/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\
0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
+| |+
+| "Hitman 2: Silent Assassin" Strategy Guide |+
+| |+
+| [PS2, PS3, Xbox, Xbox 360, GameCube, and PC Versions] |+
+| Version 3.1 [Revision 4] (March 2013) |+
+| |+
+| By Robert Allen Rusk. |+
+| Copyright 2011-2013 Robert Allen Rusk. |+
+| |+
+| E-MAIL: rarusk[at]netzero[dot]com |+
+| |+
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\=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/
Made a few minor tweaks and added some new information for the chapter
"Redemption at Gontranno".
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
"Hitman 2: Silent Assassin" is copyright 2002 by IO Interactive, a subsidiary
of Eidos Interactive (and now Square-Enix). All rights reserved. All other
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
A complete listing of contact and other information can be found at the end
of this guide.
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/=========================================================================\
| >TBCT. Table of Contents |
\=========================================================================/
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This guide uses a Quick Search Feature which takes advantage of the Find
feature used by many web browsers. This feature will allow you to go to any
chapter or section in this guide quickly.
To access any of those chapters, sections, or to the Table of Contents do
CTRL-F (PC) or Clover-F (Mac) to activate the Find feature in the web
browser. Then enter the code like this:
>KR6 or >ZD12
0============================================0============================0
| AFS1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0============================================0==============================0
GEN1. About The Guide
GEN2. "Hitman 2: Silent Assassin"
GEN3. "Codename 47"/"Silent Assassin" Differences
GEN4. Technical Data
A. PlayStation 2 Version
B. Xbox Version
C. Xbox 360 Version
D. GameCube Version
E. PC Version
GEN5. Controls
A. PlayStation 2 Version
B. PlayStation 3 Version
C. Xbox Version
D. Xbox 360 Version
E. GameCube Version
F. PC Version
G. Xpadder (PC Version)
GEN6. Game Menus
GEN7. Starting a New Game and Mission
GEN8. Weapons and Items
A. Weapons
B. Mission Specific Weapons and Items
C. Standard Items
GEN9. The Main Screen
GEN10. Health Bar/Threat Meter and Available Actions
GEN11. The Map
GEN12. The Inventory Menu
GEN13. Lockpicking
GEN14. Observing Your Surroundings
GEN15. Randomness and Freezing Characters
GEN16. Different Ways of Moving About
GEN17. Distracting Guards
GEN18. Sneaking and Melee Attacks
GEN19. The Red Crosshair (Console Versions Only)
GEN20. Rampaging
GEN21. 45-Degree Door Trick
GEN22. Disappearing Bodies
GEN23. Dragging Bodies
GEN24. Disguises and Subterfuge
GEN25. The Psychic Guard Phenomena
GEN26. Your Rating
GEN27. Game Saving, Continuing, and Replaying Missions
GEN28. Xbox 360 and PS3 Accomplishments List
A. Visible Accomplishments
B. Secret Accomplishments
C. PS3 Specific Accomplishment
GEN29. The International Contract Agency
GEN30. Mission Breakdown
0================================0========================================0
| AFS2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0================================0==========================================0
HTM1. Sicily
============
SCY1. "The Gontranno Sanctuary"
SCY2. "Anathema"
HTM2. St. Petersburg
====================
STP1. "St. Petersburg Stakeout"
STP2. "Kirov Park Meeting"
STP3. "Tubeway Torpedo"
STP4. "Invitation To A Party"
HTM3. Japan
===========
JPN1. "Tracking Hayamoto"
JPN2. "Hidden Valley"
JPN3. "At The Gates"
JPN4. "Shogun Showdown"
HTM4. Malaysia
==============
MLY1. "Basement Killing"
MLY2. "The Graveyard Shift"
MLY3. "The Jacuzzi Job"
HTM5. Nuristan
==============
NRS1. "Murder at the Bazaar"
NRS2. "The Motorcade Interception"
NRS3. "Tunnel Rat"
HTM6. India
===========
INA1. "Temple City Ambush"
INA2. "The Death of Hannelore"
INA3. "Terminal Hospitality"
HTM7. An Unexpected Development
===============================
UXD1. "St. Petersburg Revisited"
UXD2. "Redemption at Gontranno"
0==================0
| AFS3. Conclusion |
0==================0
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS1. Introduction And General Information |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years
of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts
Games, Point Of View Computing) and an ex-arcade attendant (Namco
Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such
as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation
1 and 2, Xbox, and Xbox 360.
I started writing guides in 2003 because I felt it was something I could do
utilizing my writing skills gained in college and gametesting along with my
passion for vidgames. Over time I have honed my overall writing and
organization skills plus my creative thinking skills. Additionally, I have
extended the play value of the games I have written guides and FAQs for many
times over plus I have received many letters from all over the world.
I am also what one may call an RGB Analog Video enthusiast. I hack most of my
game consoles to try to get the best possible video from them and that
usually involves tapping into the RGB Analog video signals and using them on
the right monitors to achieve my desires. To this end I became a member of
the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum
area from time to time.
In addition, I am a member of the X-Otic Computer Systems of San Antonio
(www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We
are also a group of hackers and electronics enthusiasts.
I am also a regular forum poster at GameFAQs, an occasional poster at
AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member
of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice
City" players who met on the Vice City message boards at GameFAQs).
Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since
the age of ten) and "Red Dwarf" (I own all eight series plus the "Back to
Earth" mini-series on DVD). I am also a long time soundtrack collector with
many titles in my possession.
As far as favorite sports teams go, my teams are the San Antonio Spurs (NBA)
[the local team], the Denver Broncos (NFL) [although I live in Texas, I am
originally from Colorado Springs, Colorado] and the Air Force Falcons (NCAA
Football).
This guide was constructed using TextWrangler on a 1.5Ghz Single Core Intel
Mac Mini. I view my work in Safari to help in seeing how it would look on the
web and correct format errors.
On the PC version I play this game on a Dell Optiplex GX270 (at 2.4Ghz) with
1GB of RAM and on Windows XP Professional. The GX270 also uses a built-in
Intel 82865G Graphics Controller and SoundMAX Integrated Digital Audio.
I also play the PC version game using a wonderful little program called
Xpadder V5.3, a program that will allow you to map keyboard commands to a
joypad. The joypad I used for the PC version is the Xbox 360 joypad with the
"Xbox 360 for Windows" driver.
I also played the PS2, Xbox, and GameCube versions using old game saves to
try out new ideas for this guide. I also played the Xbox 360 version and
added relevant information regarding it and the PS3 version.
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/=========================================================================\
| >GEN1. About The Guide |
\=========================================================================/
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Welcome to my "Hitman 2: Silent Assassin" guide! If this is the first time
you have visited then you will find a lot of useful information in a highly
organized format that you can use to beat all of the missions of the game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
The main emphasis of this guide is to provide creative and simple solutions
to many of the missions for this game. Many hours were spent going over each
mission and finding unique ways to solve them. I think you will be surprised
by some of the solutions found here.
This guide was originally written while playing the game on the *NORMAL*
difficulty setting which is what most people will probably play this game on.
With the release of the HD Trilogy set for both the Xbox 360 and PlayStation
3 I have added information that can be used on the higher difficulties so you
can obtain the Achievements and Trophies related to them.
This guide is also designed to to allow you to get Silent Assassin ratings
and acquire all weapons. This guide also goes over console differences and
other technical data. As of early 2013 "Silent Assassin" is now available on
six different platforms. The only platform out of those six I do not have at
this time is the PlayStation 3.
I am confident that what I have written will work on the PS3 but if they
don't then let me know so I can make corrections.
This guide was also written while using the Xpadder keyboard-to-joypad
mapping program for the PC version and may incorporate strategies that may
only work with this setup. If any of these strategies don't work with the
standard keyboard/mouse configuration then feel free to write me about it.
I have worked hard to make sure that this guide is as complete as possible
but at the same time leave room for exploration. I hope that you enjoy this
guide as much as learn from it.
During the construction of this guide I used the following user created FAQ
for additional reference:
>>"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl.
*********************************************************************
I had used an earlier version of his guide years ago when I was playing
around with the other versions of this game looking for different ideas
to play with. Some of his strategies are presented in this guide but I
have tried to add my own observations and to make them better. I will be
referring to him and his work frequently during this guide.
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/=========================================================================\
| >GEN2. "Hitman 2: Silent Assassin" |
\=========================================================================/
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"Hitman 2: Silent Assassin" is the second game that features the now-popular
protagonist known as Agent 47, a clone designed for assassination work. The
game was released in 2002 for the PC, Sony PlayStation 2, MicroSoft Xbox, and
Nintendo GameCube. This was the first "Hitman" installment that made it onto
the dedicated gaming consoles.
The gameplay is a little different from "Codename 47" being that it relies a
lot more on stealth than on gunplay. The mapping is far more useful too and
becomes a very important part of strategy.
I got into the "Hitman" games because of the PS2 demo of "Silent Assassin"
which was made available during the summer of 2002. I decided to load up the
demo because I was kind of bored while waiting for "Grand Theft Auto: Vice
City" to be released (fall of 2002).
But I did not expect the awesome music that graced my ears when I got to the
main menu. A fantastic orchestral piece that blew my mind. I would just let
the game sit on the menu screen so I could listen to this piece repeatedly.
After awhile I finally got into the demo and I also became impressed by the
gameplay and additional music.
From that point I became a fan of "Hitman". And it was the first time that I
got into a game series because of the music. The music was done by Jesper
Kyd, a fantastic musician who I was initially exposed to from the Sega
DreamCast game "MDK2". I now own the scores to all four "Hitman" games (and
the score to the oft-maligned "Hitman" movie - by Geoff Zanelli).
When I started writing guides I always wanted to do the "Hitman" series.
However, I wanted to start with the first game, "Codename 47". But the game
was never released outside of the PC platform. This created a problem because
I am a Mac user and it was never released there either.
I was aware that some of the missions from "Codename 47" were remade for
"Contracts" but that wasn't the same. As I was playing "Blood Money" I was
actually writing a guide in my head but it never came out because I wasn't
able to do a guide on the first game.
In 2010 I finally obtained a suitable PC and was able to play "Codename 47".
I would also start writing guides for it and all of the other "Hitman" games.
This guide was originally written covering all of the platforms it appeared
on at the time. In early 2013 IO Interactive released the HD Trilogy set for
the Xbox 360 and PlayStation 3 thus initiating a major revision covering
differences plus Achievements and Trophies.
One annoyance concerning this game. No matter what version I play it never
saves your Invert Up-Down Aim options - I have to reset them every time I
boot the game up.
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/=========================================================================\
| >GEN3. "Codename 47"/"Silent Assassin" Differences |
\=========================================================================/
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Other than being released on gaming consoles there are major differences
between this game and its predecessor, "Codename 47":
>>Real Time Mapping
*****************
In "Silent Assassin" you have real time mapping that will allow you to
track targets from afar before making your move. This didn't exist in
"Codename 47".
>>Stealth Based Scoring
*********************
In "Codename 47" you were scored based on money. As long as you didn't
kill Civilians and Police, which will dock some of your pay, then you
could pretty much kill with impunity.
In "Silent Assassin" you are scored very differently and this forces you
to be more stealthy to acquire the best score. You are even rewarded with
some weapons for a clean run.
>>Guard Sensitivity
*****************
In "Codename 47" the Guards were pretty laid back. You can run all around
them without them getting suspicious as long as you were dressed for the
area.
In "Silent Assassin" you have to be careful when running around Guards
and they can be pretty twitchy at times (especially on certain missions).
>>Weapons Acquisition
*******************
In "Codename 47" you can only purchase weapons at the beginning of a
mission and couldn't carry them over except in certain chapters. The
same applied for weapons you find during a mission.
In "Silent Assassin" you don't buy weapons - you aren't even given
money to purchase anything. You are given a few weapons to start out
with and you acquire new weapons by taking them from the missions you
play. You can even acquire some weapons by earning "Silent Assassin"
ratings.
>>Non-Lethal Disposal
*******************
In "Codename 47" the only way to dispose of someone was to kill them. In
"Silent Assassin" you have the Anaesthetic which will allow you to put a
person to sleep instead of Killing them. In addition, you can pistolwhip
someone when they get close enough.
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/=========================================================================\
| >GEN4. Technical Data |
\=========================================================================/
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Listed in this chapter is technical data that I've compiled on the various
versions of the game:
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| A. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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The PS2 version has a button dedicated to running, a trait that it shares
with the PC, Xbox 360, and PS3 versions. The PS2 version also has some extra
movies that advertise additional games from Eidos. Unlike the other console
versions you can use cheat discs and other programs with this game:
>>Xploder HDTV Player
*******************
This product will allow you to view your games in progressive scan,
usually in 480p. However, this product will *NOT* work with this game.
>>GS Mode Selector
****************
This is a small program that is used with the memory card exploit known
as Free McBoot. Like with HDTV Viewer you can also view games in
progressive scan using this program.
Unlike with HDTV Viewer, though, this game will work with this program.
However, the demo movie that plays when you leave the game sitting at the
main menu for too long will crash the system when it tries to play.
One bonus is that you can use this program in conjunction with both
HDLoader and Open PS2 Loader - something you cannot do with Xploder HDTV
Viewer.
>>HDLoader
********
The main reason most people use the Free McBoot memory card exploit is to
use this program which will allow you to play games off of the hard drive
if you use a PS2 "Fatty" or an early model PS2 "Slim" that has been
modified to use a HDD.
Once the game is installed then you need to make a couple of tweaks to
its compatibility settings before you start playing. After installing it
onto the HDD, highlight the game on the Game List menu and press SELECT.
This will bring up the Game Compatibility Settings. It will look like
this:
Slow HDD access: No
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: No
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
As you can see all of the default settings are set to "No". You need to
make the following changes to make sure that the game works perfectly
with HDLoader:
Slow HDD access: YES <----------
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: YES <----------
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
Slowing down HDD access will fix sound issues with the game (removing
static-like sounds during cutscenes and gameplay). The Date/timefix
setting will fix the timestamp on your game saves so that it matches the
clock settings.
Killing HDL after launch will cause the game to crash if you leave the
game sitting at the main menu for too long and it tries to load the demo
movie. However, if you leave the game sitting at the main menu for too
long, and it does the demo movie several times, then it may crash anyway
(about fifteen minutes).
>>Open PS2 Loader
***************
This program is meant to replace HDLoader and is more solid than HDL. You
use this in place of HDL and it will recognize the HDD and all the games
you have already installed. OPL, or "Opal" as I like to call it, has its
own compatibility modes for games and won't recognize the settings used
in HDL.
Based on the time I have spent with Opal I have found that you need to
make one change with the compatibility modes for this game. Highlight
the game on the Game List menu and select Game Settings. There are eight
modes that you can tweak to make your game run better. By default they
are all set to OFF.
You need to change Mode 6 to ON. Mode 6 disables something called In Game
Reset where you can actually go back to the main menu of Opal without
having to turn off the machine by means of holding down certain buttons
together. If you leave it off then the game will randomly crash during
gameplay.
