions. The training area also serves as a
storage area for the weapons you collect during missions. Each
silhouette represents a weapon that you can collect or unlock during
the game.
Options - To open the Options Menu, select Options from the Main menu or press
the Start Button to pause a game and select Options from the Pause
Menu. Three sub-menus are available with options for adjusting the
game's Graphics, Sound and Control Setup.
Graphics Options
Use this menu to set your graphics and display choices.
- Subtitles: Toggle the display of in-game subtitles.
- Blood And Gore: Toggle the display of blood effects.
- Adjust Screen: Follow the onscreen instructions to center the
screen for better viewing. NOTE: The Adjust Screen
option is only available from the Main Menu Options
Menu.
Sound Options
Use this menu to configure sound and audio settings.
- Music: Move the slider to adjust the game's music volume.
- Speech: Move the slider to adjust the volume of spoken dialogue.
- Effects: Move the slider to adjust the volume of in-game sound
effects.
Control Setup Options
Use this menu to configure various control settings.
- Invert Up/Down Aim: Changing this option switches the movement
control on the Y axis. If you find yourself
looking down at the floor when you want to look
up, try adjusting this setting.
- Vibration Function: Toggle the controller's vibration function
On/Off. (When On, the controller will vibrate in
response to game events.)
- Horizontal Turn Sensitivity: Move the slider to adjust Hitman's
turning speed. To turn faster, use a
higher setting.
- Vertical Turn Sensitivity: This slider will adjust the speed with
which Hitman looks up and down. Use a
higher setting to speed up the response.
- Button Configuration: Choose between three control schemes. ( See
Gameplay Controls ( =CONTROLS= ) section.)
Credits - Select Credits from the Main Menu to see a roster of those
responsible for Hitman Contracts.
03.02: In-Game Menu
Press the Start Button during play to pause the game and access the In-Game
Menu, which offers the following options:
Save - While playing Hitman Contracts, you'll want to save your game often to
preserve your progress.
To save a game:
1. Press the Start Button to pause the game.
2. Select Save from the menu.
3. Highlight Create New to create a new save game or highlight a save
game to overwrite, and press the X Button.
4. If your Memory Card is unformatted, you will now have the option to
format it or exit the save process.
5. To resume a saved game, follow the steps in Load below. NOTE: You
cannot save your game while performing some complicated actions.
Load - You can resume save games by using the Load option from either the Main
Menu or the In-Game Menu. Make sure you have a Memory Card containing
Hitman Contracts save game data inserted into Memory Card Slot 1. When
you select Load, a list of available save games is displayed. Highlight
a save game and press the X Button to load it. The game will be restored
at the point where it was saved.
Delete Save Games - You can delete save games by using the Delete Save Games
option in the In-Game Menu. Highlight the save game you
want to delete and press the X Button.
Options - Highlight this option and press the X Button to access the Options
Menu. Options available in this menu are the same as those found in
the Main Menu Options Menu. (See Main Menu - Options.)
Restart Mission - To restart the current mission, highlight this option and
press the X Button.
Quit - Highlight this option and press the X Button to quit the current game
and return to the Main Menu.
Continue Game - Highlight this option and press the X Button to exit the
In-Game Menu and resume the current game.
03.03: Mission Briefing
When Hitman receives a mission from Agency, the details are always
delivered through the Mission Briefing Screens. All information valid to
the mission is stored in this briefing, which you can display at any
point during a mission. The following information is usually available
from the Briefing Screen:
- Target profiles and descriptions.
- Any additional mission objectives.
- Background information on the mission scenario.
- Escape and exit points.
Once an objective has been met, it will be marked off as completed.
-------------------------------------------------------------------------------
==============================================
= 04. Weapon And Item Selection ( =SELECT= ) =
==============================================
04.01: Weapon Select Screen
Once you complete a mission successfully, you can replay it with the weapons
you've collected in previous missions. These weapons are selectable from the
Weapon Select Screen.
- Equipment: This shows a list of weapons and equipment you can take along for
the mission ahead. Highlight the item you want to equip and press
the X Button to add it to your Inventory. When a weapon is
equipped, it will be marked with a cross. To deselect a weapon,
select it again by pressing the X Button.
- Specifications: This displays the weapons specifications. The information
detailed here can include ammo type, caliber, clip capacity,
length, weight and storage.
- Weapon Display: An image of the currently selected Item appears at the top of
the Specifications window. Press the Circle Button to confirm
your selection and exit this screen.
04.02: Inventory
Press the Triangle Button at any time during a mission to display the
Inventory. This menu allows fast access to the Weapons and Items Inventory. To
use an item from the Inventory, highlight the item and press the X Button to
equip it. To discard or drop an item, highlight it and press the Circle Button.
Detailed information on both weapons and items appears at the bottom of the
screen. NOTE: You cannot drop or discard items that are crucial to Hitman's
progress.
-------------------------------------------------------------------------------
=========================================
= 05. On-Screen Displays ( =DISPLAYS= ) =
=========================================
Health Bar - This bar shows Hitman's current health. Every time Hitman sustains
damage the bar decreases. If the bar dips to the danger point,
below 25% capacity, it turns red to alert you to Hitman's
predicament. NOTE: Damage is location-based. This means a shot to
the head is almost certain to kill Hitman while a shot to the arm
will not.
Threat Meter - Displayed next to the Health Bar, the Threat Meter gives an
indication of the danger Hitman faces. An increase in movement
signifies an increase in danger. The meter can alert you to
potential problems such as a failed disguise or Hitman being
spotted in restricted access zones.
Action List - This Action List displays a list of context-sensitive choices.
Use this menu to control complex interactions in the game
environment. With its options you can manipulate Doors, victims,
vehicles and items. If only one choice appears on the list, press
the X Button to perform that action. If you have multiple
choices, hold down the X Button and press the Directional
Buttons Up/Down to highlight the option you want. Release the X
Button to perform the selected action.
Weapon Display - Displayed in the bottom right corner of the screen, the
Weapons Display shows an Icon of the currently equipped
weapon.
Ammo Display - This is a graphical and numerical display of the current ammo
level in both the clip currently in the weapon and the total
bullet count for all remaining clips.
Crosshairs - The crosshairs represent the exact point at which Hitman is
aiming. The size of the crosshairs indicates the accuracy of any
shots fired from the currently equipped weapon. The larger the
crosshairs the wider the grouping of any shots fired. When the
crosshairs turn red, Hitman has targeted an enemy and any shots
fired should always hit their target.
Information Box - Useful information and warnings are displayed here.
-------------------------------------------------------------------------------
=============================================
= 06. End Of Mission Statistics ( =STATS= ) =
=============================================
After a successful hit and the fulfillment of all mission objectives, a
ratings screen is displayed to show performance levels. The statistics are
presented as a mission and overall score and give a breakdown of the stealth
and aggression levels used in the mission. NOTE: You can earn bonuses by
completing missions with a high level of professionalism.
-------------------------------------------------------------------------------
===================================
= 07. Techniques ( =TECHNIQUES= ) =
===================================
Disguises - You can use disguises and costume changes to throw off pursuers and
gain access to restricted areas. When you're wearing a disguise, it
is important that you perform actions natural to the character
you're impersonating. Alert Guards and Soldiers will notice
suspicious behavior and inconsistent weapon usage.
Sneaking - The ability to successfully sneak through areas undetected is a very
important skill to master. When he's moving in Sneak Mode, Hitman's
movement is completely silent. With patience and skill it is
possible to sneak through almost any environment and creep up behind
any enemy. Before entering rooms that potentially contain a threat,
it is always worth your time to spy through the keyhole or check
your Map for activity.
Close Combat And Silent Kills - Hitman's most powerful weapons are also the
most difficult to master. Close combat weapons
allow Hitman to neutralize targets without
raising alarms or creating unwanted noise.
Close combat weapons are most effective when
used from behind on an unsuspecting enemy. In
order to get close enough to use the weapons
successfully, Hitman must use sneaking
techniques. Once he's directly behind an enemy,
the fully charged close combat weapons will
deliver a fatal blow. Close combat weapons can
also be used in melee attacks but their
effectiveness is seriously reduced.
-------------------------------------------------------------------------------
=============================
= 08. Weapons ( =WEAPONS= ) =
=============================
08.01: Pistols And Handguns
Pistols and handguns offer a wide range of power, capacity and caliber.
Easily concealed and once silenced, the pistol can be one of the most effective
tools in Hitman's arsenal. When used in both hands, pistols pack a high level
of firepower. Clip capacity and accuracy over distance are the main drawbacks
for the handgun class.
01. GK17 05. Gold Desert Eagle 10. Gold Desert Eagle Dual
02. CZ2000 06. Silverballer Silenced 11. Magnum 500 Dual
03. CZ2000 Dual 07. Silverballer Dual 12. Silverballer Dual .S
04. SG220 .S 08. Magnum 500 13. GK17 Dual
09. SG220 Dual .S
08.02: Sub-Machine Guns (SMGs)
Typically issued to commando forces in the military, sub-machine guns are
small, lightweight and often use pistol ammunition. Designed for use in close
quarters, SMGs are often inaccurate. This is more than compensated for by their
high rate of fire and maneuverability.
01. MP9 Sub-Macine Gun 05. Micro Uzis
02. AUG Sub-Machine Gun 06. Micro Uzi .S
03. MP5 Sub-Machine Gun .S 07. Micro Uzis .S
04. Micro Uzi 08. MP5 Sub-Machine Gun
08.03: Assault Rifles
The military-designed assault rifles were developed for fire support and
combat over distances of up to 300m. The rifle is in its element when used
outdoors and over distance. Single shot and burst fire are a necessity if you
want to maintain accuracy.
01. AK 47 03. AK 47 .S
02. M4 Carbine 04. M4 Carbine .S
08.04: Shotguns
Devastatingly powerful at close range, the shotgun's defining characteristics
are having a smooth bore and firing "shot" from an explosive cartridge.
Designed for close combat situations, the shotgun is mainly used by law
enforcement agencies as a hunting weapon.
01. Spas 12 Shotgun 03. Double-Barreled Shotgun
02. Sawn Off Shotgun 04. Sawn Off Shotgun Dual
08.05: Machine Guns
Fully automatic, low-caliber and capable of rapid fire, the machine gun is
designed to provide suppressing cover fire more than aim and accuracy.
01. M60 02. Mini Gun
08.06: Sniper Rifles
In the hands of trained professionals, the sniper rifle is perhaps the most
powerful of all projectile weapons. Offering precision and accuracy over long
distances, this weapon can be used to eliminate targets from a safe position.
The W2000 Sniper Rifle is Hitman's rifle of choice and comes silenced and
concealable in its own briefcase. NOTE: Crouching while aiming improves the
accuracy and reduces the movement of the rifle in Hitman's hands.
01. Enforcer Sniper Rifle 04. R93 Sniper Rifle
02. Dragunov Sniper Rifle 05. PGM Sniper Rifle .S
03. W2000 Sniper Rifle 06. PGM Sniper Rifle
-------------------------------------------------------------------------------
=================================
= 09. Equipment ( =EQUIPMENT= ) =
=================================
Binoculars - Excellent for surveillance and spying on targets from a distance.
Night Vision Goggles (NVGs) - When worn in a dark environment, night vision
goggles amplify the light levels allowing you to
navigate through darkened areas. Normally
confined to military use, the NVGs will draw
suspicion if noticed by Guards or Civilians.
Map - Hitman is equipped with a Map of his surroundings at all times. Using the
Map to plan your route can prevent unwanted surprises and will often
reveal hidden access points.
Hints and Tips:
- Proper planning always increases the chance of making a successful hit. Spend
time on surveillance and try changing your approach if your current plan
isn't working.
- High-caliber ammunition will penetrate Doors and obstacles.