Right beneath the mode settings there is something called DMA Mode. This
has something to do with the hard disk access speed. As noted with
HDLoader you needed to change the access speed to correct static-like
sounds. You do not need to tweak this setting for Opal.
At the time of this writing I do not have a PlayStation 3 so therefore I
don't have any information on how it runs using the Backwards Compatibility
mode on the older units that have it.
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| B. Xbox Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Because the Xbox controller is configured differently than the PS2's there is
no dedicated run button. All movement, walking and running, is controlled by
the Left Analog Stick. Loading up from the DVD-ROM drive is slower and it is
one of the few Xbox games that does not support progressive scan for
Component Video usage.
There is also a glitch that may occur concerning the game saves. At the end
of the game the save may become corrupted and your stats will have some
extraordinary numbers and the Stealth and Aggression lines will be glitched.
This only affects your overall score but doesn't keep you from playing the
game.
Finally, the Xbox version is *NOT* supported on the now aborted Backwards
Compatibility feature on the Xbox 360.
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| C. Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Although the Xbox 360's controller is similar to the one for the Original
Xbox it has a dedicated run button. You can install the game to either the
hard drive or USB flash drive for faster loading. You can also play the game
in high resolution putting it on par with the PC version. You can earn
Achievements which will force you to play the game in certain ways if you
want to acquire them.
One annoyance to this version is the lousy sound encoding. When the music
reaches a loud crescendo then it will start to sound rough - like a bad tape
recording. Considering how awesome the music is this is like greasy
fingerprints on a great piece of artwork.
An interesting observation to the sound - you can now hear conversations that
you couldn't listen to on any other version - even if you are all the way on
the other side of the floor. It's like 47 gained some kind of superhuman
hearing.
**IMPORTANT: The "Redemption at Gontranno" game save that is created at the
end of the game will erase all of your stats and reduce your
overall rank to Specialist. If you wish to keep your stats and
improve upon them then use the "Redemption" game save that is
created at the beginning of the mission instead.
When you use this save then you will automatically go into the
mission instead of the standard Briefing Screen. Quit when the
mission starts to return to the Main Title screen then Start >
Current Game to bring up the list of completed missions.
This problem also occurs on the PS3 version.
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| D. GameCube Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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Because the GameCube controller has fewer buttons than the other console
controllers there is also no run button for this version. All movement,
walking and running, is controlled by the Left Analog Stick. In addition, the
GameCube version does not support progressive scan for those fortunate to
have the earlier version of the GameCube that has the Digital A/V port and
use of the special GameCube Component Video cable.
On the Japan snow levels the frame rate slows a little bit but it is not too
bad.
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| E. PC Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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The PC version has several graphic resolutions and other attributes that can
be accessed and adjusted in the Configure option that appears in the window
that comes up in the center of your Windows desktop when you put in your
"Hitman 2" disc (thanks to M.A.K. from GTA Forums for pointing that out).
800x600 is the default resolution.
There is a lot more sound than with the console versions and of better
quality. Because of the keyboard/mouse setup the controls are more complex.
The use of Xpadder helps to make the game easier to play if you prefer a
joypad.
Zoom Mode is more sensitive but this is mainly due to it using the mouse
instead of a joypad. The PC version also has a dedicated running button which
makes it easier when trying to move around missions faster.
I've also noticed that the Pistols seem less powerful than on the console
versions. There are also a couple of other differences and I will note them
as I go further into the guide.
Being that "Silent Assassin" was released in 2002, current PCs and Laptops
should have no problem running the game regardless of graphical resolution
and sound. Even on old machines, seven years and older, it runs very well.
My Optiplex GX270 came out in 2004, two years after release of the game and
exceeds the maximum specs that the title was designed around.
The integrated graphics processor (IGP) for the GX270 is the Intel(R) 82865G
Graphics Controller and was aimed more towards businesses since that is what
the machine was initially designed for. So this IGP isn't geared toward
gaming and is considered fairly weak.
This guide was written at 800x600 resolution and before I was told about
being able to change resolutions. Under this resolution the game runs very
well. When changed to 1024x768 there is a very slight amount of graphical
choppiness so this game does push the IGP a little bit.
When using a dedicated video card, I now use the NVidia GeForce 6200, it runs
excellently in all resolutions. It is not necessary to use a video card on
older machines but it will help.
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/=========================================================================\
| >GEN5. Controls |
\=========================================================================/
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Although the manual covers the setup pretty good, I felt that I should
include a section on controls:
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| A. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................X Button
Cancel Selection/Return to Previous Menu....................Triangle Button
Open Map and Briefing Menu....................................Select Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
Move Around...............................................Left Analog Stick
[1] Lean Left/Right..................................D-Pad Left/D-Pad Right
[2] Sneak/Crouch..................................................L1 Button
[3] Run...........................................................L2 Button
[4] Action.........................................................X Button
Use Item..........................................................R1 Button
Drop Item.....................................................Circle Button
Enter Keyhole Mode..........................................Triangle Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming................................................L3 Button
Fire/Enter Sniper Mode............................................R1 Button
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload............................................................R2 Button
Holster/Draw Weapon...........................................Square Button
Exit Sniper Mode............................................Triangle Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory...............................................Square Button
Open/Close Inventory........................................Triangle Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................X Button
Drop Selected Item............................................Circle Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View....................................R3 Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Double tap and hold to step out.
[2] - Tap once to enter Sneak Mode and hold down to Crouch.
[3] - You can tap the button once to make yourself run, in conjunction with
the Left Analog Stick, until you stop or hold down while you move
yourself with the Left Analog Stick.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. PlayStation 3 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................X Button
Cancel Selection/Return to Previous Menu....................Triangle Button
Open Map and Briefing Menu....................................Select Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
Move Around...............................................Left Analog Stick
[1] Lean Left/Right..................................D-Pad Left/D-Pad Right
[2] Sneak/Crouch..................................................L1 Button
[3] Run...........................................................L2 Button
[4] Action.........................................................X Button
Use Item..........................................................R2 Button
Drop Item...................................................Triangle Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming................................................L3 Button
Fire/Enter Sniper Mode............................................R2 Button
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload............................................................R1 Button
Holster/Draw Weapon...........................................Square Button
Exit Sniper Mode..............................................Circle Button
0==========0
| Inventory \
0=======================================================>
Open/Close Inventory..........................................Circle Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................X Button
Drop Selected Item..........................................Triangle Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View....................................R3 Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Double tap and hold to step out.
[2] - Tap once to enter Sneak Mode and hold down to Crouch.
[3] - You can tap the button once to make yourself run, in conjunction with
the Left Analog Stick, until you stop or hold down while you move
yourself with the Left Analog Stick.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Xbox Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................A Button
Cancel Selection/Return to Previous Menu...........................B Button
Open Map and Briefing Menu......................................Back Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
[1] Move Around...........................................Left Analog Stick
[2] Lean Left/Right..................................D-Pad Left/D-Pad Right
[3] Sneak/Crouch...............................................Left Trigger
[4] Action.........................................................A Button
Use Item......................................................Right Trigger
Drop Item..........................................................X Button
Enter Keyhole Mode.................................................B Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming.................................Left Analog Stick Button
Fire/Enter Sniper Mode........................................Right Trigger
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload.........................................................Black Button
Holster/Draw Weapon................................................X Button
Exit Sniper Mode...................................................B Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory....................................................X Button
Open/Close Inventory...............................................Y Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................A Button
Drop Selected Item.................................................B Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View.................................White Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Move slightly to walk and move further to run. There is no Run Button
like there is on the PC and PS2 versions.
[2] - Double tap and hold to step out.
[3] - Pull lightly to enter Sneak Mode and pull and hold down to Crouch.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................A Button
Cancel Selection/Return to Previous Menu...........................B Button
Open Map and Briefing Menu......................................Back Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
Move Around...............................................Left Analog Stick
[1] Lean Left/Right..................................D-Pad Left/D-Pad Right
[2] Sneak/Crouch................................................Left Bumper
[3] Run........................................................Left Trigger
[4] Action.........................................................A Button
Use Item......................................................Right Trigger
Drop Item..........................................................Y Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming.................................Left Analog Stick Button
Fire/Enter Sniper Mode........................................Right Trigger
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload.........................................................Right Bumper
Holster/Draw Weapon................................................X Button
Exit Sniper Mode...................................................B Button
0==========0
| Inventory \
0=======================================================>
Open/Close Inventory...............................................B Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................A Button
Drop Selected Item.................................................Y Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View....................Right Analog Stick Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Double tap and hold to step out.
[2] - Tap lightly to enter Sneak Mode and hold down to Crouch.
[3] - You can tap the trigger once to make yourself run, in conjunction with
the Left Analog Stick, until you stop or hold down while you move
yourself with the Left Analog Stick.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. GameCube Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0======0
| Menus \
0=======================================================>
Select Menu Item................................................Control Pad
Accept Menu Selection..............................................A Button
Cancel Selection/Return to Previous Menu...........................B Button
Scroll Up/Down List.........................Control Pad Up/Control Pad Down
Open Pause, Map, and Briefing Menus......................Start/Pause Button
0=======0
| Action \
0=======================================================>
Start Game/Pause/Resume..................................Start/Pause Button
[1] Move Around...............................................Control Stick
[2] Lean Left/Right......................Control Pad Left/Control Pad Right
[3] Sneak/Crouch...................................................L Button
[4] Action.........................................................A Button
Use Item...........................................................R Button
Drop Item/Enter Keyhole Mode.......................................B Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming.................................Left Analog Stick Button
Fire/Enter Sniper Mode........................................Right Trigger
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload.........................................................Black Button
Holster/Draw Weapon................................................X Button
Exit Sniper Mode...................................................B Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory....................................................B Button
Open/Close Inventory...............................................Z Button
Select Inventory Item...........................................Control Pad
Equip Item.........................................................A Button
Drop Selected Item.................................................X Button
0=======0
| Camera \
0=======================================================>
Look Around...................................................Control Stick
Toggle First Person View........................Double Tap Up (Control Pad)
Toggle Third Person View.................................Down (Control Pad)
Zoom In/Out.................................Control Pad Up/Control Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Move slightly to walk and move further to run. There is no Run Button
like there is on the PC and PS2 versions.
[2] - Double tap and hold to step out.
[3] - Press and release to enter Sneak Mode and hold down to Crouch.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. PC Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0========0
| General \
0=======================================================>
Open/Close In-Game Menu.................................................Esc
[1] Scroll Up/Down List.......................Cursor Key Up/Cursor Key Down
Accept Menu Selection.................................................Enter
0=========0
| Movement \
0=======================================================>
Move Forward..........................................................W Key
Move Backward.........................................................S Key
Sidestep Left.........................................................A Key
Sidestep Right........................................................D Key
[2] Lean Left.........................................................Z Key
[2] Lean Right........................................................C Key
[3] Run......................................................Left Shift Key
[4] Crouch.................................................Left Control Key
Sneak..............................................................Spacebar
Toggle Walk/Run...................................................Caps Lock
0=======0
| Action \
0=======================================================>
[5] Action............................................................E Key
Next Action...................................................Mousewheel Up
Previous Action.............................................Mousewheel Down
0====================0
| Weapons & Inventory \
0=======================================================>
Fire Weapon/Use Item/Enter Sniper Mode....................Left Mouse Button
Zoom In/Out (Sniper Mode)................................Mousewheel Up/Down
[6] Melee Weapons.....................................................1 Key
[6] Pistols...........................................................2 Key
[6] SMGs..............................................................3 Key
[6] Rifles............................................................4 Key
Binoculars............................................................5 Key
Night Vision Goggles..................................................6 Key
Lockpick..............................................................8 Key
[7] Holster/Draw Weapon...............................................Q Key
Reload................................................................R Key
Inventory................................................Right Mouse Button
Drop Weapon/Item......................................................G Key
Map...................................................................M Key
Mission Briefing......................................................B Key
0=======0
| Camera \
0=======================================================>
Toggle First Person View.............................................F1 Key
Zoom In/Out...................................Mousewheel Up/Mousewheel Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Mousewheel Up/Down will also work.
[2] - You can lean extra far by double tapping the Lean button and hold it.
Personally, though, I don't use the Lean function. I prefer careful
character placement and use of the Camera for my strategies.
[3] - Hold down while using any of the movement keys to run.
[4] - Hold down to crouch.
[5] - This is used to open doors, pick up an item, drag bodies, etc.
[6] - You can cycle through available weapons by tapping the key repeatedly.
[7] - Press once to Holster weapon and press again to bring it back out.
Rifles will be dropped.
Hold down the key to bring up a quick weapon inventory. Scroll down to
highlight the weapon you want and release the key to bring it out.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If the default keyboard configurations do not work for you then you can
change the configuration to whatever you so desire.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. Xpadder (PC Version) |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
After playing through all of the console versions of Hitman I found that I
could not play the PC version of "Silent Assassin" with the keyboard/mouse
control setup. And there are no official drivers to allow you to play the
game with a joypad.
Thankfully a programmer named Jonathan Firth wrote a program called Xpadder
that will allow you to map keyboard commands to a joypad. I used the Xbox 360
joypad for this game and I configured it to be as close as possible to the
layout used for the Xbox 360 version of this game.
The current version of Xpadder is V5.7 which you have to pay money for. The
version I am using right now is V5.3 which is the last freeware version and
what most people probably have.
Listed below is the recommended layout for using Xpadder with the game (with
default keyboard settings). This setup will also work with the sequel
"Contracts" with no changes whatsoever. This layout uses the following
format:
++Action [PC command]; Xbox 360 style joypad - PlayStation 2 style joypad.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
++Move Character [WASD Keys]; Left Analog Stick.
++Look Around [Mouse]; Right Analog Stick.
++Crouch [Left Control Key]; Right Analog Stick Button - R3 Button.
++Zoom Binoculars/Sniper Scope/Menu Item Selection [Mousewheel];
D-Pad Up/Down.
++Inventory Selection [Left/Right Arrow Keys]; D-Pad Left/Right.
++Perform Action [E Key]; A Button - X Button.
++Inventory [Right Mouse Button]; B Button - Circle Button.
++Drop Weapon/Item [G Key]; Y Button - Triangle Button.
++Holster/Draw Weapon [Q Key]; X Button - Square Button.
++Sneak [Spacebar]; Left Bumper - L1 Button.
++Run [Left Shift Key]; Left Trigger - L2 Button.
++Fire Weapon/Attack [Left Mouse Button]; Right Trigger - R2 Button.
++Reload Weapon [R Key]; Right Bumper - R1 Button.
++Mission Briefing [B Key]; Start Button.
++Map [M Key]; Back Button - Select Button.
When setting up my Xpadder profile and the Look Around assignment to the
Right Analog Stick I selected the DeadZone at 25% and Diagonal Size at 45.
Within the game itself I Inverted the Mouse and changed the speed settings to
between 17 and 20.
Do *NOT* use the Cursor Keys for selecting menu items. Use the Mousewheel
Up/Down instead. The Cursor Keys do not work with Sniper Rifle zooming. The
Mousewheel will work for both menu item selection and Sniper Rifle zooming.
To enter Sniper Mode then Fire Weapon once. To exit Sniper Mode then tap
Inventory.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN6. Game Menus |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you start the game then you will see the following options:
>>Start
*****
This will allow you to start a new game and its difficulty level or any
mission from a current game.
>>Load
****
This is where you load saved games.
>>Options
*******
This is where you set up your sound, music, graphics, and controls.
>>Credits
*******
This shows the credits of those who made the game.
>>Quit (PC Version Only)
**********************
Allows you to return to Windows.
>>Extra Movies (PS2 Version Only)
*******************************
This shows you advertisements for "Hitman 2: Silent Assassin",
"Timesplitters 2", and "Tomb Raider: Angel of Darkness".
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN7. Starting a New Game and Mission |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
To start a new game select Start then select a difficulty level: Normal,
Expert, and Professional.
The difficulty determines how much damage you can take, the number of Guards
during missions, their accuracy and sensitivity, the visibility of people on
the in-game Map, and the number of in-mission saves you can make. An
in-mission save is a save you can make while in the middle of one thus
allowing you to do different things at certain points within a mission.
Listed below are the differences between difficulties:
>>Normal
******
--The Guards have normal sensitivity and you can take a lot of damage in
combat.
--Everything and everyone appears on the in-game Map.
--The maximum number of in-mission saves is seven.
>>Expert
******
--The Guards have increased sensitivity and are tougher to kill.
--You take increased damage in combat thus making you easier to kill.
--Everything and everyone appears on the in-game Map.
--The maximum number of in-mission saves is three.
>>Professional
************
--The Guards are even more sensitive, and are more tough to kill, than
they were at Expert. Certain strategies that can be used at the easier
difficulties may not work here.
--You can be more easily killed than you could at Expert.
--Only Targets and VIPs will appear on the in-game Map.
--You have no in-mission saves.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you want to start a mission then go over to your computer in the Garden
Shed. It will then display the Continue Game prompt in the upper left corner
of the screen. Press the Multiple Use button to start the next mission. This
will start the Mission Briefing.
Here you will get a general outline of your objectives and details of the
mission at hand. You will be given Additional Files that will assist you.
They are usually Photos, Maps, and Video. You will also be given the option
to redo any previously completed missions. Select Continue to move onto the
next screen.
Here you will be given the list of available weapons you can use on the
mission. Select the weapons you want to use then Continue to start the
mission.
But, before I go any further, I need to go over.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN8. Weapons and Items |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Weapons are the tools of the trade for any professional contractor. There are
many different weapons that can be used to perform your work. There are also
additional items that are useful. Unlike with "Codename 47" you do not
purchase weapons in this game. You acquire weapons through the missions you
complete.
To keep a weapon you find you must have it with you when you complete a
mission. They will then be available to you within your Tool Shed along with
appropriate ammo. You can then use these weapons on new missions and on
replays of previous levels.
In the major chapters of the game you will often go into the next mission
instead of going back to the Tool Shed. You can go back to the Tool Shed
after completion of the last mission of the chapter. When you go into a
mission instead of going back to the Tool Shed then you will bring any
weapons that you have acquired along the way including any large weapons such
as the SVD Sniper.
You can drop any weapon you acquired in the previous mission in the next one.
Since you had it with you when you left the previous mission then it is
permanently added to your weapons collection and you can leave it behind
without penalty.
However, by dropping any weapon, even those you bring with you from the Tool
Shed, like the 9mm Pistol, then it will *NOT* be in your Inventory Menu when
you begin the next mission in the chapter (but it will still be available in
the Tool Shed when you are allowed to return).
In the case of the Anaesthetic if you use up all of your doses in the
previous mission then you will have only one dose to use in the next. This
can be annoying if you need to use two doses in the upcoming mission.
In addition, you can acquire three weapons by earning Silent Assassin
ratings. Also, there are a couple of weapons and items that you will always
carry with you regardless. You can get more information on a weapon by
opening the Inventory Menu.
Although you can find clips of ammo to use on various weapons during the
course of a mission you can also refill your ammo by picking up a weapon of
the same type. If you have a 9mm Pistol then you can add to your ammo by
picking up another 9mm Pistol or 9mm Pistol SD.
You can also increase the ammo for a weapon even if you pick up different
weapon as long it is in the same class. For example, you can increase the
ammo for the 9mm Pistol by picking up .54 Pistol since it is also a pistol
and they share the same ammo.
Finally, if you own the Xbox 360 or PS3 versions then you can earn multiple
Accomplishments for collecting all of the weapons in the game.
The information on each weapon and item is broken down as follows (if
applicable):
--Missions: What missions the weapon appears in.
--Based on: What real life weapon this is based on.
--Magazine Capacity: How many rounds the magazine of the weapon holds.
--Maximum Ammo: The maximum amount of ammunition the weapon can hold.
--Uses: What type of ammo the weapon uses.
--Notes: Information on the weapon or item.
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Melee Weapons
*************
These weapons are the most silent weapons to use. However, you need to
get up behind a person for them to be most effective.
One annoying thing about most melee weapons is that they only work on
people. You can smack somebody upside the head with a Fire Axe but you
cannot break a simple window with it. When you try to break something
with a melee weapon all it will do is go through it. However, that can be
an advantage in certain situations.
++Anaesthetic
===========
Missions: "Tunnel Rat"
"Terminal Hospitality"
Notes: This non-lethal weapon is available from the beginning
although it can be found in a couple of missions. Basically
this weapon is a small bottle and a rag. As you prepare the
weapon then you will see 47 dab the rag with the Anaesthetic
then hold it above his head.
When you attack then you will put the rag over the victim's
mouth and pull him to the ground. Hold down the Fire Button
to continue to use the Anaesthetic.
Under the ammo counter you will see five small bottles. The
more bottles you use, the longer your victim stay
unconscious. You automatically stop when you use up all five
bottles.
You have a minimum of ten bottles broken into groups of five
thus giving you two full complete doses to use during a
mission. On some missions during your initial run-through
you can have a minimum of three full doses. On mission
replays you will start with no more than two full doses.
One disadvantage to this weapon is that it takes a long time
to bring out the weapon so you must take that into
consideration when trying to Sneak up on someone.
Another problem is that, even if you use a full dose on
someone, it will *NOT* keep them out for an entire mission.
You have about four to five minutes before the victim wakes
up so you must be quick in your work.
++Fiber Wire
==========
Notes: This is a specially made weapon using a very strong fiber
wire. Its main use is to strangulate your victim from
behind.
The best feature about this weapon is that, because you are
strangulating your victim, he will not make any noise as you
are attacking him. Another feature is that it will not
trigger metal detectors.
This weapon is available from the beginning and will always
be taken with you so you will always have a weapon to use.
The main drawback to using this weapon is that it takes time
to kill your victim during which you are vulnerable to being
seen.
++Kitchen Knife
=============
Missions: "Anathema"
"Invitation To a Party"
Notes: This is a large kitchen knife which is available from the
beginning. Its main use is to quickly and quietly stab
someone or slit their throat.
In real life slitting a throat will leave behind quite a
mess as your victim bleeds out all over the place. However,
this isn't an issue as your victim just drops bloodlessly to
the ground.
This is a good up-close weapon because you can quickly kill
a person and Holster the weapon before anybody can become
suspicious. Another thing to note about the use of the Knife
is the attack movements you make when using it.
When you press the Attack button then you will stab forward.
Press it again and you will do an arching clockwise
backhand. Do it a third time and you will do a right hook
with the weapon. Do it a fourth time and you will stab
forward again. This particular information is useful on one
mission.
++Combat Knife
============
Missions: "Tubeway Torpedo"
Notes: This is a smaller combat specific knife that is used exactly
the same way as the Kitchen Knife.
++Scalpel
=======
Missions: "Terminal Hospitality"
Notes: This is a standard surgical blade that behaves like a knife.
However, I think it is a quieter weapon to use when slashing
throats so you may want to bring this as an alternative to
the Fiber Wire.
++Golf Club
=========
Missions: "Anathema"
Notes: Just a regular golf club. Mainly used to bash in somebody's
head but not a very effective weapon overall. Also cannot be
concealed.
++Katana Sword
============
Missions: "Hidden Valley"
"At The Gates"
"Shogun Showdown"
Notes: A large Japanese style sword. A decent melee weapon that is
used like the Fire Axe but cannot be concealed. Also looks
damn good when displayed on the wall.
++Fire Axe
========
Missions: "Basement Killing"
Notes: A large axe used by firemen. A fairly effective weapon but,
like the previous two weapons listed, cannot be concealed.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Pistols
*******
These easily concealable weapons can take down people from a distance.
However, most of them tend to make a lot of noise which will attract
unwanted attention.
++Silverballer .45 (Baller)
=========================
Based on: .45 ACP Colt M1911.
Magazine Capacity: 7 rounds.
Maximum Ammo: 91 rounds.
Uses .45 ACP.
Notes: This semi-automatic pistol packs a punch but has a small
magazine. This weapon is always dual wielded. This also
means that when you fire once you will use two shots.
Because of the power of this weapon you can cause bodies to
go flying. This can cause problems if you knock the body
into the view of a Guard.
This weapon is considered the signature handgun of the
"Hitman" series and is available from the beginning.
++Silverballer .45 Suppressed (Ballers SD)
========================================
Notes: This is the exact same weapon as above but silenced. You
acquire this weapon when you earn your first Silent Assassin
rating.
++9mm Pistol
==========
Missions: "Anathema"
"St. Petersburg Stakeout"
"Kirov Park Meeting"
"Tubeway Torpedo"
"Invitation to a Party"
"Tracking Hayamoto"
"The Graveyard Shift"
"The Jacuzzi Job"
"Murder at the Bazaar"
"Temple City Ambush"
"The Death of Hannelore"
"Redemption at Gontranno"
Based on: Beretta 92FS.
Magazine Capacity: 15 rounds.
Maximum Ammo: 105 rounds.
Uses: Pistol Ammo.
Notes: This very common weapon has a much larger magazine than the
Baller. It is also more accurate, uses one bullet instead of
two, and won't cause bodies to fly around when you kill
somebody. This weapon also sounds a little less loud as
well.
++9mm Pistol SD
=============
Missions: "Anathema"
"Kirov Park Meeting"
"Invitation to a Party"
"The Graveyard Shift"
"Temple City Ambush"
"The Death of Hannelore"
Notes: This is the exact same weapon as the 9mm Pistol but is
silenced. This is easily the best pistol to bring with you
because of its accuracy, silence, and that the un-silenced
version can be found in most missions. In addition, you are
given this weapon automatically when you start the mission
"Anathema".
++Deagle .50 (Deagle)
===================
Missions: "Anathema"
"Tubeway Torpedo"
"Shogun Showdown"
"Tunnel Rat"
"Temple City Ambush"
"Terminal Hospitality"
"St. Petersburg Revisited"
Based on: Desert Eagle Mark XIX.
Magazine Capacity: 8 rounds.
Maximum Ammo: 112 rounds.
Uses: Mag. Ammo.
Notes: This gun has the largest caliber of ammunition of all of the
handguns making it very powerful. Unfortunately, it also
makes it very loud and you will attract unwanted guests in
hurry. And it has a nasty kick which makes it hard to
accurately fire off a quick burst of rounds.
++Stub-Nosed .357 Revolver (Revolver)
===================================
Missions: "Anathema"
"The Jacuzzi Job"
"Murder at the Bazaar"
"Temple City Ambush"
Based on: Snub-Nose Colt Python.
Magazine Capacity: 6 rounds.
Maximum Ammo: 102 rounds.
Uses: Mag. Ammo.
Notes: A small easily concealable handgun that packs quite a punch
in close quarters.
++5.45mm Pistol (.54 Pistol)
==========================
Missions: "St. Petersburg Stakeout"
"Invitation to a Party"
Based on: KBP PSM.
Magazine Capacity: 10 rounds.
Maximum Ammo: 106 rounds.
Uses: Pistol Ammo.
Notes: A small Russian service pistol. Likely about the same power
as the 9mm Pistol but sounds a little less loud.
++.22 Suppressed (.22 SD)
=======================
Missions: "Shogun Showdown"
Based on: Ruger MK II.
Magazine Capacity: 10 rounds.
Maximum Ammo: 96 rounds.
Uses: .22 Ammo.
Notes: A rather unusual handgun. A small caliber pistol with a
built-in silencer. But it is also made out of materials that
won't set off metal detectors. Not very powerful, or even
accurate from medium to long distance, but it does make for
an interesting addition to your weapons collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Sub-Machine Guns
****************
These easily concealable weapons can clear out an area of bad guys in a
hurry.
++Uzi 9mm (Uzi)
=============
Missions: "Terminal Hospitality"
Based on: IMI Uzi.
Magazine Capacity: 30 rounds.
Maximum Ammo: 150 rounds.
Uses: SMG Ammo.
Notes: This weapon has a decent rate of fire but tends to be
inaccurate at anything beyond medium distance. Short,
controlled bursts will help you to conserve ammo.
++Sub Machine Gun (SMG)
=====================
Missions: "Invitation to a Party"
"Tracking Hayamoto"
"Temple City Ambush"
"Terminal Hospitality"
"Redemption at Gontranno"
Based on: Heckler & Koch MP5.
Magazine Capacity: 30 rounds.
Maximum Ammo: 180 rounds.
Uses: SMG Ammo.
Notes: This weapon is better than the Uzi because it is more
accurate and has a better rate of fire.
++Silenced SMG (SMG-SD6)
======================
Missions: "Hidden Valley"
"At The Gates"
"Shogun Showdown"
"Temple City Ambush"
Notes: This weapon is exact same weapon as the SMG but it is
silenced. However, because of the silencer, this weapon
cannot be concealed.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Assault Rifles
**************
These large machine guns will be useful in medium to long distance
firefights but cannot be concealed. Care must be taken when carrying
these things around lest you blow your cover (unless you are properly
disguised).
++AK Assault Rifle (AK)
=====================
Missions: "St. Petersburg Stakeout"
"Kirov Park Meeting"
"Tubeway Torpedo"
"Murder at the Bazaar"
"The Motorcade Interception"
"Tunnel Rat"
"The Death of Hannelore"
"Terminal Hospitality"
Based on: Kalashnikov AKS-74U.
Magazine Capacity: 30 rounds.
Maximum Ammo: 120 rounds.
Uses: 5.56mm Ammo.
Notes: This Russian made weapon is by far the most popular weapon
in the world owing to the fact that it is the most rugged,
durable, and reliable machine gun of its kind. However, the
loose tolerances that allow the weapon to be so durable also
makes it inaccurate at long distances.
++M4 Rifle (M4)
=============
Missions: "The Motorcade Interception"
Based on: Colt M4A1.
Magazine Capacity: 30 rounds.
Maximum Ammo: 120 rounds.
Uses: 5.56mm Ammo.