- Sound is Hitman's friend. Loud music can often mask the sound of gunshots,
allowing the use of firearms to go unnoticed.
- Keep your eye on the Threat Meter when accessing areas that are out of
bounds.
-------------------------------------------------------------------------------
====================================
= 10. Fast Walkthroughs ( =FAST= ) =
====================================
The following fast walkthroughs are for those of you already familiar with
the levels. If these seem confusing to you, just skip them and read the
Detailed Walkthroughs ( =WALKTHRUS= ) instead. I basically made these for those
of you who have read the detailed version, but now need a skimmed down version
to follow while you're implementing the walkthroughs. Completing each mission
with a Silent Assassin rating will garner you a new weapon which is only
available through unlocking. I will state each of these reward weapons at the
beginning of each mission.
============================================
= 10.01: Asylum Aftermath ( =FASTASYLUM= ) =
============================================
Reward for Silent Assassin rating: Dual CZ2000 Pistols
* Grab the Key from Prof. Orthmeyer
* Syringe a Basement Patient and Change into their Clothes
* Grab extra Syringes
* Take the Elevator to the First Floor
* Walk past the four stationary SWAT Soldiers near the entrance and take a left
* Wait for the solitary SWAT Soldier to head back up the Winding Staircase
* Follow him upstairs
* Hide behind the Double Doors and wait for the SWAT Soldier to leave on lower
Difficulties or Sneak in and Syringe him while he's in the other room on
Professional Difficulty
* Head out onto veranda
* Climb down ladder and escape in Prof. Orthmeyer's Black Sedan
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===============================================
= 10.02: The Meat King's Party ( =FASTMEAT= ) =
===============================================
Reward for Silent Assassin rating: Dual Micro Uzi Sub-Machine Guns
* Change into Butcher's Clothes
* Lock REAL Butcher in back of the Truck
* Drop weapons
* Get frisked, head up to Malcolm Sturrock's Shrine
* Take the Proof
* Head to the Locker Room
* Dress as Opium Waiter
* Go to Kitchen through East Locker Room exit
* Sneak to final Door before Kitchen, then Look through Keyhole and wait for
Chef to leave with Chicken
* Walk in and grab Kitchen Knife, then conceal
* Head to Party
* Grab an Opium Pipe from Bar
* Visit Lawyer on bed
* Kill him using the Kitchen Knife, then drop the Knife
* Head back to Locker Room through Kitchen
* When REAL Opium Waiter is occupied or gone, Change back into Butcher
* Head back to Kitchen
* Pick up Meat Cleaver near Chickens
* Wait for Chef to return
* Pull out Meat Cleaver and Place it inside Chicken
* Head to Campbell Sturrock's room
* Drop Plate of Chicken before Guard at top of stairs frisks you
* Walk into Sturrock's room and hit the button that closes the shutters
* Wait for girls to leave
* Give Chicken to Sturrock
* Slash him with the Meat Cleaver then drop the Knife
* Make your way back outside where the Trucks are located
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===========================================
= 10.03: The Bjarkhov Bomb ( =FASTBOMB= ) =
===========================================
Reward for Silent Assassin rating: Silenced Dual Silverballer Pistols
* Syringe Civilian and Change into his Clothes
* Head over to Mess Hall
* Drop Grocery Crate by Guard near Fireplace
* Head into Kitchen
* Sneak over to Fuchs
* Fiber Wire him and drag him into Restroom
* Change into his Clothes
* Run through Tunnel
* Go to entrance to Ship
* Talk to Commander
* Fiber Wire him after he turns around once while making Vodkas
* Take his Master Key
* Go to Hangar where Radiation Suit is located
* Change clothes and go inside Submarine
* Grab three Bombs
* Put Bombs on weak points of Submarine
* Wait for patrolling Guard to turn around and start walking back off Dock
* Detonate Bombs
* Run back through Tunnel and head into Plane
=MISSION COMPLETE=
-------------------------------------------------------------------------------
============================================
= 10.04: Beldingford Manor ( =FASTMANOR= ) =
============================================
Reward for Silent Assassin rating: Dual Magnum 500 Pistols
* Follow Southbound Guard after his conversation
* Go straight to tree, then go left around tree and enter Maze
* Take hatch inside Maze into Basement
* Peek through Keyhole at end of corridor
* Follow Indoor Guard into Wine Cellar
* Syringe him, drag him out of sight and Change into his Clothes
* Head out Door he came in
* Sneak West past Dogs
* Turn left and up small flight of stairs
* Go through Door and turn left
* Climb up ladder
* Take Vial of Poison from desktop
* WALK through shower room and into hidden Mirror Door
* Peek through Keyhole at end of small hallway
* Wait for Lord Winston to get up to use the restroom
* Sneak over to his bed and Poison his Milk
* Sneak through Double Doors where he left
* Turn right and go through hidden passageway in Bookshelf
* Climb up ladder
* Go to spiral stairway
* Exit on Second Floor
* Sneak into Guest's Room and steal Clothes and Shotgun
* Head back to spiral stairway
* Exit on First Floor
* Go to Basement where Whiskey Barrel is located
* Spike Whiskey
* Exit through main South Doors
* Walk to Stables
* Head around back
* Enter Stables and go into room with Weedkiller
* Wait here for Stable Boy to enter
* Follow him into back room
* Wait for Stable Boy to go up stairs to Loft
* Poison Horse's Water Supply
* Disrupt Transmission to Guard's TV
* Wait for them to head out back
* Grab Stable Key from wall of Guard's Room
* Free Giles Northcott
* Walk to Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
======================================================
= 10.05: Rendezvous In Rotterdam ( =FASTROTTERDAM= ) =
======================================================
Reward for Silent Assassin rating: Dual Sawn-Off Shotguns
* Exit building from doorway on your right
* Head right on the street and down alleyway
* Run to Reporter who's smoking
* Syringe him, take Clothes and Money
* Run to gate
* Get frisked, go talk to Bartender
* Head upstairs w/ Bartender
* Wait for Bike Leader to open safe, then Fiber Wire him
* Grab incriminating Photographs
* Run down steps you came up on to Basement
* Run to room with Hostage
* Pick up Kitchen Knife and slash him, drop Knife
* Head back to First Floor and get frisked again (Professional Difficulty)
* Head back to Exit near Reporter
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=======================================
= 10.06: Deadly Cargo ( =FASTCARGO= ) =
=======================================
Reward for Silent Assassin rating: Silenced M4 Carbine Assault Rifle
* Run to East side of Police Station
* Disrupt Television transmission
* Syringe Policeman who investigates
* Change into his Clothes
* Run to small Service Shed with Worker's Clothes
* Change into Worker's Clothes
* Get frisked by Thug
* Enter Second Warehouse
* Head up to Second Floor
* Change into Thug Clothes
* Get on Boat
* Head up to Boris' Room and wait
* Fiber Wire Boris
* Get off Boat
* Walk through frisking area
* Change into Policeman's Clothes in Service Shed
* Walk out of Dock area via hidden passage
* Head through Strip Club Basement and back to Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
==================================================
= 10.07: Traditions Of The Trade ( =FASTTRADE= ) =
==================================================
Reward for Silent Assassin rating: Dual SG220 .S Pistols
* Grab Conference ID Card from Man beside you
* Drop Weapons
* Walk to front of Hotel
* Get Checked, head inside
* Go right to Closed Hotel Wing
* Pick Lock
* Pick Lock on Room 108
* Look through Keyhole
* Wait for man to stop looking in mirror and go take a shower
* Sneak in, Change into Policeman's Clothes
* Head back to first Door you lockpicked
* Look through Keyhole to make sure coast is clear
* Head over to left side of main lobby staircase
* Pick the Lock
* Wait for Fuchs to head into Steambath
* Walk in and turn Valve
* Open Door and take X-Ray Room Keycard
* Head up to Room 203
* Pick Lock and head out on Balcony
* Wait for Fuch's Bodyguard to head back inside
* Jump to Balcony
* Sneak in, Syringe Guard
* Take his Clothes
* Pick up items on dresser
* Sneak in and Fiber Wire Fuchs
* Grab Bombcase
* Jump back to Room 203's Balcony
* Head up to Third Floor
* Take Exit to Rooftop
* Climb through Window
* WALK into X-Ray Room
* Retrieve Chemical Bomb
* Climb through window again
* Walk to Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
============================================
= 10.08: Slaying A Dragon ( =FASTDRAGON= ) =
============================================
Reward for Silent Assassin rating: Silenced MP5 Sub-Machine Gun
* Get the Rat Poison
* Drop your Guns (Near the exit if you want to keep them)
* Go up to the 5th Floor
* Get Gardener Clothes
* Enter meeting area from the West side of the park
* Put Rat Poison in Red Dragon negotiator's tea or Fiber Wire Negotiator when
he's in his animation of drinking Tea
* Walk out, pick up your guns and wait by the Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
==================================================
= 10.09: The Wang Fou Incident ( =FASTWANGFOU= ) =
==================================================
Reward for Silent Assassin rating: Silenced AK 74 Assault Rifle
* Run up ladder on East side of Restaurant
* Sneak to first Door and Pick the Lock
* Sneak in, pick up Bomb and Bomb Remote and Red Dragon Clothes
* Sneak out and head back down ladder
* Go into alleyway
* Wait for Chauffeur to come back and urinate
* Syringe him, Change into his Clothes and drop him in nearby Sewer Grate
* Plant Bomb on Blue Lotus Limo
* Go back to alleyway and change back into Red Dragon Clothes
* Head back up ladder
* Enter first Door again, head out into next room
* Take Elevator to First Floor
* Run through restrooms, hug walls and Sneak around Red Dragon Guards
* Lure one Blue Lotus Triad Member out of enclosed room
* Fiber Wire him
* Sneak into enclosed room
* Fiber Wire final Blue Lotus Triad Member
* Sneak past Red Dragon Guards again
* Take Elevator back up to Second Floor
* Exit Restaurant through picklocked door
* Head down ladder and over to Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=================================================
= 10.10: The Seafood Massacre ( =FASTSEAFOOD= ) =
=================================================
Reward for Silent Assassin rating: Dual GK17 Pistols
* Get Rat Poison from near Restaurant Basement
* Run to Basement of Restaurant and Pick the Lock
* Go Fiber Wire Red Dragon Negotiator
* Get Amulet, Change Clothes and stash body in Sewer
* Run back to Basement area
* Lure Guards away by Sneaking by them
* Draw them to the other side of the brick wall
* Shut down Generator and grab Chef's Clothes
* Syringe Chef when he enters
* Head into Kitchen
* Poison drinks
* Sneak up to second floor with drinks
* Wait for Blue Lotus and Chief to die
* Drop Amulet on table
* Sneak back through to Kitchen while Waiter is talking
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===================================================
= 10.11: Lee Hong Assassination ( =FASTLEEHONG= ) =
===================================================
Reward for Silent Assassin rating: Silenced Dual Micro Uzi Sub-Machine Guns
* Run into Restaurant
* Grab Laxative and Brothel Invite from Bartender
* Head to Elevator
* Go to Basement
* Dress as Chef
* Take hidden passageway to Free Agent and find location of Jade Figurine
* Head back to Elevator
* Go up to First Floor
* Go to Kitchen
* Use Laxative in Soup
* Take Soup to Lee Hong
* Walk into room and stand on South side of Hong's Bodyguard
* Serve Soup
* Walk around table and Sneak up behind Lee Hong
* Fiber Wire him, then drag his Corpse clockwise around the table where his
bodyguard won't see him when he returns
* Pick up Safe combination before leaving
* Walk out of Dining Room
If the Jade Figurine is:
-----------------------
In Guard's Quarters:
* Take Elevator to Basement
* Change into 47's Suit
* Take Elevator to First Floor
* Go out front entrance
* Climb up ladder located East of Restaurant entrance
* Pick the Lock on the first Door
* Retrieve Jade Figurine
* Head back through lockpicked Door
* Run to Exit Point
In Basement:
* Take Elevator to Basement
* Walk to Safe in small room North of Armory
* Retrieve Jade Figurine
* Head over and Change into 47's Suit
* Take Elevator to First Floor
* Go out front entrance
* Run to Exit Point
In Brothel:
* Take Elevator to Basement
* Change into 47's Suit
* Take Elevator to First Floor
* Talk to Brothel Guards
* Follow Guard to Brothel
* Go left right before entering Brothel
* Jump to Balcony
* Enter Room
* Open Safe, Retrieve Jade Figurine
* Head back outside and walk back to Exit Point
In Mansion:
* Take Elevator to Basement
* Go through Hidden Passageway
* Syringe Red Dragon near Agent's prison room
* Take Second Elevator up to Mansion
* Sneak up to Second Floor
* Avoid patrolling Guard
* Open Safe, Retrieve Jade Figurine
* Sneak back to Second Elevator
* Take Hidden Passageway back to Elevator
* Take Elevator to Second Floor
* Change back into 47's Suit
* Head back through lockpicked Door
* Run to Exit Point
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=============================================
= 10.12: Hunter And Hunted ( =FASTHUNTED= ) =
=============================================
Reward for Silent Assassin rating: Silenced PGM Sniper Rifle
* Exit room through Door ahead
* Go right, enter through Door here
* Jump to balcony
* Run across and jump from furthest balcony
* Shut down Third Floor Power
* Sneak past SWAT members
* Take a right at the bottom of the stairs
* Syringe the Guard
* Drag his body into room and Change into his Clothes, then pick up Syringe
near man on bed
* Go back out in hall, take a left and continue running down steps
* Exit Hotel
* Take a left, then go past Sewer opening
* Walk past Fireman all the way to the far wall, then Sneak up behind him and
Syringe him
* Take his Ambulance Key
* Run back to Sewer opening you passed earlier, avoiding the two patrolling
Guards
* Go down and run across to main Sewer tunnel, then take second bridge on your
right
* Climb up
* Sneak on outsides of Guards to get them to turn away from Chief of Police
* Kill Chief
* Walk to Exit
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=============================================
= 11. Detailed Walkthroughs ( =WALKTHRUS= ) =
=============================================
Completing each mission with a Silent Assassin rating will garner you a new
weapon which is only available through unlocking. I will state each of these
reward weapons at the beginning of each mission.