Notes: Although this weapon appears in one mission the best way to
acquire it is to earn a Silent Assassin rating on all four
of the St. Petersburg missions:
--"St. Petersburg Stakeout"
--"Kirov Park Meeting"
--"Tubeway Torpedo"
--"Invitation to a Party"
This assault rifle is a better machine gun than the AK due
to a faster rate of fire and much higher accuracy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Shotguns
********
These weapons are very powerful in close combat situations. However, they
are very noisy, weak in medium to long range combat, and cannot be
concealed (except for one). Generally I tend to stay away from these
weapons for those reasons.
++Double-Barreled Shotgun (Shotgun)
=================================
Missions: "Anathema"
Based on: Savage/Stevens 311A.
Magazine Capacity: 2 rounds.
Maximum Ammo: 22 rounds.
Uses: Shotgun Ammo.
Notes: This large double barreled weapon can fire off two quick
shots before reloading. But reloading takes valuable time
which can be crucial in a firefight.
++Sawn-Off Shotgun (Sawn-Off)
===========================
Notes: This is the exact same weapon as above except that it has
most of the barrels sawn off thus allowing you to conceal
it. You acquire this weapon when you earn your second Silent
Assassin rating.
++SP12 Shotgun (SP12)
===================
Missions: "Temple City Ambush"
"St. Petersburg Revisited"
"Redemption at Gontranno"
Based on: Franchi SPAS-12.
Magazine Capacity: 8 rounds.
Maximum Ammo: 28 rounds.
Uses: Shotgun Ammo.
Notes: This weapon is the precursor of the more famous S.P.A.S 12
shotgun featured in games like "Grand Theft Auto: Vice
City". Packs the same punch as the above weapons but has the
distinct advantage of being able to fire multiple rounds
before reloading. Speaking of reloading, it is the fastest
reloader of the three Shotguns.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Sniper Rifles
*************
These weapons are used to kill people from long distance. They are best
used when way out of sight distance so you don't get discovered when
taking down someone.
To use a Sniper Rifle press the Fire button to bring up the scope then
use the D-Pad or Mousewheel to go through the three levels of zoom. Then
press Fire again to fire the weapon. You will notice that your scope will
bob up and down. The more you sit still, the more it will stabilize. This
is important to know so you can make a good shot at someones head.
It is also important to know that you can shoot through more than one
target with most of these weapons. In addition, all of these weapons
appear to have the same range of effectiveness. Finally, when you do a
mission replay with a Sniper Rifle then you will be given a full clip of
ammo. However, the amount of the ammo will vary depending on the weapon.
For example, if you bring the Crossbow or W2000 Sniper then you will be
given only one round in addition to the one already in the chamber. If
you bring either the SVD Sniper or the Custom Rifle then you will be
given more ammo.
++Hunting Crossbow (Crossbow)
===========================
Missions: "Hidden Valley"
Magazine Capacity: 1 round.
Maximum Ammo: 33 rounds.
Uses: Crossbow Bolts.
Notes: This is not a Sniper Rifle per se but it works exactly as
one. Because there is no muzzle flash, and therefore no
noise, it is the most silent ranged weapon in the game.
However, you need to shoot the target in the head to make it
a one shot kill otherwise you will just piss him off. This
is because you are using arrows which is less damaging
unless you hit the target in the appropriate spot.
In addition, it takes a long time to reload which makes you
very vulnerable. And, finally, it is the largest weapon in
the game which makes it very hard to go around un-noticed.
++R93 Sniper
==========
Missions: "Anathema"
"Temple City Ambush"
"Terminal Hospitality"
Based on: Blaser R93 LRS2.
Magazine Capacity: 6 rounds.
Maximum Ammo: 36 rounds.
Uses: Sniper Ammo.
Notes: This is a basic rifle that has a six round magazine.
++SVD Sniper
==========
Missions: "St. Petersburg Stakeout"
"Kirov Park Meeting"
"Murder at the Bazaar"
"St. Petersburg Revisited"
"Redemption at Gontranno"
Based on: SVD Dragunov.
Magazine Capacity: 10 rounds.
Maximum Ammo: 40 rounds.
Uses: Sniper Ammo.
Notes: This Russian made rifle has a larger magazine than the R93
Sniper.
++MI95 Sniper (MI95)
==================
Missions: "The Motorcade Interception"
Based on: Barrett M95.
Magazine Capacity: 6 rounds.
Maximum Ammo: 26 rounds.
Uses: .50 Cal Ammo.
Notes: This is considered one of the most powerful Sniper Rifles in
the world. It is capable of shooting through engine blocks
of vehicles which can disable them. Imagine what this can do
to a human target.
++W2000 Sniper (W2000 Rifle)
==========================
Missions: "Invitation to a Party"
"St. Petersburg Revisited"
Based on: Walther WA2000 Sniper.
Magazine Capacity: 1 round.
Maximum Ammo: 31 rounds.
Uses: Sniper Ammo.
Notes: Only 176 of these rifles were ever made because it was too
expensive to achieve widespread sales of the weapon. This
makes it a rare and valuable collectable.
This weapon has been weakened a bit from the one used in
"Codename 47" in that you can only fire one shot at a time
before reloading. This weapon is considered the signature
Sniper Rifle of the "Hitman" games.
++W2000 Custom Sniper (Custom Rifle)
==================================
Missions: "Hidden Valley"
"At the Gates"
"Redemption at Gontranno"
Notes: This is the exact same weapon as above except that it has a
multi round magazine, a larger scope, and a silencer.
Considering that the game says that only a few of these
rifles exist and that the W2000 is already rare one has to
wonder how the bad guys managed to get so many of them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Heavy Weapons
*************
++M60 Light MG (M60)
==================
Missions: "The Motorcade Interception"
"Tunnel Rat"
Based on: M60E3.
Magazine Capacity: 100 rounds.
Maximum Ammo: 300 rounds.
Uses: MG Ammo.
Notes: The M60 is a very powerful belt fed large machine gun that
normally is handled by two people - one to fire and one to
handle the ammo belt.
However, in this game, you handle it just like any machine
gun. It is about as accurate than the M4 and is certainly
more powerful although it has a slower rate of fire than an
assault rifle.
The only major drawback to this weapon is that it is pretty
loud so expect more Guards to come calling if you use it.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Mission Specific Weapons and Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter are the weapons and equipment that only appear in certain
missions:
>>Car Bomb
********
Used during: "Kirov Park Meeting".
Notes: This is a bomb that is planted on a vehicle and will be
detonated when it is started.
>>Phone and Pager
***************
Used during: "Tubeway Torpedo".
Notes: This is used to lure somebody. You drop the Pager somewhere and
you use the Phone to call it and whoever listens to the Pager
will come to it to find out where the noise is coming from.
>>Mini-Bomb and Bomb Remote
*************************
Used during: "Tubeway Torpedo".
Notes: This is a bomb that is remote detonated. It is not very big but is
powerful enough to blow open a hole in a wall.
>>Transmitter
***********
Used during: "Tracking Hayamoto".
Notes: It is a very tiny device that can be used to track someone.
>>Bomb and Bomb Remote
********************
Used during: "Shogun Showdown".
Notes: This is just like the one you used in "Tubeway Torpedo" but packs
a much bigger bang.
>>Hacking Device
**************
Used during: "The Graveyard Shift".
Notes: This is used to help break into somebody's computer.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Standard Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
In this sub-chapter are the standard equipment that can be useful in most
situations:
>>Lockpick
********
This item is a permanent part of your inventory and will allow you to
open most locked doors and gates. More details later in the guide.
>>Binoculars
**********
This item is a permanent part of your inventory and will allow you to
scope out areas before proceeding. When activated then you use the Up and
Down buttons to zoom in and out.
>>Nightvision Goggles
*******************
This will allow you to see in the dark but your view is pretty
restricted. It is like walking around while looking through a sniper
scope. This item is found on some missions.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN9. The Main Screen |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Your Main Screen is where all of the action in "Silent Assassin" take place.
In the center of your screen is Agent 47. You use the joypad (PS2, PS3, Xbox,
Xbox 360, GameCube) or keyboard/mouse - Xpadder/joypad (PC) to move him
around and manipulate the Camera.
In the upper left corner of the Main Screen is where your Health Bar (which
shows your current health), the Threat Meter (which shows your stress level),
and the Compass is displayed. When you are near certain objects, like doors
and other items, then your available actions are displayed just to the right
of the Health/Threat Meter.
In the upper right corner of the Main Screen is where your current weapon,
and ammo, will be displayed. When you have a weapon in your hand then you
will also see a Crosshair. In the lower left corner of the screen is where
information will be displayed when certain events occur.
Now for a breakdown of some of these displays.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN10. Health Bar/Threat Meter and Available Actions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The Health Bar represents your available health. It will go red when it gets
low and when it disappears then you will die.
You will get hurt when you are shot, hit, or fall from a great length. The
amount of health depleted depends on what weapon is being fired at you and
what part of your body is being hit. Being hit in the head or anywhere with a
powerful weapon will greatly damage or kill you outright.
The Threat Meter represents how much stress you have when close to Guards or
your Target. When it flashes red then you are considered to be in danger.
This usually happens when you are near Guards and the longer you stay around
them then the greater the chance that you will be discovered and attacked.
Moving away from the Guard or Target will allow it to decrease without losing
your cover.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Available Actions is a context sensitive list that appears when near certain
objects that can be manipulated or picked up. When only one action is
displayed then press the Action button to perform it. If more than one action
is displayed then hold down the Action button and scroll up and down the list
then release the Action button to perform it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN11. The Map |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is the most important tool that you have to help you in your missions.
It displays everything in real time (except at harder difficulty levels) on
every level of a Map. You will also see how everyone moves which will be
extremely useful in planning your attacks. There are multiple icons you will
see on your Map:
>>Green (Pulsing)
***************
This is your current position.
>>Red (Pulsing)
*************
This is your current Target. There can be more than one.
>>Orange
******
This is an enemy. These are usually Guards.
>>Dark Green
**********
These are innocent Civilians. They are harmless but if they see you doing
something suspicious then they will go to a nearby Guard to inform them
of it.
>>Blue
****
These are Police. They are pretty much the same as a regular enemy.
>>White
*****
This is a V.I.P. This person usually needs to be protected but not
always.
A pulsing yellow "!" symbol is known as a Point of Interest. These marked
places either contain a potentially useful item or is a place where you can
do a specific action. A red pulsing glyph symbol is known as an Agency
Pickup. This is where you can find items that the Agency has left for you to
use on the mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN12. The Inventory Menu |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
To use any weapon or item you must first bring up the Inventory Menu which
will also serve as a pause screen. Select the item or weapon you wish to use
and Equip it to bring out the item and leave the menu.
If you are using a weapon then you can Holster it by using the Holster
button. One thing to note about "Silent Assassin" is that if you press the
Holster button again after holstering your weapon then you will bring out the
same weapon again.
This will allow you quickly bring out a specific weapon for a quick attack.
Bringing out a weapon and quickly holstering it for an attack later in the
mission is known as "Prepping" the weapon. The only weapon that cannot be
quickly used this way is the Anaesthetic.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN13. Lockpicking |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One particular action you can do in "Silent Assassin" is to pick open most
locked doors. One of the items you have in your inventory is the Lockpick.
When you get to a locked door then you will see the option to Pick Lock.
Select it and Agent 47 will begin to Pick the Lock.
However, this takes time during which you risk being seen, and/or possibly
heard, by a nearby Guard. One common trick to speed this process up is to
switch to your Map while you are picking the lock. But this only works about
half the time.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN14. Observing Your Surroundings |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As you go about the mission then you will see both Guards and Civilians move
about the area. The most important thing to know about this game, as well as
the other "Hitman" games, is that everybody, Guards and Civilians alike, move
in very specific patterns but sometimes at random.
It is very important to note these patterns as it can make the difference
between success and failure. When you first play a mission then it is best to
take your time and observe everything so you can get the feel of how
everybody moves before doing anything of importance.
If any Civilian sees you doing something out of the ordinary, like moving a
body, then that person will become alarmed and go to alert the Guards or
Police.
Placing yourself in the exact spot in the patrol pattern of a Guard can make
it much easier to take him down without fuss and where you don't need to move
the body (or be much closer to a place where you can drag him). Or waiting
for the precise moment when a Civilian goes around a corner so you can take
down a Guard without being seen.
As already mentioned, the game does tend to be pretty random at times which
goes into the next chapter.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN15. Randomness and Freezing Characters |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
One of the more aggravating things about this game is that it can get very
random at times which can affect your ability to get a good score or even
successful completion. Most Guards and Civilians move in very predictable and
easily timed patterns. But some of them have more than one pattern (with a
common start/stop point) and the amount of time that person stops at any
given point is also random.
In addition, when you start a mission, that person may even start randomly
which may seriously affect the timing you may need to rely on to successfully
complete a mission. Sometimes they may even get run over by vehicles which
can mess up things further.
As you can imagine this can make things very frustrating at times when
playing through certain missions. In this guide you will see a Randomness
rating in each mission. This will tell you how bad the randomness can get and
what to expect.
Sometimes, at random, a patrolling Guard or Civilian will get stuck at the
end of his patrol route. Depending on who and where the person gets stuck
this can be good or bad. Most of the time this can be a good thing since it
makes it easier for you to either avoid or attack this person because they
are standing still. Take advantage of these situations when they occur.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN16. Different Ways of Moving About |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In "Silent Assassin" the Guards are more alert when they see you running
about. This is a change from the previous game, "Codename 47", in which the
Guards didn't care about you running around. There are instances that you may
want to move faster but can't be seen running or you will risk being
discovered. There are a couple of methods that you can use to help speed
yourself up:
>>Tap Running
***********
This is a pretty common way to move faster. Basically you briefly tap
the Run Button or flick the Left Analog Stick forward about every half
second or so. You will have a funny kind of walk, kind of like a
goosestep, but you will move forward a bit faster.
>>Sliding
*******
This is something I found on my own years ago. What you do is rapidly
flick your Left Analog Stick forward (if you are on the PC (with Xpadder)
and PS2, PS3, and Xbox 360 versions you have to hold down the Run Button
too).
What should happen is that you will move forward but you will also look
like you are frozen in what appears to be a falling backwards motion
that looks like you're sliding hence the name.
The thing about this is that, if executed correctly, then you will move
as fast as running but the game will count it as a walk. Thus you can
slide past Guards without suspicion because the game thinks that you are
walking when you are actually not.
In addition, there is also one additional way to move slower:
>>Nudging
*******
This method involves moving yourself incrementally without going into
Sneak Mode. Quickly nudge the Left Analog Stick and you can move a few
pixels forward even though it looks like you are standing still. This is
beneficial to quickly get closer to something without risking getting
caught.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN17. Distracting Guards |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The thing about running is that it also makes noise which can attract Guards
and spook Civilians. This is usually a bad thing but you can also use this to
your advantage.
If you want a Guard to look in a specific direction so you can do something
else in the area you want him to look away from then run in a tight circle in
the direction you want him to look at. This will get him turned in that
direction therefore distracting him and making your task easier.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN18. Sneaking and Melee Attacks |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The overall goal of a given mission is to get close to your Target and kill
him with little fanfare as possible.
There are situations where you need to quietly dispose of someone that may
get in your way later. The quietest way to get rid of someone is to get
behind him and then use the Knife/Fiber Wire to take him down. If you do not
wish to kill him then use your Anaesthetic.
Entering Sneak Mode, which will make you crouch, will allow you to move about
slowly and silently. If you walk or run to a potential victim with your
weapon drawn then he may turn around before you can attack him and things can
go seriously wrong from there.
During the course of the guide you will see four specific Melee Attack words:
Sedate, Knife, Wire, and Slash. They pertain to certain methods of Melee
Attacks:
>>Sedate
******
This is the melee attack method I use as it will allow for the best
possible score. Below are the moves involved in the method:
--Get close behind a STATIONARY target.
--Bring out your ANAESTHETIC.
--Enter Sneak Mode and creep up on your target.
--Attack your victim and use a complete dose (all five bottles).
It should be noted that if you are creeping up on your victim then hold
down the Attack Button so the moment you get into range then you will
automatically attack.
>>Knife or Wire
*************
This is if you wish to kill a target with either a Knife or Fiber Wire.
It uses the same moves as the Sedate method described above.
>>Slash
*****
This method also involves the Knife but this is done with a MOVING
target such as a patrolling Guard. Get up right against his backside and
walk with him then quickly pull out the weapon and attack before he can
make any noise then immediately Holster the Knife.
Another type of melee attack that you can do is Pistolwhipping. When you have
a gun drawn and you are very close to somebody then you can smack them in the
head with it. Civilians will go down in one hit and Guards in two. However,
your victim will only stay down for a few seconds before getting up.
One interesting thing to note - when you Pistolwhip a Guard then he will drop
his weapon. If you pick up the weapon then you will effectively disarm him
and he will run about scared like a Civilian when he gets back up.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN19. The Red Crosshair (Console Versions Only) |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you pull out a weapon then you will bring up a Crosshair. When the
Crosshair is placed on a person then it will turn red. But the Crosshair will
turn red even if the person is behind a wall or other obstacle. This can be
very useful when trying to track someone. I will refer to the Red Crosshair
frequently during the course of this guide.
It is *VERY* important to point out is that this doesn't exist on the PC
version.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN20. Rampaging |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Every so often you will see me talk about Rampaging. This means basically
going through a mission and killing most, if not, everybody in it. Although
this ruins your score it can be beneficial in that it will allow for easier
acquisition of certain weapons and to blow through difficult missions just to
get them out of the way. You can always go back and clean up your score later
if you wish to do so.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN21. 45-Degree Door Trick |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This particular trick, also called the 45-Degree Door Grab, allows you to use
the door as a kind of shield when attacking someone. Basically what you do is
stand by a door in such a way that when a Guard opens it it will only open
partway because you are in the way. However, he will not see you.
But you can still go through the door and be able to attack him either by
Sedating him or Killing him with a melee weapon (depending on how you
position yourself in relation to the Guard).
If you plan to Kill the person then stand against the door while facing it.
When the person tries to open the door then it won't open because you are
blocking it. Then sidestep little by little to the right or left (depending
on the door) until until you get enough of the weapon through the door to
kill him.
If you plan to Sedate the person then stand against the door with your back
to it. Then you pretty much do the same thing until enough of the person gets
through the door to Sedate him. It is important to note that when trying to
Sedate someone this way you will also risk having them disappear on you when
you complete your attack.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN22. Disappearing Bodies |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is an annoying bug that can sometimes occur when Sedating someone
because most of the time you need something from the sleeping person, like
clothes or an item. And this will often force you to restart.
Sometimes when you try to Sedate someone through a door using the above trick
then the person you are attacking gets separated from you as the door opens
even though you are making a successful attack. And this increases the chance
that the body will disappear.
If you wish to use this trick for Sedating someone then do it against a
person you don't need anything from so that if the body disappears then it
won't cause a problem to you.
A side benefit to having a body disappear is that they will also disappear
from the Map. However, they are still in the game - they're just trapped in
some kind of limbo. On some missions you can drop people into the water after
Sedating them to make them disappear and trap them there.
The good thing about disappearing bodies is that they aren't dead and
therefore it doesn't count as a Kill which is good for those trying for
Silent and Perfect Assassin ratings.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN23. Dragging Bodies |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After Killing or Sedating your victim then you should drag him to a secluded
area so he isn't found by other Guards and Civilians. To drag a body you need
to be close enough to the body to get the action to appear in the Action
Window then select Drag Body.
At this point you will grab the body and start to drag it behind you. This
will slow you down a lot and you will risk being seen. So it is important to
either Kill/Sedate him near a place where you can hide the body or
Kill/Sedate him in a secluded area so you don't have to drag the body at all.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN24. Disguises and Subterfuge |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In most missions you will need to get a disguise to enter restricted access
areas and get close to your Target. Usually this is done by killing or
knocking out a Guard and taking his clothes. As long as you do not do
anything out of the ordinary then you will be seen as a Guard or somebody
that is supposed to be there and you can move freely about.
If any other Guards see the body of the dead or sleeping Guard you switched
clothes with then they will become suspicious and will start looking for
somebody dressed as that person (meaning: you). They will also become
suspicious when the Guard you took the clothes from wakes up. Depending on
where you are when the sleeping Guard awakens then this may cause serious
problems (ie: Psychic Guards - next chapter).
If you Sedated a Guard and he wakes up then he will look around for a bit
before returning to his patrol route even if he is almost naked. You may even
be able to get close to him without incident even though you are wearing his
uniform. But not always. If you and the naked Guard/Civilian are in the same
area with some Guards then your cover will be blown and you will be attacked.
If you took the Guard's weapon while he is asleep then you will disarm him.
When he awakens then he will resume his patrol without it regardless of
whether or not you took his Outfit. However, if you get close to him,
regardless of what disguise you are in, then he will either run from you like
a scared Civilian or freeze in place and look around in a panic.
It is important to note that encountering the awakened, naked, and disarmed
Guard will also count as a Close Encounter on your stats regardless of the
fact that he can do no harm to you. In addition, having him run around like a
frightened chicken may cause problems later in the mission. So it may be best
not to take his weapon unless you plan to be far enough away from him by the
time he wakes up.
Sometimes you will see Guards with weapons drawn. You can do the same but
only if the weapon is similar to the weapons the other Guards are carrying.
You can also safely attack people with firearms as long as you are isolated
with your victim. If you are seen attacking someone then your cover will be
blown.
One nice trick while changing clothes - if you quickly switch to your Map and
back you will be immediately dressed.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN25. The Psychic Guard Phenomena |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There are instances that you will Sedate a Guard for his Outfit instead of
Killing him for it. And when that Guard wakes up then you will get a warning
about the Guards looking for a suspicious Guard. And, on some missions, you
will be instantly attacked by the other Guards regardless of how isolated you
are from them and even if you are wearing a completely different Outfit.
This is known as a Psychic Guard attack. It's as though they instantly became
psychic and know exactly who you are and where you are at even if you haven't
been seen by them before. If this has ever happened to you then you know how
lousy this can be. Thankfully, most missions don't have this issue. But I've
figured out how this works and how to get around it.
Either the Guards have some sort of "invisible field" that goes around them
(kind of like The Force) or that the area they are in are zoned or a
combination of both. If you are close enough to them or in the correct zone
when the warning comes up then you will be immediately attacked. If you are
far enough away then you will *NOT* be attacked when the warning is issued.
Furthermore, you will only be attacked at the time the warning comes up - not
before and, most importantly, not after.
So, what you need to do when you Sedate a Guard for his Outfit is, after
Sedation and Changing Clothes, get as far away from the Guards as possible
and wait for the sleeping Guard to wake up. Then wait for the warning to come
up and disappear before proceeding through the rest of the mission safely.
It should be noted that the warning is issued shortly after the Guard wakes
up regardless of whether he is on the Map or not. If you took an Outfit from
a Civilian then he will have to run to a Guard to have a warning issued.
Listed below are the missions that I have positively identified as having
Psychic Guards:
--"St. Petersburg Stakeout"
--"Shogun Showdown"
--"The Graveyard Shift"
--"The Jacuzzi Job"
--"The Death of Hannelore"
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN26. Your Rating |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
At the end of each mission you will be given a rating. It is broken down into
multiple categories:
>>Shots Fired
***********
This is the number of shots you fired with a gun or rifle.
>>Close Encounters
****************
This is how many times you blew your cover or spooked a Civilian. Maxing
out your Threat Meter, even if the music changes to something more
ominous, doesn't count as a Close Encounter unless it results in a blown
cover. If you alert someone while you are Sedating them then it will
count as a Close Encounter even if that person remains asleep through the
rest of the mission.
>>Head Shots
**********
This is how many head shots you acquired if you fired a weapon at
somebody.
>>Alerts
******
This is how many times you alerted Guards during the mission. Below is
what constitutes as an Alert:
--Blowing your cover.
--Shooting at somebody.
--Alarming a Civilian who will run to the Guards.
--When a body is found by the Guards. What's annoying about this is
that, even if you didn't kill that person, it will still count
against you.
This is what does *NOT* count as an Alert:
--"Guards looking for a suspicious Guard" warning when a Sedated Guard
wakes up.
--Alarming Guards. To me Alarming and Alerting are kind of the same
thing but mean different things here.
>>Enemies/Innocents Killed/Harmed
*******************************
This lists how many Enemies and Innocents killed and harmed. To harm a
person you need to shoot and wound him but not kill him.
>>Difficulty/Saves
****************
The difficulty level you are on and how many in-mission saves you used
for this mission.
>>Stealth
*******
This blue line indicates how stealthy you were. The more stealthy you
were, the longer this line becomes.
>>Aggression
**********
This red line indicates how much you killed, especially with guns. The
more you kill, the longer this line becomes.
>>Rating
******
This tells you your overall mission rating. You can go from Mass
Murderer to Silent Assassin which is the best rating.
>>Time
****
This tells you how much time you took.
At the bottom you will see Overall. This will tell you what your overall
rating for the entire game.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN27. Game Saving, Continuing, and Replaying Missions |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After looking over your rating then Continue to move forward. You can save
your progress and go either to your Tool Shed or onto the next mission
depending on what chapter you are on.
On both the Xbox and PC versions the game will automatically make a game save
at the end of every mission. On all the other versions you are asked whether
or not you want to save the game. Any weapon you acquired during a mission
will be permanently added to your collection for your Tool Shed.
When you go back to your laptop in the Garden Shed or Quit and Start a
Current Game then you can replay a previously completed mission to improve
your rating for that mission or to acquire more weapons.
When replaying a mission then you can use any weapon you have acquired to
that point. This will allow you to try new tactics or to just have some fun
rampaging through a mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN28. Xbox 360 and PS3 Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this chapter are all of the Accomplishments that can be acquired
for the Xbox 360 and PS3 versions of "Silent Assassin".
Now, for the sake of terminology and to lessen confusion within this guide,
Accomplishments are what are known as Achievements on the Xbox 360 version
and Trophies on the PS3 version. To those who do not know, Achievements and
Trophies can be considered a different kind of scoring system. Each Xbox 360
game has 1000 Achievement Points that can be obtained.
However, the PS3 Trophies do not have a point system attached to them
although the numbers of Trophies attained can be considered a way of keeping
score (as well as add some kind of experience points in the PlayStation
Network system). In addition, the Trophies are split into Bronze, Silver,
Gold, and Platinum classes.
Some Accomplishments can be acquired by simply playing through the game.
Others can be obtained by doing certain objectives outside of normal
gameplay. To many gamers this adds to the replay value of each game and gives
them bragging rights on Xbox Live or PlayStation Network where these scores
are posted.
One annoyance to Accomplishments is that, depending on the game, they are
split between Single Player and Multiplayer modes. So, if you do not have the
necessary connections to get on-line, then you most likely cannot get into
multiplayer matches to obtain the Multiplayer Accomplishments.
Thankfully, "Silent Assassin" is *NOT* one of these split Achievement games
because it is strictly single player.
It is important to note that, on the Xbox 360 version, both "Silent Assassin"
and "Contracts" are on the same disc. Therefore they also share the
Achievements List and you can get a maximum of 500 GS for "Silent Assassin"
and 500 GS for "Contracts".
The Accomplishments listed are broken down into Visible, Secret, and PS3
Specific sections.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>1st Kill
********
Description: A successful kill has been performed.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>1st Mission Complete
********************
Description: You completed the first mission on any difficulty level.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>47 Kills in a Mission
*********************
Description: A mission has been completed with precisely 47 kills.
Xbox 360 Achievement Points: 45 GS.
PlayStation 3 Trophy Class: Gold.
Notes: The mission "Basement Killing" is the only place to do this since
there are more than 47 people in that mission.
>>5 Normal Silent Assassins
*************************
Description: 5 Silent Assassin ratings awarded on Normal difficulty.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
Notes: This, and the two other Accomplishments that follow are stackable.
What this means is that, for example, if you play on Expert
without playing Normal first and you get the "5 Expert Silent
Assassins" Accomplishment, then you will also get this one even
though you didn't play on Normal previously.
You can also acquire this Accomplishment, as well as the other
two, by playing one mission five times and earning the Silent
Assassin rating each time.
>>5 Expert Silent Assassins
*************************
Description: 5 Silent Assassin ratings awarded on the Expert difficulty.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>5 Professional Silent Assassins
*******************************
Description: 5 Silent Assassin ratings awarded on the Professional
difficulty.
Xbox 360 Achievement Points: 45 GS.
PlayStation 3 Trophy Class: Gold.
>>All Assault Rifles Collected
****************************
Description: All assault rifles collected and displayed in the Hideout.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>All Firearms Collected
**********************
Description: All firearms collected and displayed in the Hideout.
Xbox 360 Achievement Points: 45 GS.
PlayStation 3 Trophy Class: Gold.
Notes: Normally you will get this at the end of the game but you can get
this as early as the end of the mission "Terminal Hospitality". If
you collect the last weapon at "Redemption at Gontranno" then you
will need to reload the save after the game is completed and go
into "The Gontranno Sanctuary" to get it to pop up.
>>All Handguns Collected
**********************
Description: All hand guns collected and displayed in the Hideout.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>All Heavy Weapons Collected
***************************
Description: All heavy weapons collected and displayed in the Hideout.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>All Melee Weapons Collected
***************************
Description: All melee weapons collected and displayed in the Hideout.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>All Shotguns Collected
**********************
Description: All shotguns collected and displayed in the Hideout.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>All Sniper Rifles Collected
***************************
Description: All sniper rifles collected and displayed in the Hideout.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
Notes: Normally you will get this at the end of the game but you can get
this as early as the beginning of the mission "Tunnel Rat". If
you have all of the other rifles and collect the Custom Rifle at
"Redemption at Gontranno" then you will need to reload the save
after the game is completed and go into "The Gontranno Sanctuary"
to get it to pop up.
>>Expert Mode Complete
********************
Description: Completed Expert difficulty.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
Notes: The difficulty based Accomplishments are stackable but only if you
start at Professional instead of Expert.