========================================
= 11.01: Asylum Aftermath ( =ASYLUM= ) =
========================================
Objectives:
* Escape from the Sanitarium
Reward for Silent Assassin rating: Dual CZ2000 Pistols
If this is your first time playing, I recommend running through the game in
the Normal Difficulty. It's especially helpful on this level because they add a
dotted green line and Points Of Interest on your Map to help get you acquainted
with the layout of the level, which also makes it easier to find interesting
things and helps guide you to the Elevator.
01. Basement
You'll start in a white room with your old friend Prof. Orthmeyer, and you'll
be facing East. Walk up to him and take the Car Keys off of his corpse and
continue through to the next small room and then the adjacent winding hall. The
bodies of your brothers line the floor and walls. Some of them carry CZ2000
Pistols, so make sure to grab one of these while running through the hall to
add to your collection if you haven't done so already. Follow the winding
corridor South, and when you come to a Door, open it, strafe left and take this
next Door. Prepare your Syringe and stick the guy running around on this bridge
area. Change in to his Clothes and continue onward and into the Incubation
Chamber area. Now you can feel the awesome draft just like the rest of the
Sanitarium Patients! Luckily, IO Interactive spared us and covered up the whole
'rear end' sections of 47 and the Patients. That might've killed the game for
me very early on had that little detail been added. ANYWAY, run through this
section and after opening the next Door, take the Door on your immediate left.
In this small hallway, there are two Doors. On your right, a completely
psychotic patient who is repeatedly stabbing a dead brother who's splayed out
on a gurney. On your left, a room with four Syringes laying on a table. It
would be easier for you later on in the mission if you just to go through the
left Door and grab the Syringes before heading back South in the small hallway.
You can try and Sneak past the final SWAT Soldier later, but I prefer to just
stick him. When you open this next Door, take another left and head East
through the mirrored hallway. When you open the Door at the end of this
hallway, head straight over to the next Door, then go North until you reach a
Door you can Pick the Lock on - Don't Pick the Lock, I'm just mentioning it so
you'll know if your current position is correct or not. Instead, go East and
pass through this next room filled with a few guns and some ammo. About now, a
cutscene will pop in showing the SWAT Police entering the facility. Let it play
if you want and then head over to the Gated Door. Open it and run over to the
Elevator, then step inside and choose the First Floor.
02. 1st Floor & Escape
Step off of the Elevator take a left and head South towards the front of the
Asylum. Don't worry about the Attendant guys equipped with Stun Guns. They
won't give you too much trouble as long as you keep your distance. They'll have
enough trouble of their own to deal with without worrying about your half-naked
self once the SWAT Soldiers start clearing rooms and taking names. Enter the
room with a fountain located in it and slow down. Make sure to let off the
Control Stick a little bit and WALK whenever you're within the eyesight of the
SWAT Soldiers. Head South into the next room where 4 SWAT Soldiers are facing
you. Calmly walk past them, turn left and enter into the room located on the
East side. You should now be in a room with a winding staircase. A SWAT Soldier
patrols the two rooms located at the top of the stairs, and during every
patrol, he heads down the staircase and goes back up. Wait for him to make his
way down and then back up to the Second Floor, wait a few seconds, then look up
to see when he gets close to the Door of the other Second Floor room. If you're
playing in Normal or Expert, just check your Map. Run up the staircase when the
coast is clear. NOTE: From here on out, there's a different strategy I
personally like to use depending on which Difficulty I'm playing on:
=====================
= Normal Difficulty =
= ----------------- ===========================================================
= Sneak through into the room the SWAT Soldier just entered. Equip your =
= Syringes and when he walks over to look out the large window/Door, Sneak =
= over to him and give him a big tasty dose of Syringe. Take his Clothes and =
= gun then head out onto the small veranda and look down. There's a solitary =
= Guard and Prof. Orthmeyer's Black Sedan. Here's how the next situation =
= goes: "Hello, fellow Soldier! Just abandoning my post to take a ride in =
= this fine specimen of German automobile craftsmanship!" =
= In other words, calmly walk down the ladder and hop into the car. >_> =
===============================================================================
======================================
= Expert And Professional Difficulty =
= ---------------------------------- ==========================================
= If you're playing on Professional, you HAVE to follow the SWAT Soldier =
= into the room. The Double Doors swing inwards, leaving you nowhere to hide =
= when he exits, so that strategy is out of the running. NOTE: I've recently =
= seen footage from Recluse on HitmanForum.com proving that you can indeed =
= hide in the left corner of the Door, as long as your whole body faces away =
= and you remain still while he passes. I'll keep the old walkthrough though. =
= It's not really that hard after you get used to it anyway. =
= Sneak into the room where the SWAT Soldier will be looking out one of the =
= windows. Use standard Sneak procedure here to avoid being spotted. Stay =
= behind him the whole time. When he turns around, try to be on the Southwest =
= side of the room, because he'll turn North to turn around. After he starts =
= leaving, Sneak out onto the veranda and look down. You could also =
= alternatively Syringe him while he's in the room, but instead of taking his =
= Clothes, just let him lie there. There should be a solitary Guard watching =
= over Prof. Orthmeyer's Black Sedan below. Time your descent down the ladder =
= so that the SWAT Soldier below is just walking over on the side of the =
= Sedan nearest you, That way, he'll just be passing it by the time you get =
= to it. Remember to Sneak the whole time after you reach the bottom of the =
= ladder. =
===============================================================================
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===========================================
= 11.02: The Meat King's Party ( =MEAT= ) =
===========================================
Objectives:
* Assassinate "Meat King" Campbell Sturrock
* Assassinate Lawyer Andrei Puscus
* Rescue the Client's Daughter
* Escape the Compound
Reward for Silent Assassin rating: Dual Micro Uzi Sub-Machine Guns
01. Find The Girl
You start in the back of a freezer truck facing North, with a recently
unconscious butcher. Take his Clothes and leave the truck, making sure to lock
him in using the red button on the side of the truck, near the rear. Now we
don't have to worry about him waking up and spoiling our fun. Make sure and
toss whatever guns you brought with you on the ground, including the Meat Hook.
We'll be using a Kitchen Knife later on...or a Meat Cleaver. Whichever one you
personally prefer. OR, don't listen to me and take the Meat Hook. It's all good
in the end. Let's go have some digitized fun with cutlery!
Run North and take two rights to reach the Party Entrance. Here, a Guard will
frisk you to check for any weapons. Let him do his little thing, then enter the
Building and head North. Turn right with the hallway instead of going through
the first Door marked with an "A". After turning right, go through THIS Door
marked with an "A", and head up the staircase. Take a right at the top of the
stairs and go through the next two Doors. Sturrocks's brother, Malcolm, is up
here with the kidnapped girl. His Shrine is located to your right. Run up and
hug the Northeast corner of this room, then wait for Malcolm to leave his
Shrine. You can Look through the Keyhole fairly safely while you're waiting if
you wish to, but as for myself, I find it a little disturbing to see his little
"humping" animation. When he leaves, the Door should conceal you from sight, so
Sneak into the Shrine and Close the Door. Walk up the girl who's just hangin'
out to trigger a cutscene. After the movie plays, walk up to the girl and pick
up the Proof.
02. Kill The Lawyer
Get out of there and head back down the staircase you took up as fast as
possible, or Malcolm will chase your ass down with a Meat Cleaver, mumbling
incoherently. No one needs an oversized weirdo chasing them down with a huge
Knife, so let's try to avoid that scene. Besides, it's not good for our quest
for the Dual Micro Uzi Sub-Machine Guns. ANYWAY, once you reach the bottom of
the stairs, go straight to the end of this room and hang a left. Go in the
first Door on your right, (it's marked with an "A"), then go West, to your
right. Open the Door on your left and then take the left Door in this new
hallway. You should now be in a room with Lockers. Run towards the back of the
room and Change into the Opium Waiter Uniform. Head East and go out the Double
Doors in the shower room. Once outside, take a right and enter the next Door on
your right, but remember this area, because this is where you need to go to
finish the level.
Go through one more Door, then stop and Look through the Keyhole or Check
your Map. We want one of the Chefs in here to leave his post, grab a chicken
and leave so we can steal a Kitchen Knife. If we walk in now, he'll see the
whole thing and blow our cover. Once he leaves, open the Door and walk up to
the table that's against the wall on your right side. There's a Kitchen Knife
located here. Pick it up and immediately conceal it. Go South through the Door
marked with a "C", and then turn left. Go down the small flight of stairs and
go right, into the Party.
Hang a right and pick up an Opium Pipe from the Bar, then look towards the
other side of the room for an Elite Guard standing outside one of the rooms
with red curtains. He'll be wearing a jester's mask. Walk into that room and
head over to the Lawyer's resting spot. There are a few possibilities here. You
can either Give him the Opium Pipe then stab him after he's knocked out, or you
can just whip out the Kitchen Knife and stab him right away. I prefer the
latter, because the loud music covers up his short-lived yell for help, and the
whole process of him smoking the Pipe and then passing out takes too damn long
for my tastes. Either way, Drop the Knife after the deed has been done and head
back to the Kitchen. We'll be going that route to get back to the Lockers. I
shouldn't have to tell you to make sure you get an Objective message stating
that the Lawyer is dead before moving on, but I'll do it now just in case.