>>Headshot
********
Description: A successful headshot has been performed.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
>>Killed the Wrong Guy
********************
Description: An innocent person has been killed.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Normal Mode Complete
********************
Description: Completed Normal difficulty.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Professional Mode Complete
**************************
Description: Completed Professional difficulty.
Xbox 360 Achievement Points: 45 GS.
PlayStation 3 Trophy Class: Gold.
>>Silent Assassin
***************
Description: A Silent Assassin rating has been awarded.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Call the Caddy
**************
Description: Killed 18 people using the Golf Club.
Xbox 360 Achievement Points: 45 GS.
PlayStation 3 Trophy Class: Gold.
Notes: You can do this little by little over the course of the game but
the best place to acquire this is in the mission "Basement
Killing". This is because if you're going for the "47 Kills in a
Mission" Accomplishment you can go after this at the same time.
>>Humanist
********
Description: Successfully used Anaesthetic.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>Jack the Ripper
***************
Description: Killed using all three knives: Scalpel, Kitchen and Combat
Knife.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>Redrum
******
Description: Killed using the Fire Axe.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
Notes: You can easily get this during the mission "Basement Killing".
>>Samurai Gaijin
**************
Description: Obtained a Katana from a ninja.
Xbox 360 Achievement Points: 15 GS.
PlayStation 3 Trophy Class: Silver.
Notes: You don't need to kill a ninja to acquire the sword. You can
easily get it from the Museum during the mission "Shogun
Showdown".
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. PS3 Specific Accomplishment |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Perfect Assassin
****************
Description: Unlock all Trophies.
PlayStation 3 Trophy Class: Platinum.
And now a brief explanation about Agent 47's employer.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN29. The International Contract Agency |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The ICA or The Agency, as it is often called, is the shadowy organization
that Agent 47 used to work for. Its main purpose is to carry out
assassinations. A powerful person, or government, who wants to take down
somebody without being connected to it will contact The Agency and an agent
will be assigned to a mission to carry out the contract.
However, sometimes there is more than just killing the Target. Most missions
often have several objectives beyond the assassination. Destruction or
retrieval of items and rescuing someone are some of the other objectives that
an agent may need to accomplish.
With that said, let's move on to the last chapter before the main body of the
guide.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN30. Mission Breakdown |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Each Mission listed is broken into several parts:
0=========0
| Overview \
0=======================================================>
A detailed overview of the mission.
0===================0
| Mission Objectives \
0=======================================================>
A general listing of your mission objectives.
0========0
| Weapons \
0=======================================================>
This is the listing of all of the collectible weapons you will find in the
mission. There will also be notes on acquiring them. This guide is designed
to help you obtain every weapon in the game even though there is no special
bonus for doing so.
Unless you're playing the Xbox 360 or PS3 versions of the game, that is.
These console versions have Achievements and Trophies attached to weapons
collecting and these acquisition strategies will allow you unlock them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
This is how much randomness that can be found in each mission. There is a
rating that is attached: None, Low, Medium, and High. I will also make
notes of how random the mission is and where it is most apparent. In
addition, I will note that best way to deal with it.
0==============0
| General Notes \
0=======================================================>
Some general notes about the entire mission that includes tips and
observations.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
This section goes over the entire mission Map and points out Points of
Interests (which I sometimes shorthand to "PoI"), Agency Pickups, and
Guard/Civilian placements.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
This is a general strategy that can be used on all three difficulty levels.
It is designed to limit Killing and still acquire a Silent Assassin rating.
There may also be alternate strategies included to successfully complete
missions.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
This is a strategy designed to acquire what is known as a Perfect Assassin
score. The Perfect Assassin term was coined by Jason and refers to having a
Silent Assassin rating with all zeros meaning no shots fired, no Alerts, no
Close Encounters, and no kills (except the Target).
Many missions will allow you to get a perfect score without too much
trouble, even at Expert and Professional difficulties although the Perfect
Assassin strategies in this guide are designed for Normal difficulty. It
should be noted that it is impossible to acquire a perfect score for the
entire game as there are two missions where you need to fire at least one
shot to progress through them.
0=====================0
| Standard/PA Strategy \
0=======================================================>
On some missions you can acquire a perfect score easily enough so that the
standard strategy also doubles as the Perfect Assassin strategy.
All of these strategies use just three weapons in your arsenal (outside of
the Fiber Wire which is a permanent part of your inventory):
>>9mm Pistol SD
*************
The most common handgun in the game is the 9mm Pistol so it makes
sense to use its silenced cousin so it won't be hard to get ammo if
you need to use it frequently.
>>Kitchen Knife
*************
You should have a bladed weapon for quick and silent disposal of
someone if you need to do so.
>>Anaesthetic
***********
This is the weapon you will be using the most as it will allow to
knock out somebody instead of Killing them so you can get the best
possible rating.
With that explained, I will now finally move on to the story.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS2. The Story Continues..... |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
As the story begins we see a pair of men investigating something inside a
large ship. One of them appears to be American and the other is Russian.
The American finds something important about the brother of the Russian.
Something about cloning. It appears that the Russian is the brother of
Arkadij Jegorov, one of Agent 47's "fathers" (and one of the men you had to
kill in "Codename 47").
They find information on where the cloning took place, a remote location in
Romania, and decide to go there. When they get there then they find the place
in shambles. They look over the surveillance tapes which show the carnage as
it happened. They are impressed by the speed of the person doing all of the
killing.
The American identifies the killer as Mr. 47 which amazes the Russian. The
American notes that there has not been any information on 47's movements
which may indicate that he is dead. But the Russian is skeptical and the both
of them decide to try to find Mr. 47 and make him work for them.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM1. Sicily |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
This is where the game actually starts and where Agent 47 has fled to after
the events of Romania that ended the first game, "Codename 47". And this
leads into the first part of the story.....
0=+=+=+0
/ Sicily \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >SCY1. "The Gontranno Sanctuary" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Sicily /
0+=+=+=0
As this chapter begins we see a familiar bald headed figure tending to a
garden somewhere in Sicily. That figure would be Agent 47. After the opening
cutscene you are then able to look and move around within the Garden Shed
which is your home. You are then prompted to go through the door.
After going through the door you then talk to your friend and mentor Father
Vittorio. 47 needs to talk to him about his troubles and Father Vittorio
tells 47 to meet him confession.
From here, you can do basic moves training or go into the Church and to the
Confession Booth. As you move about the area you are prompted with various
hints about the game. When you finally meet Father Vittorio in the Confession
Booth then you are treated to another cutscene.
47 confesses to his previous contract work and Father Vittorio tells him that
he still has a good heart. The priest tells of 47's work in the garden and of
the large donation he made to the Church. After the cutscene then you are
free to move about but there is another cutscene that occurs almost
immediately. In it Father Vittorio is kidnapped by a local thug and one of
the two men leave behind a package for Agent 47.
Go to the Parcel to find a ransom note. The ransom for Father Vittorio's
freedom is $500,000. Money that Agent 47 no longer has. It appears that the
large donation to the Church has attracted the attention of the local crime
lord who now wants some for himself.
This development drives Agent 47 to recontact The Agency for help. Diana,
Agent 47's handler, is surprised that he is still alive. But 47 isn't looking
to get back into the business. He wants to find Father Vittorio who helped
him after the events in Romania.
However, The Agency isn't just going to help 47 just like that. He needs to
repay them for their help. Agent 47 suggests that an arrangement can be made
for repayment. After the cutscene, which puts Agent 47 back into his familiar
Suit, you will be outside the Garden Shed. Here, you are free to move about.
From here, head east to find the Tool Shed. Pick the Lock and go inside.
Inside the Tool Shed is where you will store the weapons you will acquire
during the course of the game. On your initial run-through you will find this
room mostly empty except for the melee weapons. If you replay this chapter
later then you will find the weapons you have currently acquired.
At this point you have the option of doing some simple training, playing
around with your weapons, or head to the Garden Shed to begin the first
mission.....
0=+=+=+0
/ Sicily \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >SCY2. "Anathema" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Sicily /
0+=+=+=0
0=========0
| Overview \
0=======================================================>
You need to get inside the Don's villa and kill him then rescue Father
Vittorio.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill "Don" Guiseppe Guilliani.
>>Take the key to the prison cell from Don Guilliani.
>>Rescue Vittorio in the basement.
>>Escape - Check Map for known Exit Point.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
Found in the Kitchen on the first floor.
>>Golf Club
*********
Found in the Boss Bedroom on the second floor and on the Balcony
outside.
>>9mm Pistol
**********
Carried by most of the Guards.
>>Revolver
********
Carried by Don Guilliani.
>>Deagle
******
Carried by the Don's Brother (overweight, white shirt, sunglasses,
ponytail), the Don's Son (blond hair, yellow shirt, green pants), and
in the Study on the first floor.
>>Shotgun
*******
Carried by one of the Guards at the front door and the Lawyer on the
2nd Floor.
>>R93 Sniper
**********
In the Garage.
++Notes
*****
There are a bunch of weapons here that you can acquire for your weapons
collection. The best way to do that is to simply Rampage your way
through and kill everybody with your 9mm Pistol SD and Ballers.
This way you can pick up the pistols (Revolver, Deagle) and one large
weapon (Golf Club, Shotgun, R93 Sniper). You will have to play through
this mission three times to acquire all of the weapons because you can
only carry one large weapon at a time.
Although you are given the 9mm Pistol SD you don't have the un-silenced
9mm Pistol so grab one from the first Guard you attack. The R93 Sniper
can be saved for your Silent Assassin run-through since that strategy
will involve using the car for leaving.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
I haven't found anything that would indicate that anybody within the
mission is random. Even if there was it doesn't seem to matter since
this mission can be done quickly.
0==============0
| General Notes \
0=======================================================>
This mission is fairly simple and meant to help you get started with the
game. There are several different ways to get inside. You can ambush the
Mailman who is going to give a tribute to the Don. You can also ambush a
Delivery Boy and hide your weapon in a grocery tray.
And you can ambush a Guard that likes to take a piss outside the southeast
side of the Villa Grounds. This is also the best way to get inside since
you can easily disguise yourself as a Guard which will allow you better and
more complete access. I found that on your initial run-through you can't
take the Kitchen Knife with you.
This strategy is based on Jason's Perfect Assassin walkthrough but I
tweaked it to include acquiring the Car Keys hidden in a tree.
>>Xbox 360 and PS3 Versions
*************************
By the time you are completely finished with this mission, Rampaging
through it multiple times to acquire weapons and cleaning up your
score, you will more than likely acquire the following
Accomplishments:
--"1st Kill"
--"1st Mission Complete"
--"Headshot"
--"Humanist"
--"Killed the Wrong Guy"
--"Silent Assassin"
And, if you get the Kitchen Knife, then you should kill at least one
person with it to get part of the "Jack the Ripper" Accomplishment
done. If you want then you can play through this mission, and acquire
a Silent Assassin rating, five times to get the "5 Silent Assassins"
Accomplishment since it can be done quickly here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>2nd Floor
>>1st Floor
>>Villa Grounds
>>Basement
The Villa Grounds has one Point of Interest which is the Garage. The Garage
has a car you can use to escape, if you get the Car Keys, and an R93
Sniper.
There are multiple Guards all around the facility. There are at least two
by the Front Gate and two at the Back Entrance. There is also another
entrance at the southeast corner of the Villa with a single Guard. There is
a Mailman that is approaching the Villa from the south. A Delivery Boy is
bringing in groceries near the northeast corner of the Map.
The 1st Floor has one Point of Interest and that is the Deagle that can be
found on the desk. The 2nd Floor is where the Don can be found. He will go
between his office and the Balcony outside his bedroom where he will hit
some golf balls with the Golf Club.
The Basement has one Point of Interest and that is where Father Vittorio
can be found.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When the mission starts then you will be at the southeast corner of the Map
and on a large hill. For your initial run-through you will have the 9mm
Pistol SD, the Fiber Wire, the Ballers, and the Anaesthetic.
Run toward the southeast entrance and stand by the single tree just to the
right of the door. Eventually the Guard standing on the other side of the
door will come out to take a piss by the trio of trees nearby. When he
comes out then enter Sneak Mode and get behind him. As you do so then bring
out your Anaesthetic.
When you get up against him then Sedate him. Grab his 9mm Pistol, drag him
through the nearby door, turn right to get him behind the wall, and Change
Clothes.
**NOTE: This is unnecessary at Normal difficulty but essential at Expert
and Professional since there is an extra Guard that patrols the
nearby path. This is the only mission where there will be
additional Guards if you increase the difficulty.
After dealing with the Guard then run north toward the Basement entrance
which is at the southeast side of the house. Run down into the Basement and
continue north to the stairs that lead to the 1st Floor. Run up the stairs
but stop running just a few steps from the top and start walking. When you
reach the top then turn left 180-degrees. You should see the Chef ahead of
you and another set of stairs to your right.
Walk up this set of stairs and, when you reach the top of the stairs, then
continue forward to the door ahead that leads to a small balcony.
When you get onto the balcony then close the door and you should find a gap
between the railing and the house that you can use to access a narrow
ledge. Get onto this ledge and gently proceed around the corner and head
north. Walk on the ledge facing the building at a 45-degree angle so you
don't fall off.
Eventually you will get onto another section of the roof. When you get onto
this part of the roof then run northwest until you reach the edge. Here you
should find a Ladder down. However, sidestep left and you should find the
top of a tree. Gently walk off the roof to land on this tree and you will
find, of all things, a Car Key.
Grab the Car Key, fall off the tree, then head back up the ladder to the
roof. From here, run south and you will find a board that leads to the
balcony that goes around the Boss' Office. When you get to the board then
stop running and start walking. Get onto the balcony and proceed to the
door at the west side of the Boss' Office. Open the door, step just inside
to keep the door from closing, and enter Sneak Mode.
If you've done everything correctly then the Don shouldn't be in his
Office. About fifteen seconds later he should return. When he stops then
sneak in and bring out your Fiber Wire. Wire him then take the Door Key
(which opens the door where Vittorio is at) and grab the Revolver. Then
walk east out the door and back onto the roof.
Get back onto the ledge and head towards the Basement entrance. When you
get above the entrance then drop down and run into the Basement. Turn the
corner and run into the door, which should be to your right, and enter the
room. However, Father Vittorio is not here. He has been taken away. From
here, run back out of the Basement, turn right and head south, then enter
the back door to the Garage.
Grab the R93 Sniper which is laying against the north wall then Escape in
Car to successfully complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After this mission then you will be back at the Tool Shed at St. Gontranno
where you can check out the weapons you have acquired. When you are ready
then go back to the Garden Shed to start the next mission.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM2. St. Petersburg |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As part of your arrangement with The Agency you now must perform a contract
for them. This takes place in Russia.....
0=+=+=+=+=+=+=+0
/ St. Petersburg \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >STP1. "St. Petersburg Stakeout" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ St. Petersburg /
0+=+=+=+=+=+=+=0
0=========0
| Overview \
0=======================================================>
You are to take down an ex-KGB agent during a meeting that is specifically
put together so you can get a clean shot at him.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the General at the meeting.
>>Don't harm anyone else attending the meeting.
>>Return to the subway train to escape.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by the Bodyguards at the Pushkin Bldg. and inside the Agency
Pickup.
>>.54 Pistol
**********
Carried by some of the Soldiers.
>>AK
**
Carried by most of the Soldiers.
>>SVD Sniper
**********
Inside the Agency Pickup.
++Notes
*****
There are three new weapons to find here. The easiest to acquire is
the SVD Sniper although it is easier to obtain later. The AK and the
.54 Pistol can be easily acquired in later missions.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Civilians in the Metro appear to be random but, as long as you are
dressed as a Soldier, then they should be no problem at all if you need
to acquire the SVD Sniper from Locker 137.
0==============0
| General Notes \
0=======================================================>
Like the last mission this is also fairly simple. According to Jason you
can choose to take down your Target with a Knife so you won't have to fire
a shot and achieve a Perfect Assassin score but that requires more effort.
To this end I am including the standard Sniper Rifle and the alternate
Knife method but making my own observations and tweaks to them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are eleven levels to the Map:
>>Sewers
>>Metro
>>Metro Entrance
>>Apartment 1st Floor
>>Apartment 2nd Floor
>>Apartment 3rd Floor
>>Apartment 4th Floor
>>Apartment Loft
>>Pushkin 1st Floor
>>Pushkin 2nd Floor
>>Streets
The maze-like Sewers Map has three Manholes that are used to access the
Streets. The Metro Map has your Agency Pickup and Exit Point. The Metro
Entrance has an exit leading out and the doorway leading into the Sewers.
The Streets is what's outside the Metro.
There are plenty of Soldiers outside on the Streets to make sure that no
Civilian can enter the restricted area that is outside the Pushkin
Building.
To the northwest is the building with a Point of Interest. This is the
Apartment building you can snipe your Target from. Your Target will be on
the northwest side of the second floor of the Pushkin Building.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
When you start the mission then you will be in the Metro right by your Exit
Point. The Agency Pickup, which is in Locker 137, is to the north. Inside
the Agency Pickup is a 9mm Pistol, Pistol Ammo, an SVD Sniper, Sniper Ammo,
and Nightvision Goggles.
However, it is not best to go there quite yet. You see, there are two
Civilians that wander the Metro and they will get spooked if they see you
carrying around an un-concealable SVD Sniper and will alert the Soldiers.
At least, not in your current Suit. You will need a disguise before you can
safely walk around with the Sniper Rifle.
For now, though, just run up the stairs and escalator. You will get a
notice from Diana about the meeting starting early but the timer won't
actually start until you pass a certain point on the Map.
When you get to the top of the escalator then you will see a doorway to
your left. This doorway will lead down to a lower area with a patrolling
Guard. Walk down and turn right. You should see some Lockers and a door to
your right.
Wait for the Soldier to go behind the Lockers then walk through the door
and close it. You should then find another door. But this one needs to be
picked. Pick the Lock and go through the door to enter the Sewers.
You should be at the east side of the Sewers. Check your Map and you should
see the three Manholes that you can use to get access to the Streets.
The one you should go to is the nearest one which is the one just north of
you. Run there and climb the Ladder but stay just below street level. Angle
your Camera correctly and you should see a large truck and a Soldier Outfit
on the ground by it. However, check your Map first before proceeding.
The Manhole you are at is north of the road block just outside the Metro
Entrance. To the east are two stationary Soldiers that are looking east and
away from you. There is a Soldier that patrols around the building north of
your current position. He will stop by the two stationary Soldiers for a
bit to talk and he will be looking west and towards the truck.
If you try to acquire the Soldier Outfit when he is talking to his friends
then he will see you and things go bad. Wait for him to start moving north
before going up and acquiring the disguise.
After getting the Outfit then run back through the Sewers and Metro to
Locker 137 (but walk when near Soldiers), Pick the Lock, and then get both
the SVD Sniper and the Sniper Ammo (you won't need anything else). Because
you are dressed as a Soldier then the Civilians won't be spooked when they
see you carrying a Sniper Rifle.
Then run most of the way to the top of the escalator and stop. In addition
to the Soldier in the lower room there is another patrolling Soldier that
goes from the Streets to the lower room and then back again. You can't let
the Soldiers see you with the Sniper Rifle or they will get suspicious and
will come closer to investigate and this can blow your cover.
When the coast is clear then stay at the top of the stairs and wait for the
patrolling Soldier to go from left to right at the bottom of the stairs
(use the Red Crosshair to keep track of him through the wall). Then proceed
down and wait for him to go behind the lockers again before going back
through the door into the Sewers. Then run back to the Manhole, get back to
ground level, and stay by the south side of the truck.
Look at your Map and towards the Pushkin Building. There are four
patrolling Soldiers going around the street that circles the building. Wait
for them to cluster by the Apartment Building before going any further. It
is important to note that you have to walk through most of this because any
running will draw them closer to you and you will risk having your cover
blown.
If you are good with Tap Running or Sliding then this is a good time to use
those speed-up techniques to get to your sniping point faster.
From the truck you need to go through the street entrance southeast of the
Pushkin Building. As you get close to the entrance then Diana will let you
know when the meeting starts. This will officially start the five minute
timer. Go northwest along the northeast side of the Pushkin Building until
you get close to the Apartment Building. Stay on the Pushkin Building side
of the street until the Soldiers are far away from you.
**NOTE: While you are at the back of the building then check your Map and
select the Pushkin 1st Floor area. If there are no patrolling
Guards then you have the option of sneaking through the back door
and to the door nearby. When Diana starts going through the
personnel file then sneak back out. From here, you can take as
much time as you need to get to the sniping point.
When the coast is clear then go across the street and enter the single door
at the south corner of the Apartment Building. Going through this door will
allow you to avoid a patrolling Soldier that patrols the main stairway.
When you get inside then you should see a hallway with a door at the end.
Head down this hallway and you will find another short hall to your right
with a door at the end. Turn right and go down this hall and you will find
a set of curved stairs to your left.
Go up it, turn left, turn left at the corner, and you will find the next
set of curved stairs. Repeat twice more and, when you get to the top of the
fourth floor, then enter the door ahead of you and turn left. You should go
through a Kitchen. Go through the door at the end of the Kitchen.
You should be in a Living Room that looks over the Pushkin Building.
Position yourself at the open window then look at the Streets Map or look
down through the window. Wait for all four of the patrolling Soldiers to be
at the southeast side of the Pushkin Building before going any further.
When they are in position then kick back out of the Map and go into zoom
mode with your Sniper Rifle.
At this point you should find four Generals in the room and you need to
properly identify the correct one. Diana will then run over some possible
clues to find him. But the correct General is always going to be the one
closest to the window sitting down. Aim at him but *DON'T* shoot yet.
You see, there is another larger person standing near the table. This is
the same guy you saw in the opening cinema when you loaded up the game.
Every now and then he will hunch down over the table and put himself behind
the General. Remember, the Sniper Rifles can shoot through more than one
target.
So, if you shoot the General when this person is hunched down behind him,
then you will kill them both and this will result in a mission failure.
To prevent this then wait for this person to hunch over and straighten out
*THEN* fire at the General. After the General is dead then immediately drop
the SVD Sniper and run back into the Kitchen. At this point you will get an
Alert.
Run through the door at the end of the of the Kitchen and you should see
the stairwell again. Run back down the stairs and walk back out the door
you entered from. After awhile the Guards will go back to their patrol
routes.
If any of the patrolling Soldiers in the street were close enough to the
building when you shot the General then you will get another Alert and at
least one of them will come up to investigate. This will prevent you from
getting a Silent Assassin rating and you will end up with Professional
instead.
By approaching the building when they are clustered by it and waiting for
them to be far away before firing then you will greatly reduce, but not
completely eliminate, the extra Alert.
If you wish to acquire the SVD Sniper then stay in the Kitchen and retrieve
it when the Guards have calmed down. Check the Streets Map for nearby
Soldiers before leaving the building. Then retrace your path back to the
Manhole, Sewers, Metro Entrance, and Metro while avoiding the Soldiers.
If you do not wish to acquire the SVD Sniper then returning to the Metro
will be easier since you will not give the Soldiers any reason to be
suspicious of you. Even better is that you can retrieve your Suit near the
truck and you won't have to worry about the Soldiers at the Metro Entrance.
Regardless, when you get back to the Metro then run to the train to
successfully complete the mission.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
For this method you need to enter the back door of the Pushkin Building and
approach the Target, on the second floor, by foot. Then you have to kill
him with the Knife and leave while dodging the Bodyguards.
When you start the mission then look at your Map and go to the Pushkin
1st Floor level. There will be two Bodyguards that will patrol this floor -
one going clockwise and one going counterclockwise.
On the console versions (PS2, Xbox, GameCube) they can either be patrolling
or frozen on opposite sides of the building. While at the Metro you can
restart the mission continuously until you get it to where the Bodyguards
are frozen which will make it easier for you.
>>PC Version
**********
The Bodyguards never freeze so you will have to do things the hard
way.
>>Xbox 360 Version
****************
The Bodyguards never patrol so it will make things much easier for
you.
After you get things the way you want then you go through the same
procedure to acquire the Soldier Outfit but do not go back to the Metro.
Instead, wait for the Soldiers to clear away from the southeast side of the
Pushkin Building then run to the back door. Save your game here then
proceed based on what the two Bodyguards are doing:
>>Frozen
******
Get into Sneak Mode and enter the back door. Go left and through the
double doors and then through the next set of double doors. Here you
should see a Bodyguard standing here. Sedate him, drag his body to
the dumpsters just outside the back door, and Change Clothes.
>>Patrolling
**********
Get into Sneak Mode and bring out your Anaesthetic. Look at the
Pushkin 1stFl. Map and wait for the Counterclockwise Bodyguard (going
northwest) to pass by the back door.
After he passes by then open the door then take a couple of steps
inside while holding down the Fire Button. The door will act as a
shield as you wait for the Clockwise Bodyguard (going southeast) to
pass in front of you.
Angle about 45 degrees to the left as you wait for the Bodyguard.
Just as he gets in front of you then move forward and you should
Sedate him. Then drag his body to the dumpsters just outside and
Change Clothes.
After obtaining the Bodyguard Outfit from him then go northeast and to the
very north side of the Map. As noted earlier, this is a mission where you
can be attacked by Psychic Guards and I want him to wake back up and return
to his patrol before re-entering the building. Thus I am going here until
he goes back inside.
It is also important to note that you cannot be seen by the Bodyguards,
even if you are dressed as one, or you will be attacked. Even though the
Bodyguard Outfit is useless against them it is still beneficial in that it
will allow you to run past the Soldiers without any problems near the end
of the mission.
When the coast is clear then go back inside, Prep your Knife, and go to the
south door for the Lobby while dodging the Bodyguards. Quickly Pick the
Lock then head up the stairs and turn right to go up the next set. When you
get upstairs and into the next room then turn left to find another door to
enter the long hallway. The door at the end of the hallway leads into the
Meeting Room.
When you get to this door then save your game again. That way if something
goes wrong in your approach then you can reload this point. If the
Bodyguards on the 1st Floor are patrolling then wait for the Bodyguard to
walk past the back door then make your move. Your Target is on the right of
the VIP.
The plan here is to kill the General *AFTER* he leaves his chair. However,
in order for this to work, he needs to run forward then turn left after
getting up. If he loops back behind the chair then restart as he is going
down the stairs instead.
When you are ready then bring out your Knife and run to the back of his
chair. When he gets up then follow him as he is going through the small
rooms and he will stop in the corner in one of them. Kill him here and
proceed northwest into the large room then head back into the hallway and
stop near the center.
The wild card here is going to be the Bodyguards. They will be running up
as the Generals run around in a panic. Sometimes you will encounter them as
you are heading back into the hallway - most times you won't. If you
encounter them on the way to the hallway then there goes your clean run
thus forcing a restart.
When you are safely in the hallway then keep an eye on your Map. Most times
they will simply stop in the Meeting Room and look around. However, they
can find the body of the General or become Alerted without finding the body
which will ruin the clean run you were trying for and force a restart. Or
they could run into the hallway and find you.
Eventually, after awhile, everybody will settle down and the Bodyguards
will return to their places. If the two patrolling Bodyguards were frozen
when the mission started then they will no longer be that way and resume
their patterns. The surviving Generals will continue their meeting at the
east side of the 1st Floor.
Sometimes, though, just as everybody is almost settled down, one Bodyguard
may suddenly run back upstairs. If you see this, and you determine which
set of stairs he is going up on, then immediately run to another part of
the 2nd Floor. He is going to run to your exact position. If you run to
another part of the floor before he gets to where you just were then he
won't find you.
After everybody is completely settled down then go partway down the south
part of the stairs and save your game. You have to wait for both of the
patrolling Bodyguards to cross paths at one of the doors at either the
northwest or south end of the Lobby before proceeding:
>>Northwest Door
**************
Let the Counterclockwise Bodyguard get ahead of you then proceed
through the South Door but stop close to the wall to your left. You
do not want the Generals to see you through the next door or they
will make a run for the Bodyguards.
When that door closes then walk to it and stand to its right. Wait
for the Clockwise Bodyguard to walk through the door and open the
door to the Lobby before proceeding. Then run through the door to the
new Meeting Room, past the Generals who will now run to the
Bodyguards, and out the back door.
>>South Door
**********
Wait for the Clockwise Bodyguard to walk past the stairs before
walking down and through the South Door. Wait for the door to close
behind you and check your Map. Wait for the Counterclockwise
Bodyguard to get to the north door for the hallway before running
through the new Meeting Room and out the back door.
When you safely get outside then turn right past the dumpsters and run like
hell for the Sewers. If everything has gone right then the Bodyguards won't
run out after you. If they do then you should be out of their sight and
they can't follow you.
Once you get back to the Sewers then make your way back to the Metro to
successfully complete the mission.
Since you didn't use the SVD Sniper then you can easily obtain it from the
Locker. However, carrying the Sniper Rifle while wearing the Bodyguard
Outfit will spook the Civilians so Pick the Lock of the Locker and wait for
both of them to be far away before grabbing the weapon and making a run for
the train.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
At the end of the mission then you will find yourself back at your Tool
Shed. When you get back to your computer in the Garden Shed then you will
talk to Diana again.
Even though you have paid your debt to The Agency she has asked if you
would be interested in continuing your work with them. Especially since the
client you helped in the previous mission is in trouble and likes your
style. After some one-sided negotiations then you will go back to St.
Petersburg.....
0=+=+=+=+=+=+=+0
/ St. Petersburg \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >STP2. "Kirov Park Meeting" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ St. Petersburg /
0+=+=+=+=+=+=+=0
0=========0
| Overview \
0=======================================================>
After the last mission the other three remaining Generals that survived
the previous assassination have begun their own investigations to find out
who made the hit. This has made the client very unhappy.
So now you have to go and kill them off before the truth is found. One of
them, General Makarov, is meeting with a Mafia contact to buy protection
and information. They are meeting in Kirov Park and both must be taken
down.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill General Makarov.