There. I already said it.
ANYWAY, once you're back at the Lockers, the real Opium Waiter might be
sitting right where you need to Change Clothes. If you alert him, then there's
no Perfect Silent Assassin rating, so just hang back and wait for one of the
leather masked women to enter and start dancing for him. That should keep his
attention for a little bit. Sneak over and Change back into the Butcher's
Clothes, then head BACK to the Kitchen for our last Objective.
03. Kill Sturrock The Meat King & Escape
Once you're back in the Kitchen and once again in Butcher's Clothes, walk
over and pick up the Meat Cleaver that's sitting on the small table that's
adjacent to the pile of Chickens. The other Chef won't get alarmed because
you're dressed as a Butcher, so it's natural. Picking up this Meat Cleaver now
speeds up an animation sequence that we'll have to sit through a little later.
Wait for the other Chef to return and put another Chicken on a Plate. He
WOULD have started chopping the Chickens before doing so had we not stole his
Meat Cleaver. This should trigger a cutscene where the Chef instructs you to
take the Chicken to Sturrock.
Walk up to the Plate of Chicken, pull out your Meat Cleaver and choose to
Place the Meat Cleaver from the Action List that pops up. When you do this,
you'll also pick up the Plate of Chicken, so let's go give it to Sturrock!
Head South through the Door marked "C" you used earlier as an Opium Waiter,
but take a right instead of a left and head South to this Party Entrance
instead. Go straight and head through the small Doorway, then go right and run
through this next hallway. Take yet another right and run through this area and
up the small flight of stairs. If you Check your Map, you should be very close
to a staircase leading up to the Second Floor. In fact, it might be within
sight. That's our destination.
Run up the stairs and hit the Circle Button to Drop the Plate of Chicken
before the Guard frisks you, or else he'll find the Meat Cleaver stashed inside
the Chicken. After his job is done, Pick up the Plate of Chicken and go right.
Walk through this next Door and enter the room on your left that you can see
Sturrock in. He's got a couple of leather-clad women with him, but he'll tell
them to leave so he can eat the Chicken. You got to think twice about a guy who
places Chicken over two scantily-clad women dressed in leather. Now you KNOW
this guy's got to be bonkers.
Walk up to the little red light on the wall near Sturrock's bed to close the
shutters. Now, you'll have some privacy to kill the Meat King, and if anything
else, so you can spare the Guests the disturbed visual of Campbell's eating
habits. The girls will get up and start to walk out. Let them do so completely
before walking up to the bed and choosing to Give Sturrock the Chicken from the
Action List that pops up. If you stand right there after forking the Chicken
over, another Action List will pop up. Choose to Pick up the Meat Cleaver from
this List and slash Sturrock with it, then Drop the Cleaver. DING DONG! THE
KING IS DEAD!
Make your way back to the Kitchen and head back outside towards the Trucks.
Run over to the driver's side of one of the Trucks to complete the mission.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=======================================
= 11.03: The Bjarkhov Bomb ( =BOMB= ) =
=======================================
Objectives:
* Assassinate Fabian Fuchs
* Assassinate Commander Bjarkhov
* Destroy Dirty Bomb Production capability
* Escape via Cargo Plane
Reward for Silent Assassin rating: Silenced Dual Silverballer Pistols
01. Take Out Fabian Fuchs
You start this mission behind some crates facing West. A Civilian will be
coming to get some Groceries from that West ramp of the Plane if you don't move
and just wait behind the crates where you start. When he goes into his
animation of picking up the Grocery Crate, Run, Walk and finally Sneak up
behind him and give him your Syringe. Drag his unconscious body back into the
Plane a little, then Change into his Clothes and pick up one of the Grocery
Crates.
You're now headed for the Mess Hall where Fabian Fuchs is located. The Mess
Hall is exactly North of the Plane you're on. There will be two Guards standing
outside the front of the building. NOTE: There are two distinctly different
ways of dealing with Fuchs, with two distinctly different outcomes depending on
how much time you wish to spend doing it. If you go the fast route, you can
then run through the Tunnel leading to the Submarine area. On the other hand,
if you go the slow route, you'll have to follow an armed Escort through the
Tunnel on a small Train.
==============
= Fast Route =
= ---------- ==================================================================
= Walk over by the Guard who's near the Fireplace and drop your Grocery =
= Crate on the West side of him. This will get his attention anchored West =
= instead of South. Head over towards the Kitchen and enter through the =
= Double Doors on the North side. Talk to the Chef if you want to get the =
= Submarine's weak spots placed on your Map, then head over to Fuchs via the =
= Southernmost Door on the East of the Kitchen. This will keep the Guard who =
= is now facing West from diverting his attention back to the South. =
= Sometimes, there is another Guard who is over by the door, so if he's =
= facing North, don't worry about him, because a pillar keeps Fuchs out of =
= his line of sight. HOWEVER, sometimes he's watching Fabian at a good angle. =
= If that's the case, you'll just have to wait for him to leave. If Fabian =
= gets up and walks over to the Chef before the Guard by the entrance leaves, =
= you're going to have to Spike the Soup and take the Slow Route instead, or =
= Restart the Mission. Sneak over to Fuchs and Fiber Wire him, then drag him =
= into the restroom. Keep his corpse away from the outer wall, because for =
= some reason, the Guard behind the pillar will spot him through the wall. =
= (Even if he does, don't worry about it. You can still Change into Fuchs' =
= Clothes and walk out and he won't suspect you, but you WILL have an Alert.) =
= Now you can make your way through the Tunnel located to the Southwest of =
= your current vicinity without having to follow an armed Escort who is =
= excruciatingly s l o w . =
===============================================================================
==============
= Slow Route =
= ---------- ==================================================================
= Walk into the Kitchen, drop the Grocery Crate and grab the Laxative off =
= of the counter and pour it into the Borscht that's on the Stove. Talk to =
= the Chef for the Submarine's weak spots if you want to, then head over to =
= the Fireplace. Pick up the Fire Poker near the Fireplace and walk into the =
= Restroom. Hide behind the Northern side of the Restroom Door so Fuchs won't =
= spot you when he enters. You'll have to wait in the Restroom for Fabian to =
= eat the tainted Borscht and get a stomach ache. Don't worry though, every =
= Laxative used in Hitman is 'Extra Super Uber Maximum Strength Laxative'. =
= I'm talking the kind that will eat your stomach lining out, so it won't =
= take that long for Fuchs to show up once he eats it. =
= Once Fuchs does eventually enter the Restroom and sits on the far toilet, =
= Walk over to him and whack him a good one with the Fire Poker, then Change =
= into his Clothes and exit the Restroom. At this time, the Guard that was =
= positioned next to the Fireplace will approach you and tell you that the =
= Commander is ready to see you. You'll have to follow him out of the Mess =
= Hall, past the Plane and ride on the small Train with him through the =
= Tunnel. (Once, I hopped on the Train quickly and ditched the Guard before =
= he could go through his Train starting animation, then while I rode the =
= Train, he went gliding off through the air outside of the Map - but don't =
= rely on that glitch.) =
===============================================================================
02. Take Out Commander Bjarkhov
Once you reach the end of the Tunnel, take a left and head South to the
entrance of the Commander's Ship. When you reach the walkway onto the Ship,
there should be a short, (and might I add, useless), cutscene informing you
that the Commander is waiting for you in his Quarters. Enter the Ship and take
the second Door on your right. Head up the stairs and follow the next room
around until you come out on the Starboard side of the Ship, (that's the RIGHT
SIDE OF THE SHIP for those of you uninitiated with Naval stuff). NOTE: You
could alternatively grab the three Bombs and the Bomb Remote from the first
Door on your right before heading up the stairs, but make sure to WALK and try
not bumping into the Guards on your way into and out of the back room. This
approach is really not advised on Professional Difficulty, but can easily be
done if you maintain a slow pace in and out of the confined area. It's still
somewhat risky though, and CAN get you an Alert from time to time. It's best to
not take the chance and just get the Bombs from the Submarine, but I'm just
stating the information in case you personally would prefer to do it that way!
Walk up to the two Guards on the deck and one will frisk you. No need to be
afraid if you didn't drop your weapons earlier - he'll just confiscate your
weapons and let you pass. Head into the Door slightly South of the two Guards
and pay a short visit to Commander Sergei Bjarkhov. You'll sit through a short
animation sequence where they hug and shake hands, then a cutscene where
Commander Bjarkhov will ask you if you'd like some vodka. You can skip the
cutscene part if you wish, then Sneak up behind him while he's approaching the
table with the vodka. Wait for him to turn around, then look back at you and
shrug you off. After he turns around again, Take out your Fiber Wire and
quickly strangle him. Leave through the Door to your left that's on the South
side of the room, and don't forget to grab the Master Key before you go, or you
won't be getting through the Door. Head down the steps and take a right at the
bottom and go through this hallway. Take the Door at the end of this area and
head back outside.
03. Blow Up The Sub
Your next Objective is to 'Destroy Dirty Bomb Production capability'. Long
story short: sink the Submarine. Same thing, but it just sounds cooler to say
it the other way. You can approach the Submarine as Fabian Fuchs, but you'll
take damage once you're actually inside the Submarine because it's extremely
radioactive. It's best to don a Radiation Suit - but where to get one? Glad you
asked!
Head over to the Northwest section of this part of the Map and look for a
large Bunker building. Walk once inside the building - don't spook the Civilian
walking around in here or he'll 'tattle' on you like a spoiled brat - and head
for the lowest Southeastern cubicle, (the first cubicle on your right). There
should be a Radiation Suit ready for the taking just laying there.
Change Clothes and head for the Submarine. Run if you want. As long as you're
in a Radiation Costume, you arouse no suspicion from the patrolling Guards.
Now, had you kept the Fabian Fuchs Clothes, the Guards would have been
suspicious, but would have let you pass. However, you have no chance to get to
run around though. That would have triggered them for sure. As the 'Radiation
Guy', you get to run as much as you please.
Run across the makeshift plank and head into the Submarine. Take a right and
head South into the next room where three Bombs and a Bomb Remote is located.
Handy that they kept these here, huh? That's what I thought. Convenient.
ANYWAY, head back out of the Sub and take a left. Make your way down the
ladder, or just fall down - I never sustain any damage when I do it that way.
If you managed to talk to the Chef earlier, then use the Map's Points of
Interest to tell you where to place the Bombs. If not, just hug the Submarine
and make your way around to the other side, placing Bombs where your Action
List pops up and says to place them.
After the Bombs are placed, Make your way back to the East side of the upper
hill around where the Submarine's Rutter that's sticking out of the snow is
located, then Equip your Binoculars. We want the Guard who patrols the front
and side of the Sub to begin walking back away from the Sub after walking onto
the makeshift Dock area and pausing by the two other stationary Guards, that
way you can buy yourself some time to run and reach the Cargo Plane before he
finds the dead bodies and adds to our Alert column after the mission's over.
Wait until he reaches the little makeshift dock area, then turns around and
begins walking North from the Sub, then detonate the Bombs with your handy
dandy Bomb Remote. Head back to the Tunnel you used to get to this part of the
Map, and run through the Tunnel to make your way back into the Cargo Plane.
Now, I don't know about you, but if you saw a guy in a Radiation Suit running
like the wind, wouldn't you just start running the same direction? I sure as
hell would, because whatever it is he's running from, it can't be good.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
========================================
= 11.04: Beldingford Manor ( =MANOR= ) =
========================================
Objectives:
* Assassinate Lord Winston Beldingford
* Assassinate Alistair Beldingford
* Rescue Giles Northcott
* Escape Beldingford
Reward for Silent Assassin rating: Dual Magnum 500 Pistols
Boy, this level gave me a little headache the first few times I played
through it. This level is basic trial and error gameplay until you start
learning the patterns of various Guards and Targets, then it gets a little
easier because you'll learn when to be at a certain location, or when NOT to be
at a certain location. Sometimes, everything is not set in stone though. Take
Alistair and his Whiskey addiction for example. You'll find out what I'm
talking about when you start playing it a few times...Then again, there's a lot
of Hitman levels like that when you take the previous installment into
consideration. This one just seems more...I don't know...'unforgiving' if you
mess up the timing.
01. Past the Maze And A Disguise
Turn around from your starting position and run up the stairs of the Ruins
and through the small doorway. Hit Sneak Mode and strafe down the steps a
little bit. There will be two Outdoor Guards talking about Giles Northcott and
the upcoming hunt. Just for giggles, here's the entire conversation in case you
missed it or couldn't make it out thoroughly:
Guard #1: So, have you seen the poor bastard?
Guard #2: Not yet. They say he's a quick one.
Guard #1: They say right. Blackie says he was a track champion in University.
Guard #2: Should make for a good chase, then. Poor bastard.
Guard #1: Aye, but he can't outrun all the horses, dogs and bullets. Nobody
ever does.
Afterwards, one Guard will head South while the other Guard goes East.
Maintain Sneak Mode AT ALL TIMES out here on the grounds, or the chance of the
Guards spotting you will be almost guaranteed.
Follow behind the Guard who walks South, then when he turns West, keep going
South to the Tree in front of you and take a left. Hug the Tree and the
following bushes that will now be on your left and make your way to the North
doorway of the Maze area. I shouldn't have to tell you how to get through the
Maze because the Map pretty much tells you everything you need to know, but
just for fun, here you go:
Take a right when you first enter the Maze. It's safe for you to run in here,
so do so freely. Pass the first opening on your left that you'll see and take a
left with the corner. Go South until you can take another left and go East.
Wrap around with the Maze as it goes North, then East again. You should now see
the center area on your right. It's a little square area with an opening on the
North and South sides and a lamp stuck smack dab in the center of it. If you
don't see this lamp, you obviously did something wrong. At this point, if
you're not where you're supposed to be, use the friggin' Map already and get to
the center.
From the center, go South and through the small opening, then take a right.
Wrap around with the Maze again and go North, then take a left and go West
again before eventually taking another left and heading South. At the very end
of this section is a hatch on the ground. Choose to open it and you'll fall
down into the Basement of Beldingford Manor.
Head down the corridor, past the open, empty coffin and up to the Door. Look
through the Keyhole and wait for the Indoor Guard to make his way from your
right to the Door in the background. Open the Door in Sneak Mode and follow him
as he makes his way into the next room. He'll stop and look through the bars
into the room with the Whiskey Barrel. That's your chance to Sneak up behind
him and stick him with your Needle. When he falls, drag his body out of sight
of the other side of the Basement, and Change into the Guard's Clothes. They
won't be much good, but it's better to have them on should we slip up a little,
that way we won't immediately get filled up with buckshot. Of course, you could
try going through the next parts of the walkthrough in Hitman's awesome tux,
but I prefer to have a little safety cushion.
If full-time drunkard Lord Alistair recently ordered Whiskey right before the
Basement Guard went into the Wine Cellar, then the Butler's on his way down to
the Basement to retrieve some from the Barrel, so it's best to simply stay put
and wait for the Indoor Guard to come back towards you, leave the Basement and
repeat the patrol. If you go now, more than likely, the Butler will see you as
you're Sneaking up on the Guard to Syringe him. What I can't understand is why
doesn't that ignorant Butler just fill up a whole frickin' BOTTLE in the
Basement and leave it on the table next to Lord Alistair? That's gotta be
easier on the 'ol feet. Doesn't he have ANYTHING ELSE he could be doing besides
running back and forth for Whiskey? And when does this Lord Alistair guy PEE?
He drinks carafe after carafe of Whiskey and doesn't seem phased in the
slightest.
ANYWAY, after changing into the Indoor Guard's Clothes, we want to get at our
first Target: Lord Winston Beldingford...The Third. OK, I made the Third part
up, but you know who I'm talking about.
02. Milk...It Does A Body BAD
From the Wine Cellar, head North, through the Door, take a left and then go
to the Door where the Indoor Guard entered the Basement. Wait on the sunken
steps and watch for the Outdoor Guard who patrols the Kennels to walk South,
then he'll look at a small flight of stairs, then walk West. That small flight
of stairs is where we're headed, but those damn Dogs are going to give our
position away!
'Not to fear! Sneak Mode is here!'
Enter Sneak Mode and Sneak right past the Kennel heading West, turn left and
go up the small flight of stairs. Open the Door at the end of this walkway,
turn left and go East. There should be a ladder positioned on the side of the
Manor, with the Second Floor windows above left open. How careless, huh?
Doesn't it seem as if they're practically INVITING hired killers into their
abode? Well, we'll have to take them up on that generous offer!
Once inside the Second Floor room, Grab the Vial of Poison on the Desktop and
head for the Door. Walk right across the small hallway due East into the Shower
Room where a Maid is partaking in a little bit of 'Me Time'. As long as you
don't freak out in here, neither will she, but you must make it quick. Walk
right across the Shower Room and into the Mirror Door's hidden hallway located
on the East wall. You probably took a tongue wagging in the process, but
really, it WAS your fault after all. You pervert.
ANYWAY, Head up the steps in the hidden 'S-shaped' hallway and stop at the
Door. Look through the Keyhole and wait for the lights in the next room to come
on, then you'll see Lord Winston appear from the left side of the Keyhole. When
that happens, get in Sneak Mode, Open the Door and Sneak over to his side of
the bed and Poison his Milk. There's a Maid sleeping with Lord Winston, and
she's currently on the bed, so keep yourself quiet. Sneak at all times in this
room. As soon as the animation for Poisoning his Milk passes, Sneak East over
to the Door where Lord Winston exited the room. Open these Double Doors, then
immediately turn right and go through the hidden passageway in the Bookshelf.
Close the Door behind you and head up the ladder to the Third Floor Loft. You
should be able to pull this all off before Lord Winston makes his return. If
not, you went too slowly from the time Lord Winston got up and left, obviously.
Try again and go a little faster!
03. He's Just DYING For Whiskey
Now it's time for that drunkard of a son Alistair to get his come-uppance.
This next part is fairly quick and easy, so I'd like to call this part the
'breather' part of the level. It's a bit easier than the other parts, and kind
of fun, in my opinion.
From the Third Floor Loft, take the only Door up here on the North wall and
keep going through Doors until you reach some spiral stairs. Go down them until
you reach the first Door you see, then go through there. In this small empty
room, slow down and start Sneaking before opening the next door, because our
sweet little Hunting Guest is sound asleep in the next room, no doubt dreaming
of sugarplums, dandelions and hunting humans. Sneak in his room and Change into
his Clothes and take his Shotgun. Keep the Shotgun holstered, but take it with
you. The Indoor AND Outdoor Guards don't seem to like you as much without the
Shotgun to complete the Hunting Guest ensemble. I suppose they're complete
'Fashion Police' freaks or something like that.
ANYWAY, head back to the spiral stairs and take them down to the First Floor.
Maintain a slow and steady walking pace once you're down here, because the
joint is just CRAWLIN' with Indoor Guards. I bet if you turned on a light, they
might scatter. Head a little to the right to the Double Doors in the Southwest
corner of the room. Open them, then turn left and go through the Double Doors
here. Turn left again and open yet another set of Double Doors and go straight
heading East to the single Door on the East side of the room. You should now be
inside some more spiral stairs, but these stairs lead down to the Basement area
where Lord Alistair's beloved Whiskey Barrel resides. You saw it earlier when
you were putting the Syringe to the Indoor Guard.
Head down to the Basement area and walk up to the Whiskey Barrel in the
center of the Wine Cellar. Drop your Shotgun and choose to Poison the Whiskey
Barrel from the Action List, then pick your Shotgun back up. Well, now that
deed is done, and sooner or later, Alistair will reap the 'benefits' of our
little alcoholic additive. Now, we move on to the Stables, which can tend to
give you a splitting headache if you don't have a strategy to approach it with.
04. The Stables
Well, this is the last Objective to complete before we can make our way back
to the Exit Point, so put on your seatbelt and let's...walk. Correction: I mean
let's walk A LOT. If you're playing on Professional, there's no way in hell
you're reaching the Stables alive if you're going to jog there.
From the Basement, head back up the spiral stairs and back through the First
Floor Door you entered from earlier on your way down. Walk straight through the
next two Double Doors heading West, then take a left and walk through the main
front entrance to the Manor. Once outside, you'll want to walk Southwest
towards the path located over there. Once on the path, head West and keep to
the right-hand side to avoid getting too close to these Outdoor Guards. The
Stables are at the bottom of this hill, with the entrance facing you, but we
don't want that entrance - We want the back entrance instead. Keep walking
straight along the South side of the Stables, then just keep following it until
you reach the back Barn Doors located on the West side. There should be a
Satellite Dish on the back. We'll get back to that, because first we have to
deal with the Stable Boy. Head East through the Double Doors and enter the
first Doors on your left. Walk up to the can of Weedkiller and pick it up, then
turn around and wait here for the Stable Boy to enter the room you're currently
occupying. This sets up some timing so we can use the Weedkiller to Poison the
horse's water troughs without him flipping his lid.
After the Stable Boy comes in and then subsequently leaves your room,
(mentioning something about finding a shovel), follow him back to the first
room you were in. He'll walk up the stairs in the Northeast corner of the room,
and you should allow him to do so. When he's finally upstairs, walk over to the
huge water trough and Choose to Poison Water Trough from the Action List. Once
you're done tainting the liquid, drop the can of Weedkiller and head out back
to deal with that Satellite feed. Make sure there are no patrolling Guards out
here to mess with you, then Choose to Disrupt the Satellite Feed from the
Action List that pops up. Head back inside and make way for the three Outdoor
Guards who will all simultaneously come out of the room adjacent to the room
where the Weedkiller was originally located. After they've successfully passed
you, head into the room they came from and grab the Stable Key from the wall.
Head back out of the room, then turn right and head East. After you pass the
ladder in the center of the room, take another right, Open the Door here and
head over to the Stable that's clear in the back and on the right side of this
room, (the Southwest corner). Choose to Free Giles Northcutt from the Action
List, watch the cutscene if you'd like, then slowly walk your way back to the
Exit Point, making sure to avoid the Guards and walk the whole way.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
==================================================
= 11.05: Rendezvous In Rotterdam ( =ROTTERDAM= ) =
==================================================
Objectives:
* Assassinate Klaas Teller
* Assassinate Rutgert Van Leuven
* Retrieve the Photographs
* Escape
Reward for Silent Assassin rating: Dual Sawn-Off Shotguns
01. Become A Reporter
You begin this level facing West, looking out of a window. Go through the
Door on your right, (on the North side of this room), then the next Door
directly ahead after entering the next room. Finally, head down the stairs and
onto the street. Once you reach the street, take another right and run
Northwest over to the small alleyway behind the Biker's Compound. At the other
end of this alleyway is a Reporter who's smoking. Sure, smoking can be bad for
your health, but in his case, it'll be REALLY bad.
You need to Sneak up on the poor sap and give him your Syringe. After he
passes out, there's no need to move his knocked-out body from his current
position - you SHOULD be back before he wakes up. Take his Clothes, take the
Envelope filled with money, drop your guns, hug the wall and head South. You'll
arrive at a Gate you can enter if you wait in front of it. Don't get frisky,
because the Guard at the Gate will do that for you. After you clear the
frisking, head Northeast towards the entrance to the Biker Club. Go through the
Double Doors, then go through the upper-most Door located on the right-hand
wall, (in the Southeastern corner of the room), as you're facing East. Once
through the Door, take a left and approach the Bartender until an Action List
pops up allowing you to talk with him at the Bar that will come up on your
right side.
02. Kill The Leader
After talking to the Bartender, he'll lead you to Rutgert's Office, but
you'll have to go through another frisking from a rather large Biker before you
can reach the Second Floor. It's like one of those prison moments you keep
hearing about from various sources, but...not really. I'm telling you, the
characters in this game just like to touch 47 all over. ANYWAY, after your
physical experience with 'Bubba the Door Guard', follow the Bartender up to
Rutgert's Office which will key another cutscene. The Bartender will leave you
to talk with the Bike Leader. Follow Mr. Van Leuven very closely over to his
Safe, and wait for him to open it and retrieve the Photos. You should be within
killing distance as he does his business. As soon as he goes to close his Safe,
Fiber Wire him and grab his gun if you so wish. Pick the Photographs off the
floor where he dropped them and make your way back downstairs using the same
path you took to get here. Once you reach the First Floor, don't go through the
Double Doors just yet - head down the next few flights of stairs instead and
pay a visit to the Basement.
03. Kill The Hostage & Escape
There will be a patrolling Guard down here, so if you're playing on
Professional, make sure you look down the hallways before proceeding. If you're
running through the level fast enough, everything should be timed just right
and the Guard will be out of your sight. That's about the only worry you have
down here in the Basement, and after a few run throughs, you'll get the swing
of things. Take a left at the bottom of the stairs and go around the corner
with the hallway. Your next target is in the last Door on the left side of this
hallway. Make your way to the room and you'll find the Investigator tied to a
bedspring - Make sure you Close the Doors behind you! Boy, he sure looks like
he's in an incredible amount of pain, doesn't he? Someone should PUT HIM OUT OF
HIS MISERY, shouldn't they? Let's do him a mercy and walk up to one of the
Knifes laying on the table on the left side of him and stick one right smack
dab in his guts. Drop the Knife and make your way back out of the Biker Bar via
the First Floor stairs and back to where the unconscious Reporter resides. Our
mutual friend Bubba the Door Guard will want to get one last hands-on session
with 47's manliness when playing on Professional sometimes, so when you reach
the First Floor of the Biker Bar again, be prepared for that allow him the
honor before heading for the Exit. Once back at the unconscious body of the
Reporter, go a little bit North past the Reporter to reach the end of the
level.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===================================
= 11.06: Deadly Cargo ( =CARGO= ) =
===================================
Objectives:
* Assassinate Boris Ivanovich Deruzhka
* Escape
Reward for Silent Assassin rating: Silenced M4 Carbine Assault Rifle
This level is ALL ABOUT TIMING. I've managed to find a successful strategy that
works every single time, plus the windows of opportunity are fairly large to
boot! With this particular walkthrough, you should end this Mission with a time
around eight and a half minutes or so. Nothing special as far as speed runs go,
but then again, seeing as I almost always take things nice and slow, eight and
a half minutes is a pretty good time. DON'T DAWDLE, OR YOU WON'T BE ABLE TO DO
IT!
01. Before The Ship
Push forward before the level finishes loading to start running as soon as
the level starts. We're going to head South past the Car and Strip Club. When
you reach the end of this alleyway, take a slight right and head behind the
Cargo Container that's beside the Police Station where the Feed for the
television set in the Policeman's Checkpoint is located. Choose to Disrupt the
Television Signal, then back up about four or five steps, then strafe one or
two steps to the left and wait. If you have any guns on you, now would be a
good time to drop them. We want the Syringe to be equipped when we eventually
hit the Square Button later on.
A Policeman will come to check the box you just disrupted, but he's very
cautious of you, so don't get into Sneak Mode. Wait until he starts talking and
working on the box, then Sneak behind him and give him the Syringe. About this
time, you should get a Message that the Car is making its way to the Dock.
Strip the Policeman and Change into his Clothes, then run North around the
Cargo Container and enter through the Fence Door located on the South side of
the Checkpoint Gate. Keep running West once you're in the Dock area until you
come to a little Service Shed on the far end of the Dock, North of the Ship.
About right when you reach this Shed, a little cutscene should pop up informing
you that the Car is about to be loaded onto the Ship.
Head into the Service Shed using the Door located on the North side of the
Shed and Change into the Worker's Clothes found in here. Head back out and go
South towards the two Thugs who are guarding the entrance to the Dock. Slow
down and walk when you get near them, and head over to the Thug on your right.
He'll go through the whole 'Frisking' schmiel, like 47 hasn't had enough of
THAT business. Either right before, during or immediately after your Frisking,
a cutscene should pop up showing Boris arming the Bomb. Hit X to get out of it,
then walk forward after Frisking.
Now, we're headed to the Second Warehouse for YET ANOTHER disguise. The
entrance is on the South side of Warehouse Two. Walk away from the Dock
entrance Guards until you reach the end of the light on the ground, then run
for the South Door into the Second Warehouse. Open the Door and run inside,
around the Crates and Open this Door. Run for the staircase located in the
Northeast of this room, (don't worry about the Thugs in here spotting you - if
you're on time, they won't be around), and head upstairs. Go forward until you
see a Thug's Uniform, then get behind the Crates and Change into THESE Clothes.
Go West and drop off the edge, only to be caught by some more Crates, and head
for the entrance you used to enter this Warehouse.
02. On The Ship
Back outside, head West for the Ship's entryway. Make sure to walk when you
reach the Thug guarding the bottom of the entryway. He'll be VERY suspicious of
you, so one slip up and you'll most likely get busted. If you don't, then I
think you got EXTREMELY lucky. Walk up the entryway and once you reach the
Ship, turn right and run North. Go towards the front of the Ship and turn left.
You should see a ladder on the side of the Coaster. Climb up here and look out
for the Guard who's patrolling in a clockwise fashion on the Second Floor. Once
he passes or has passed, go clockwise around the Second Floor of the Coaster to
avoid him all together. Head South through the Door directly in front of you,
pass through this small hallway, turn right and head West across this Balcony,
then turn right again and enter into another small hallway. Once inside this
hallway, step into the Door located on the East side. This is Boris' personal
cabin. He'll be right up, so let's greet him when he arrives, shall we? Oh, but
we must! It's the only decent thing to do. Take a left and hide behind the
Dresser. You'll have to wait here just a little bit, so in the meantime you can
play 'Where's Boris?' with your Map. This works on all Difficulties. He'll
start off on the First Floor of the Coaster, and eventually make his way into
the Second Floor room you're currently located.
When he finally arrives and starts looking at articles on his Desk, Sneak up
behind him and Strangle him. Leave him right where he falls and exit the room
quickly. Take a right when you're back in the small hallway and exit through
the Door on the North. You'll notice a low wall on your left side after going
through the Door. Fall down here, turn left and go South. Turn left at the
corner, then turn right and head for the Ship entryway. You should be able to
run the whole time. Once on the entryway, slow down when you reach the paranoid
Guard at the bottom.
03. After The Ship
Walk North until your Suspicion Meter goes away, then run for the two Guards
who are Guarding the Dock entrance. Slow down when you reach them and walk past
both of them. After you've put some distance between you and the Dock Guards,
run back to the Service Shed where you retrieved the Worker's Clothes from
earlier. What we want to do here is Change back into the Policeman's Clothes
and get over to the hidden passageway that leads to the Basement of the Strip
Club before the Policeman we knocked out earlier wakes up. As long as you've
done everything so far in a timely manner, we shouldn't have a problem. The
Policeman who patrols over near the Service Shed should currently be walking
West towards the Shed, but he should be far enough away that we can slip in and
back out undetected.
Once you've donned the Policeman's Garb, run East over to where two Trucks
are parked near a building directly West of the Checkpoint Gate. As long as the
REAL Policeman hasn't woken up, the other Policemen shouldn't be too overly
suspicious of you when you run. There should be a small set of steps and a Door
on the building behind the two trucks. Don't get too close to the Policeman who
patrols between the two vehicles because we don't want to tempt fate. Enter the
Door and take the hallway East, North and finally East again over to the other
Door. Exit through here, take a left and drop off the ledge. Run North towards
the North side of the Strip Club, then head down the steps that lead to the
Basement. Look through the Keyhole and wait for the Biker who patrols down here
to pass from the left to right. Wait until after he passes again from the right
to the left, then get into Sneak Mode and Open the Door. Follow him as he makes
his way South, but when he enters the room, turn right and go through the other
Door instead. Wind your way around with the staircase, then Open this Door and
take another right. Open the next two Doors one after the other, then go
slightly left and go through the Door on your Right before finally turning
left and exiting the Strip Club with one final Door. Head left and go North
until you reach the Exit Point.
If you feel you were fast enough getting back into the Policeman's Uniform,
you could try running through the Checkpoint Gate and simply running back to
the Exit Point instead. That should shave around thirty seconds to close to a
minute off of your overall Mission Completion Time.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
==============================================
= 11.07: Traditions Of The Trade ( =TRADE= ) =
==============================================
Objectives:
* Assassinate Franz Fuchs
* Assassinate Fritz Fuchs
* Retrieve the Chemical Bomb
* Escape with the Bomb
Reward for Silent Assassin rating: Dual SG220 .S Pistols
01. 47 Knows Clothes
From the start of the level, you'll be facing East looking towards the Hotel
Gala'r. An Action List should pop up allowing you to pick up a Conference ID
Card from the dead body in front of you. Do so, then drop whatever weapons you
have on your possession. Run for the front entrance to the Hotel and the first
Policeman will ask you for the Conference ID Card you just picked up. It'll
automatically be shown to him, so just stand there and wait to move again. When
you regain control, Run North through the Metal Detector and into the Hotel.
Your first hit will be Franz Fuchs who is currently enjoying the Pool area
that's closed off to everyone else, and if you were dressed as a Policeman,
it'd be a lot easier to get to him...But where to get a Policeman Disguise?
Should you drug one of the Policemen here? Thankfully, the answer is no in this
case. There's a perfectly unused set of Policeman Clothes in the creepy closed
off wing of the Hotel.
From the front of the Hotel, turn right and head East for the Double Doors
that the patrolling Policeman is heading towards. Wait for the Policeman to
make his way to the 'Hotel Wing Closed' sign, then he'll turn around and head
back West. Close the Double Doors so no one can see you Pick the Lock, then
take a left and head North once through the Door. Open the Double Doors
directly ahead and turn right with the hallway, then left. You might get to see
the infamous Traditions Of The Trade Ghost if you were fast enough getting
here. Walk over to Room 108 and Pick the Lock. Make sure not to go bursting in
after you've unlocked it, because we still have to make sure the coast is
clear. There's a Policeman taking a shower in the next room, and from time to
time, he'll walk up to the mirror and start talking to himself, or the Ghost he
sees in the mirror. Wait for him to stop picking at his butt and pointing at
the mirror, then he'll go back to taking a shower in his underwear - you know,
like everyone else does. ANYWAY, go into Sneak Mode and head inside once he's
gone. On the bed are his Policeman's Clothes. They are now YOUR Policeman's
Clothes, so change into them and make your way back to the set of Double Doors
that has the 'Hotel Wing Closed' sign on them and Peek through the Keyhole.
Make sure the patrolling Policeman isn't in here, and that the other set of
Double Doors are closed, then head out.
02. 47 Conz Franz
Now that we have our fine Police threads on, we need to get to Franz in the
Pool and show him some law enforcement - 47 Style. Keep your distance from the
other Policemen down here and make your way over to the West side of the large
staircase in the Main Lobby. There's a set of Locked Double Doors over here
with no stationary Policeman guarding them. Wait for the patrolling Policeman
to start heading East back towards the 'Hotel Wing Closed' Doors, and Pick the
Lock. Once inside, take a left and head through this door into the Changing
Room, then take a right, head North and step into the Shower Room. Walk up to
the exit of this room into the Pool area, but stop and don't go through. Fix
the camera where you can see Franz floating in the Pool, then just wait here
for him to get out and head over to the Steambath located on the East side of
the Pool area. When he's out of sight, walk out and head over to the Steambath.
There's another patrolling Policeman in here, and if you run you'll pique his
interest.
Once in the Steambath area, walk over to the valve on the wall and another
Action List should pop up informing you that you can Turn Handle. Go ahead and
turn it, then you can watch the cutscene that follows if you wish. After the
cutscene, open the Steambath Door and walk over Franz' body to pick up the
X-Ray Room Key. One down, one to go.
Now, make your way back to the Main Lobby using the same path you took to get
in here, making sure to walk past the Policeman guarding the Pool area, and
then Look through the Keyhole before opening the previously locked Double Doors
of the Pool area to make sure the coast is clear.
03. 47 Hitz Fritz
Franz is history, so now his brother Fritz needs the same treatment. Fritz is
taking a shower on the Second Floor of the Hotel in Room 202. Let's head up and
get him out of our way. From the Main Lobby, walk up the large staircase and go
right up the East staircase to the Second Floor. Pass through the Metal
Detector and take a left. Run North through this corridor, open the Double
Doors and turn right with the hallway. Make sure you slow down and walk
whenever you're near any Policemen up here, because they'll blow your disguise
rather easily if you don't, especially if you're playing on Professional
Difficulty. Head past the staircase on your right side and through the next set
of Double Doors. Turn right and head South in this hallway, and you'll see a
Bodyuard outside one of the rooms. That's Fritz' room. You can't just walk up
and get in unless you're a Bellboy with towels, but there is another way
inside. Make sure the coast is clear and Pick the Lock on Room 203 just North
of his room, then step inside. Head straight through the room and out onto the
Balcony. Look South and wait for the Bodyguard to come out onto his Balcony,
then head back inside. As soon as he starts heading inside after his Balcony
visit, Choose to Jump to Balcony from the Action List. Once over, get into
Sneak Mode and Sneak inside, then behind the Bodyguard. Tranquilize him with
your Syringe, then take all of the Items from the Desk except the weapons and
Change into the Bodyguard's Clothes. Fritz is enjoying a shower in the
restroom, so Sneak through the restroom door and Fiber Wire him while he's
taking a shower in his underwear. See? I told you everyone else took showers
that way. Head back into the main bedroom and pick up the Bombcase near the
Dresser, then make your way back outside onto the Balconies and jump back over
to Room 203.
04. 47 Palms Bomb
OK, we've fulfilled our Objectives to Assassinate the Fuchs Brothers, now we
need to get that Chemical Bomb and get out of here. Starting from right outside
Room 203, go North and go through the Double Doors on your left, then up the
staircase on your left in this new hallway. Once you've reached the Third
Floor, hang a left and run down this corridor. Take another left with the
hallway and pass through the set of Double Doors. The first Door on your right
side after passing through the Double Doors should have a Green Light above it.
Head through that Door and out onto the Pool area roof.
Run past the dome and slow down. Walk up to one of the Windows on the West
side of the roof and choose to Climb Through Window from the Action List that
pops up when you're near it. There are two Bodyguards - one in each of the next
two rooms - and even though you're dressed as a fellow Bodyguard, they will be
highly suspicious of you, so try to keep as much distance between you and them
as possible. Walk through this first room and head through the Double Doors
located in the Northwest corner of the room. Head straight West and enter into
the X-Ray Room, and Close the Door behind you. Walk up to the Chemical Bomb on
the ground and Choose to Pick it up. A short animation sequence will show up
where 47 picks it up and puts it into the Bombcase. Head back through the X-Ray
Room Door and back over to the Double Doors you used just a little while ago
and head back through the Window.
Once on the Pool area roof, head back through the Door you used to get on the
roof, then take a right and walk through the Metal Detector and down the stairs
to the Second Floor. Take a left at the bottom of the stairs and go through
another Metal Detector and down these stairs to the Main Lobby. Walk out of the
front entrance of Hotel Gala'r and head East for your Exit Point.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
========================================
= 11.08: Slaying A Dragon ( =DRAGON= ) =
========================================
Objectives:
* Assassinate Red Dragon Negotiator
* Blue Lotus Negotiator must survive
* Escape the area
Reward for Silent Assassin rating: Silenced MP5 Sub-Machine Gun
01. The Gardener Gets In
The Blue Lotus seem to LOVE Gardeners, so we'll have to expose that weakness
to get close to our target, the Red Dragon Negotiator. From your starting
point, ditch your guns and head South towards the open Sewer Grate. The spot
should be marked on your Map no matter what difficulty you're playing on. In
the Sewer, you'll find some Rat Poison. That's a hell of a place to worry about
rat infestation - I think that's what I call fighting an uphill battle. ANYWAY,
climb back up after retrieving the Poison and make your way over to the East
side of the Park. Not IN the Park, just the other side of the Park. Your next
destination will be the Five Story Building located there. You'll know you have
the right Building when you can see a Sniper in a Fourth Floor window and you
see two green Paper Lanterns adorning the entranceway. Run in, go straight and
head up to the Fifth Floor. Pick the Lock on the Door slightly to the right on
the West side of the hallway once you reach the top of the stairs. Inside and
to your left are some Gardener's Clothes. Change into the Gardener's Clothes
and head for the WEST entrance to the Park. I have to stress this now, the WEST
entrance. That way, when you enter through the West entrance, it keeps the Blue
Lotus Triad Members on the East side of the Pagoda facing East, instead of
turned around and checking you out to the West after passing them from the East
entrance. Not a good thing, with all the killing and what-not.
02. The Negotiator Gets It & 47 Gets Out
Upon approaching the West entrance, lo and behold, YET ANOTHER frisking from
one touchy-feely Chinese Mob member. The Bikers from Rotterdam must have
expressed the joys of human contact to the Blue Lotus. As long as you ditched
your weapons earlier, you have nothing to worry about here. Let him do his...
'thing', then enter the Park. Before moving on, sit still and watch the Pagoda.
The situation we're looking for here is for the Blue Lotus Negotiator to leave
the Red Dragon Negotiator alone on the West side of the Pagoda. Then the Red
Dragon Negotiator will walk over and sip some Tea before resuming talks with
the Blue Lotus Negotiator on the other side, thus starting the cycle over
again. There are two things you might want to do here:
==================
= Kill Tactic #1 =
= -------------- ==============================================================
= Wait for Both Triad Negotiators to walk over to the North side of the =
= Pagoda, then Sneak over to the Red Dragon Negotiator's Tea Set and pour the =
= Rat Poison in his Tea when the Action List pops up. =
===============================================================================
==================
= Kill Tactic #2 =
= -------------- ==============================================================
= Sneak behind the Red Dragon Negotiator and wait for him to go into his =
= Tea Drinking animation, then Sneak up behind him and Fiber Wire him. =
===============================================================================
The safer option is to wait for the Negotiators to walk over to the North
side of the Pagoda, but hey, it's entirely up to you. If you enjoy Fiber Wire
so much that you'll lie awake at night thinking about the Red Dragon Negotiator
not getting his quota of neck strangling, then by all means, help yourself.
Then when you're done, seek some professional help. Think of this as a
text-written intervention. Your family loves you, and cares enough to step in.
ANYWAY, either decision you make, put away any incriminating evidence you
might be carrying and calmly walk out of the Park through the West entrance,
then head for the most convenient Exit Point.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
==============================================
= 11.09: The Wang Fou Incident ( =WANGFOU= ) =
==============================================
Objectives:
* Assassinate Blue Lotus Negotiator
* Assassinate Blue Lotus Triad Member
* Assassinate Blue Lotus Triad Member
* Assassinate Blue Lotus Triad Member
* Assassinate Blue Lotus Triad Member
* Assassinate Blue Lotus Triad Member
* Assassinate Blue Lotus Triad Member
* Escape from Mission
Reward for Silent Assassin rating: Silenced AK 74 Assault Rifle
01. The Bomb, The Chauffeur
Boy, that sure is a lot of Blue Lotus Triad Members to take care of when you
view your mission Objectives. There's six of them, and a Negotiator to boot.
Thankfully, five of the seven, (including the Negotiator), can be dispatched in
one swift press of a button, leaving two Triad Members back in an enclosed
Dining room area. In order to do that though, you're going to need to Plant a
Bomb on the Blue Lotus Limo.
From the start, run straight West until you come to an Intersection, then
swing right and go North. Head for the ladder that's on the East side of the
Restaurant, directly North and across the road from where you're currently
running. Once you reach the top of the ladder, go into Sneak Mode so you don't
draw the undue attention from the Red Dragon Triad Member who's guarding this
outside railing. Sneak over to the first Door on this railing and Pick the
Lock. After it's been picked, make sure you're still in Sneak Mode and open the
Door. Inside this room are a Red Dragon Disguise, a W2000 Sniper Rifle and a
Bomb/Bomb Remote combo on top of a Safe. Change into the Red Dragon Triad
Member Clothes and grab the Bomb and Bomb Remote off the Safe, then Sneak back
out onto the outside railing and back down the ladder onto the street. Around
this time, a cutscene will pop up showing the arrival of the Blue Lotus Triad
in their Limo.
From the bottom of the ladder and facing South, run straight across the road,
go right and head West into the alleyway directly South from the front entrance
of Lee Hong's Restaurant. In the middle of the alley and facing West, you'll
see a Sewer Grate along the North area of the alley. Run past that Grate and
hug the corner of the Building to the West. We'll wait here for the Chauffer to
Syringe him and Change into his Clothes so we can approach the Blue Lotus Limo.
From your spot against the Building wall, face North and wait for the
Chauffer to pass you and walk East over past the Sewer Grate to urinate. Here's
a small diagram of the alleyway area and the path you'll take to Syringe the
Chauffer, because for some strange reason, I'm at a loss for words on how to
explain it any better, and this will do a much better job:
#############
# N #
# | #
# W --|-- E #
# | #
# S #
#############
| v| Legend:
_| v|______________________ X = 47
->-->-->-->--> ___ C /\ C = Chauffer
_____ |#S#| ^ \D\ S = Sewer Grate
| |___| / \/ v,^,--> = Paths of Chauffer and 47
| X ->-->-->-->-->/ D = Dumpster
| Sneak This Way
Sorry. That was my first attempt at ASCII Mapmaking, honestly. Hopefully you
get the point though. He comes in from the North, you wait against the West
wall until he passes you, then you Sneak behind him and Syringe him as he pees.
After you Change into his Clothes, drag his unconscious body over to the
nearby Sewer Grate and drop him in. Make sure you say 'Hi!' to all those Rats
down there Mr. Chauffer Guy, and plant a few more Rat Poisons while you're down
there to help beautify China's Sewer Systems by having dead Rats scattered all
over them. Once you're all done in the alley, you need to hit the streets. I
wouldn't advise leaving out through the entrance the Chauffer used, because
there's a Red Dragon Triad Member with a nasty attitude and a good memory for
faces guarding the North entrance. Head East instead, then go North after
you're onto the sidewalk and then take a left and go West over to the
Restaurant entrance and approach the driver's side Door of the Limo. An Action
List will pop up giving you the option to Plant the Bomb, so choose it and a
short cutscene will appear showing 47 arming the Bomb on the Limo. Skip it if
you want and head back to the alleyway where your Red Dragon Disguise is
laying.
02. The Meeting, The Rest
Now for those other two Blue Lotus Triad Members. This strategy is actually
quite easy after you do it a few times, but at first it might seem kind of
weird. Stick to it and try it more than once if you mess up, because with
practice it can be pulled off each and every time without fail.
Dressed as the Red Dragon again, you need to make your way back up the ladder
and into the room where you picked up the Bomb and Bomb Remote. Repeat the
Sneaking process you used earlier to get past the Second Floor railing Guard,
and slide in undetected. Approach the Door located on the North side of this
room and walk out. There will be an AK 47-toting Red Dragon Member patrolling
this hallway in a clockwise pattern, so turn left and go West around the
Privacy Screens. Take a right and go North when given the option and head for
the Elevator that's located up the hallway a bit and on the right side.
However, if the Red Dragon happens to be at a different place in his patrol
which would make you get close to him if you took that route, simply take the
other way around the Privacy Screens and head North for the Elevator. Once
inside the Elevator, take it to the First Floor, where our two future victims
await their untimely deaths...but first, we need to take care of that Bomb we
planted earlier on the Limo. Hit Triangle and select the Bomb Remote as your
weapon, then Open your Map and select the Outside Map. There should be three
Blue Lotus Triad Members loading into the rigged Limo about ready to depart.
Once they do, wait until they are driving through the street. They will
eventually drive right between the two Blue Lotus Triad Members waiting on each
side of the road, and when that happens, hit L1 to quickly escape your Map and
then immediately hit R1 to detonate the Bomb. If you pulled it off correctly,
you should have killed five of them in one quick maneuver, and there should be
five little red Xs on your Outside Map. If you didn't, start over, because I
don't forsee you being able to achieve an All Zero Silent Assassin ranking now.
Once you've taken care of business with the Limo, step out of the Elevator
into the room with lots of Crates and go straight past them and out the Door.
Turn right and go through the first Door on the West side of the hallway you'll
come to, (your right side), which should be the Restrooms. Run straight West
through the Restrooms and out into the next room. Take another right, head
North and start Sneaking. There will be two Red Dragon Triad Members on the
left side of the next large open doorway. We want to Sneak West past them where
the Blue Lotus Members are located without arousing any suspicion.
Here's a very important part: Stay in Sneak Mode at all times and hug, and I
literally mean HUG the West walls leading into the Dining area. Stay connected
to them all the way past the Red Dragon Guard who by all accounts, should see
you, but for some reason, as long as you stay right next to the walls on your
way over to the enclosed area where the Blue Lotus Members are waiting, he
won't look at you or change his position. After you're behind him, feel free
not to hug the walls anymore, but at least stay close to them in any case, and
stay in Sneak Mode. It just makes things in here easier, and that's a good
thing. Get your Fiber Wire selected as your tool of choice when you hit your
Square button a little later on, and conceal it for now.
Once you reach the room where the two Blue Lotus Member are, one will stand
up and walk towards you if you Sneak right in front of the room. We're going to
'lure' him out of the room and into the Southwest corner of the main Dining
area, where we can Fiber Wire him and his colleague won't spot us. Walk
backwards against the wall until you're back up in a corner, then Sneak up
right next to him face to face. Eventually he'll turn around and head back for
the enclosed room, and when he does, hit Square and tap R1 quickly to grab him
and take him down. Leave his corpse where it lay, conceal your Fiber Wire and
Sneak past the enclosed room's entryway over to the North side. Hug the walls
again and Sneak inside the room and behind the final Blue Lotus Triad Member.
He shouldn't spot you at all if you did it correctly. Get your Fiber Wire out
again and strangle this guy where he sits. Repeat the method you used to Sneak
your way in this area if you wish, and make your way back to the Elevator. Take
the Elevator up to the Second Floor and head back for the room where you picked
up the Bomb and Bomb Remote. Sneak back out onto the railing and down the
ladder, then head South for your Exit Point.
=MISSION COMPLETE=
-------------------------------------------------------------------------------
=============================================
= 11.10: The Seafood Massacre ( =SEAFOOD= ) =
=============================================
Objectives:
* Assassinate the Red Dragon Negotiator
* Conceal the Red Dragon Negotiator's body
* Assassinate the Chief of Police
* Assassinate the Blue Lotus Negotiator
* Place Amulet at Restaurant
* Escape in the Car
Reward for Silent Assassin rating: Dual GK17 Pistols
01. Retrieve Poison, Unlock Basement
From your starting position, you need to head East towards the Seafood
Restaurant. You need to enter the back area of the Restaurant, where the steps
leading down to the Basement are located. Before you head down the Basement
steps, head into the nearby Sewer Grate that's open to the North. Drop down
into the Sewer instead of climbing down the ladder because it saves time, and
we want to get to the Red Dragon Negotiator in time. Grab the Rat Poison from
what must be China's ill-fated attempt at ridding their Sewers of rodents, and
quickly make your way back up the ladder and over to the Locked Doors at the
bottom of the Cheung Chao Fish Restaurant's Basement steps. Pick the Lock and
run back up the steps. If you're playing on Normal or Expert Difficulties,
Check Your Map for the Northern-most Red Circle. If you're playing on
Professional, just head North. You should know where you're going by now if
you're playing on Professional anyway.
02. Crouching Amulet, Hidden Dragon
When you reach the area where the Red Dragon Negotiator is located, keep your
distance until he heads down the alley to urinate. Once he's 'doing his thing',
Sneak up behind him and wrap your Fiber Wire around his neck. After he falls,
Pick up his Red Dragon Amulet, Change into his Clothes and drop his naked body
into the Sewer Grate. That can't be good for the tighty-whiteys. Those are
stains that'll never come out. You do realize he's not only laying in his own
urine, but everybody else's stale urine from the nearby region. Not cool, 47.
ANYWAY, Head back to the Restaurant to find two nosey Guards checking out the
Basement steps you need to use. You're going to have to get rid of them, if at
least for a little while, because if you attempt to try going down the steps
now, they're going to flip out all John Woo style. We want to keep this more
like a Tom Clancy novel instead if we want any chance at those Dual GK17
Pistols. Here's a neat solution I like to use - if for nothing else, for the
sheer comedic value: If you start to approach them, then get into Sneak mode,
you'll pique their interest and they'll follow you like puppy dogs. Sneak over
to the other side of the brick wall and lure them South down the West wall of
the Restaurant. When they're away far enough, make a break for the Basement.
Once in the Basement, Walk over to the large gray Generator and an Action
List should pop up allowing you to interact with it. Shut it Down, watch the
small cutscene if you want to and head into the small room on your right for
some fresh Chef Clothes. Run behind the Black Curtain on the East side of the
Basement, Equip a Syringe, and wait for the REAL Chef to come down and check
out the Generator. You'll be able to see the Basement Doors open from between
the Curtains. After he passes you, Sneak out from your hiding spot and give him
your Syringe.
03. Crouching Kitchen, Hidden Chef
Head back up the Basement steps - but go slowly, no running - and make your
way over to the East side of the Restaurant, where you can enter the Kitchen.
Make sure you open this Doors in Sneak Mode to keep it quiet, because the
Waiter will not be fooled by your disguise should he hear the Doors open. Make
sure you Close the Doors immediately behind you as well, because you will draw
the attention of one of the near outside Guards due to your sneaking. Stay in
Sneak Mode and approach the Drinks on the Tray. An Action List should pop up
letting you Poison the Drinks. Go ahead and do that, then Pick the Tray up.
From here on out, you could do one of two things, so I'll split those up and
run through both:
=====================================
= OPTION #1: 47 Delivers The Drinks =
= --------------------------------- ===========================================
= Sneak over to the Door to the Restaurant Dining Area and Check your Map =
= or Look through the Keyhole to make sure the Waiter is preoccupied with =
= talking to the Guard who's sitting down inside. Open the Door in Sneak =
= Mode, head right and Sneak past them both towards the Spiral Staircase. =
= Don't worry if you attract the attention of the Guard - all of the Guards =
= on this level seem to be just fascinated with Sneaking. Climb up the Spiral =
= Staircase and you'll notice the Chief of Police and the Blue Lotus =
= Negotiator sitting at a table. Walk over to them and the Chief of Police =
= will tell you to set the drinks down on the table. Go ahead and do so when =
= the appropriate Action List pops up, then leave their field of vision. Just =
= around the corner will do, then you can watch the whole thing take place. =
= After both marks bite their respective dusts, walk over to the table and =
= drop the Red Dragon Amulet you picked up earlier. Make your way back =
= downstairs, but before you do, take a few steps down the Staircase and =
= position your camera so you can spy on the Waiter. Wait for the Waiter to =
= go back over and harass the Guard again, then Sneak down and head back into =
= the Kitchen, then outside through the Kitchen Doors. Once outside, calmly =
= make your way to the Exit Point. =
===============================================================================
=============================================
= OPTION #2: The Waiter Delivers The Drinks =
= ----------------------------------------- ===================================
= Keep yourself Crouched down as fast as you can, and slowly make your =
= way over to the Counter Window. Look for an Action List to pop up telling =
= you to Set the Drinks on the Counter. Do that, then Ring the Kitchen =
= Bell. This will alert the Waiter to deliver the Poisoned Drinks to the =
= Blue Lotus Negotiator and the Chief of Police. Keep yourself hidden until =
= the Waiter picks the Drinks up, then Sneak your way back outside. =
= Once outside, head back to the Basement - but guess what? Heckyl and =
= Jeckyl are back, so we'll have to 'lure' them away from their posts again. =
= Repeat the Sneaking procedure I described earlier to lure them over to the =
= other side of the brick wall, then head back down into the Basement and =
= change into the Red Dragon Negotiator's Clothes. Funny how they're all =
= Gung-Ho about people going INTO the Basement, but a Three-Ring Circus could =
= come crashing OUT of there in full regalia with trumpets blazing and baton =
= twirlers marching and they wouldn't say anything except for maybe a little =
= red on your Suspicion Meter. Go figure. =
= ANYWAY, go to the front entrance of the Seafood Restaurant - located in =
= the Southwestern corner of the building - and walk up to the Guard who's =
= sitting in here. He'll confiscate any weapons you have during one of the =
= game's many frisking scenes. Make your way up the Spiral Staircase and drop =
= the Red Dragon Amulet on the table where the Blue Lotus Negotiator and =
= Chief of Police expired, then make you way back out of the Restaurant and =
= head for the Exit Point. =
===============================================================================
=MISSION COMPLETE=
-------------------------------------------------------------------------------
===============================================
= 11.11: Lee Hong Assassination ( =LEEHONG= ) =
===============================================
Objectives:
* Assassinate Triad Leader
* Obtain Jade Figurine
* Escape from the area
Reward for Silent Assassin rating: Silenced Dual Micro Uzi Sub-Machine Guns
Here we are back at Lee Hong's beautiful Restaurant/Mafia Front once again,
but this time we're paying a visit to take down the big man himself. Strap
yourselves in for this one, because it's one of the game's most complicated
missions, due to the random placement of the Jade Figurine - the symbol of
leadership amongst the Red Dragon Triads. This baby can show up in one of four
Safes scattered throughout the level, and two of them are harder to reach than
the others. Luckily, you can find out exactly WHERE the Figurine is located
early on in the mission, which means if you're not satisfied with the placement
of the Figurine on that particular run through, you can wimp out and choose to
Restart the Mission. I'd recommend at least succeeding in each of the four
quests at least once before becoming too picky, that way you can get the full
enjoyment out of the level.
01. The Agent
You'll start in the same position as you did on The Wang Fou Incident, so run
straight ahead and follow the road until it branches off and turns to your
right and goes North. Go North with the fork in the road, then turn left and
head West at the next intersection until you run straight into the front
entrance of the Restaurant, which will show up on your right side, (really
though, you CAN'T MISS IT...it's HUGE and it has snakes wrapped around the
columns outside). Go ahead and go inside since the Restaurant is open for
business, and once you're inside, head for the Double Doors on your left. In
this room on the l