>>Kill his Mafia connection, Igor Kubasko.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by the Mafia Guards.
>>9mm Pistol SD
*************
Inside the Agency Pickup.
>>AK
**
Carried by the regular Soldiers.
>>SVD Sniper
**********
Inside the Agency Pickup.
++Notes
*****
Although the SVD Sniper from the last mission was relatively easy to
obtain it is even easier to acquire in this mission. You can also
acquire an AK in the same manner here. However, you can also get the AK
pretty easy in the next mission so you can wait to get it there if you
wish.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
The Soldiers and Guards have no random patrols to speak of.
0==============0
| General Notes \
0=======================================================>
This mission allows for different means of pulling off the hit. You can
snipe them from two different points on the Map (Radio Tower to the west,
Church tower to the east) or you can plant Car Bombs (found in the Agency
Pickup) from underneath using the Sewers.
However, Jason came up with a real easy way to deal with them using only
the Kitchen Knife. This also allows you to get a Perfect Assassin rating.
It is his method I am using for this mission but have added my own
observations to make this better. And remember what I said about the attack
patterns using the Knife? That bit of info is useful here.
Unfortunately, the Perfect Assassin strategy will *NOT* work on
Professional. If you try to enter the park on foot then you will be shot.
Therefore the Standard Strategy will use the reliable Car Bomb method which
works on all three difficulties.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Streets
>>Sewers
The Streets Map has two Point of Interests. The first one is to the west
which is a large Radio Tower which can be use as a sniping area. The second
Point of Interest is to the east which is a Cathedral. This is also a
sniping point.
To the south of the Cathedral is the Agency Pickup. It contains an SVD
Sniper, Sniper Ammo, a 9mm Pistol SD, Pistol Ammo, and two Car Bombs. To
the east of that is your Exit Point. There are also multiple Manholes that
lead down into the Sewers which is the second Map of this area. There are
no Point of Interests down here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
When you start the mission then head up to street level but stay on the
east side of the road. While looking west then sidestep right until you are
in line with the two green dumpsters across the street. Then wait for the
patrolling Soldier to stop by the dumpsters and walk away before crossing
the street and going behind them.
When you get behind the dumpsters then you will find a bunch of weaponry
including the two Car Bombs and the SVD Sniper. Grab the two Car Bombs and,
if you didn't acquire it from the previous mission, the SVD Sniper.
Carefully go back across the street, down the stairs, and drop the rifle on
the north side of the pier (not by the boat).
In the middle of the street near the dumpsters is a Manhole. Go down the
Manhole and proceed southwest to another one. This one is covered by the
General's limo. Climb up the ladder and plant the first Car Bomb. After
that then you need to plant the second one on the limo for the Mafia Boss.
However, his limo does not cover a Manhole so you will need to approach it
another way.
Directly north of your current position are two more Manholes - one with a
short tunnel and one with a long tunnel. The one you want to go through is
the one with the long tunnel. Run through the Sewers to get to this Manhole
and climb out.
You will now be behind a large building. When you get out of the Manhole
then turn around to find the corner. Approach this corner at about 45
degrees and stop about ten feet from it. By the Mafia Boss's limo is a
Chauffeur. On occasion he will walk away from the vehicle to take a piss.
And he will do so in this building corner.
When he stops in front of you then enter Sneak Mode, bring out your
Anaesthetic as you are creeping up to him, and Sedate him. Then Change
Clothes and run back to the street the same way the Chauffeur came. When
you get to the street then walk to the limo and Plant Bomb. Then walk back
to the building corner by the street then run back to the sleeping
Chauffeur.
Change back into your Suit then go northeast and around the edge of the
area back to the Pier. By the time you reach the Pier then both Targets
will be blown up by the Car Bombs. Then pick up the SVD Sniper and run to
the boat to successfully complete this mission.
You will get one Alert because either the body of the Mafia Boss or one of
his Bodyguards will be found but you will still get a Silent Assassin
rating.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
**IMPORTANT: As already noted, this strategy will not work on Professional
difficulty - use the Standard Strategy.
When you start the mission then head up to street level and run across the
road to a large round lamppost. Stand at the northeast corner of this
lamppost and look southwest. A patrolling Soldier will approach near the
corner of the large building ahead of you. You need to keep the lamppost
between you and him or he will see you and try to get rid of you.
After a few seconds then one of the limos will pass by. Then the Soldier
will head in your direction. Enter Sneak Mode and bring out your
Anaesthetic. Move around the lamppost as the Soldier approaches so you can
remain hidden.
After he passes then get behind him, get close to him, and Sedate him as he
stops nearby. Change Clothes, Prep your Knife, then run south and go west
around the corner. As you get near the stationary Soldiers then stop
running and start walking. At this point you should see the General come up
to them and start to head into the Park.
Follow the General, but not too closely, into the Park and go between the
two Soldiers stationed at the entrance. You will max out your Threat Meter
as you do so but you are still okay. Continue following the General. He may
look behind him every so often but that is okay.
After awhile he will stop. You should stop as well. Then, as Igor enters
the Park, he will move forward again. Eventually the two will meet. As the
two of them stop then continue to walk to them so you are kind of trying to
put yourself between them but stop just before you actually get there.
Then, as soon as they bring their arms out to begin their hugging (at which
case you should be almost right up against them), bring out your Knife and
press the Fire Button once, which will make you stab forward, and kill them
both simultaneously!
Apparently the character models of the General and Igor overlap at about
chest level so, when you stab forward between them, then you are hitting
both of them at the same time. Makes things easy doesn't it?
After killing them then immediately Holster your Knife. From here then just
retrace your path back to the sleeping Soldier and grab either his AK or
the SVD Sniper from the Agency Pickup for your weapons collection then run
to the Exit Point to successfully complete this mission.
0=+=+=+=+=+=+=+0
/ St. Petersburg \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >STP3. "Tubeway Torpedo" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ St. Petersburg /
0+=+=+=+=+=+=+=0
0=========0
| Overview \
0=======================================================>
Another of the remaining Generals is now interrogating a Prisoner trying to
get the truth. In addition, there is additional security because of rumors
of an assassination attempt. You need to kill this General and rescue the
Prisoner.
0===================0
| Mission Objectives \
0=======================================================>
>>Find your equipment in the Army Depot - marked "FCK".
>>Kill General Mikhail Bardachenko.
>>Free the Prisoner from the 2nd Basement.
0========0
| Weapons \
0=======================================================>
>>Combat Knife
************
Carried by General Bardachenko.
>>9mm Pistol
**********
Carried by some of the Soldiers.
>>9mm Pistol SD
*************
Inside the Agency Pickup at the Army Depot and carried by General
Bardachenko.
>>Deagle
******
Inside a desk on the second floor of the Headquarters.
>>AK
**
Carried by most of the Soldiers plus one inside the Agency Pickup in
the 1st Basement. It also can be found in a room at the northeast
corner of the Army Depot, in a room just outside the entrance to the
Headquarters, and inside the Headquarters on the first floor.
++Notes
*****
The only new weapon here is the Combat Knife and you can get that
easily during the course of the mission. You can also acquire the AK
very easy as well since there are tons of them to be had.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
None of the Soldiers appear to have any sort of randomized patrols.
0==============0
| General Notes \
0=======================================================>
This is a fairly large Map but a straightforward mission. Not a whole lot
of room for creativity.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are five levels to the Map:
>>Streets
>>Sewers
>>Headquarter
>>1st Basement
>>2nd Basement
The Sewers Map has a Point of Interest which is the ladder leading up to
the Army Depot. The Sewers also has several ladders leading up to various
points in the Streets.
The Sewers also has a second Map. This Map, on the right side, contains the
Exit Point and is accessible from the 1st Basement of the Military
Headquarters.
The Streets Map has the Army Depot and the Military Headquarters. The Army
Depot has several Soldiers plus the Agency Pickup at the southeast corner.
The Military Headquarters also has several Guards.
The Headquarters, which is the first floor of the facility, has a Point of
Interest. This PoI is on the second floor and is a desk that contains a
Deagle.
The 1st Basement is quite large and contains multiple hallways and several
labeled rooms. Four of the rooms are Guard Quarters. But three of them are
populated with four Soldiers each. The fourth one, on the west side is
empty.
In addition, there are several additional Soldiers that are in the Control
Room and patrolling the hallways. There is also an Agency Pickup in the
center of the Map but all it is is an AK.
There are three PoI's on this level. The first one is in the Server Room
which is on the east side. This room contains a Server you can disable to
knock out all of the Cameras in the 1st Basement.
The second PoI, by the Guard Quarters at the southeast corner of the Map,
contains an Officer Outfit. The third PoI is in the Sewer Station and is
the wall you need to blow up.
The 2nd Basement is where the Prisoner is being interrogated. There are
also a few Soldiers in the room at the south side of the Map. The Point of
Interest on this Map is in the Observation Room where you can shoot out the
glass to get at the General.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be on the south side of the
Sewers. Drop the AK or SVD Sniper if you brought it with you from the
previous mission. Bring out your Anaesthetic and go to the Ladder that
leads up into the Army Depot. Climb the ladder but don't go all the way to
the top.
Rotate the Camera right and look south. You should see a bunch of large
crates. You will also eventually see a Soldier stop near them. When he has
his back to you then finish climbing up the Ladder and walk towards him.
As you walk forward then look toward the ground. You should see some snow
on the ground just before you get to the crates.
Just before you get to the snow then enter Sneak Mode. If you continue to
walk towards the Soldier then he will hear you and turn around. Sneak up to
him and Sedate him. Then drag him back towards the Manhole but angle
northwest to get completely behind the crates so you aren't seen by the
other patrolling Soldier in the Depot.
Just before you get to the Manhole then drop him and Change Clothes. Before
you go any further check your Map (or look over the crates) and make sure
that the patrolling Soldier, to the south of your position has stopped at
either the east or west end of his patrol route.
When this happens then grab the Soldier again and drag him to the left side
of the Manhole. Drag him over the Manhole and drop him into the Sewers.
This way, when he wakes up later, then he won't be able to warn the other
Soldiers.
It should be pointed out that there is a room nearby with a AK but, if you
want the weapon (if you didn't get it from the previous mission), then you
can just take the one the Soldier you attacked dropped.
Next, head to the Agency Pickup at the southwest corner of the Depot. Pick
up the Phone, Mini-Bomb, Pager, and Bomb Remote. Everything else you can
leave behind. This also fulfills one of your objectives. The Phone and
Pager can be used to lure the General to you and the Mini-Bomb and Bomb
Remote are used to blow a hole in the Sewer wall.
Now to head to the Military Headquarters. There are three ways you can do
this. The first one is to enter the backside of the truck and it will take
you there.
The second one is to enter the nearby Manhole and head north on foot to the
northern Manhole that exits out near the Headquarters. If you want to try
this then you should wait for the Soldier that stands near the Manhole to
answer the nearby phone when it rings so you won't have any problems.
The third one is to go down the Manhole you come up from and head to
another Manhole that also leads into the Military Headquarters.
When you get to the Military Headquarters then you need to enter the door
on the north side of the building. There is a Soldier that patrols the ramp
that goes to the door. Wait for him to stop at the west end of his patrol
route then follow him, but not too closely, up the ramp to the door.
However, when he goes inside the building, then hide behind the crate near
the door.
When he heads back out and west then enter the building. There is a Soldier
inside that patrols a circular route that goes up onto the metal ramp that
comprises some of the second floor (and leads to the room with the Deagle).
The first floor of this building also has lots of large crates that can
cover you as you make your way to the Elevator that goes down into the
lower levels. The Elevator is on the west side of this floor. After going
through the door then turn right and follow the wall. As you get to the
corner then you should find an AK by a large crate. If you don't have an AK
at this point then you should get it here.
At this point the Soldier you Sedated has now awakened and you will get the
warning about the Guards looking for a suspicious Guard. But, since he is
in the Sewer, disarmed, and can't seem to climb a Ladder, then you won't
have any problems.
When you get to the corner then turn south and get around the crate to get
to the Elevator. When you go down the Elevator then you will be awarded
with a bonus save. When you get to the 1st Basement then stay in the
Elevator. Look for a Soldier in the hallway ahead.
If he is stopped by the Elevator then wait for him to leave before exiting.
If you don't see him then stay in the Elevator and wait for him to stop at
the end of his patrol route by the Elevator then wait for him to leave then
exit. Follow the Soldier but not closely. As you proceed forward down the
hallway you will notice Cameras posted on the walls.
You can't do anything suspicious in the 1st Basement or you will alert the
Soldiers through the Cameras. Shooting the Cameras will more than likely
alert the Soldiers (unless you make sure you aren't seen by the Camera
while you are shooting it). You will also see cubbyholes in the hallways.
They can be used to duck out of the way of patrolling Soldiers.
Turn right at the corner and duck into the first cubbyhole on your right
which is the entrance to one of the Guards Quarters. Don't enter the Guards
Quarters though - it has four Soldiers inside.
The Soldier you were following will stop about halfway down this section of
hallway near a three-way junction. Then he will turn and head north again.
Wait for him to pass then exit the cubbyhole and proceed south. However,
there is another Soldier patrolling the south end of this section of
hallway.
You should see this Soldier head back south as you leave the cubbyhole.
When you get to the three-way junction then turn left and go through the
door into the Control Room.
The first thing you will run into is a stationary Soldier. But just go
right around him even though you will max out your Threat Meter in the
process. He won't do anything as long as you walk away from him. At the
other end of this room is a restricted door leading into the Server Room.
Just before that is a hallway to your left.
Go into the hallway and follow the path through the two doors to get to the
northeast corner of the Map. From here, head south and turn the next
corner. Proceed west and you will pass by the doors into the two Guard
Quarters at this corner of the Map. You will also see another restricted
door.
This door leads into the Officer Quarters which contains an Officer Outfit
that you will need. But the door is locked and is being watched by a
Camera. Picking the lock will alert the Soldiers but there is another way
to get inside.
Continue west until you get near the door for the Sewer Station. But there
is a patrolling Soldier that goes from the Sewer Station to the Elevator to
the 2nd Basement and back again. Wait for him to leave the Sewer Station
then go inside yourself. Bring out the Mini-Bomb and drop it near the
designated wall. If you have the AK then drop it here too. After dropping
the Mini-Bomb (and AK) then leave.
Go back east and to the corner. Look ahead and wait for the Guard to enter
and leave the Sewer Station. When you see him leave then bring out the Bomb
Remote, activate it to explode the Mini-Bomb, then Holster the Remote. The
explosion will bring out all of the Soldiers inside the Guards Quarters.
They will run towards the Sewer one at a time.
While you are at your current position then continue to look west. Keep an
eye out for the Soldiers leaving the Guards Quarters ahead of you. As each
one leaves then keep count in your head. The fourth Soldier will go through
the Officer Quarters and you will see him further ahead. After he leaves
then run into the Guard Quarters then into the Officer Quarters.
>>Professional
************
On this difficulty level you *CANNOT* run to the Guards Quarters -
you *MUST* walk. If you run then your cover will be blown and you
will be shot.
When you get into the Officer Quarters then change into the Officer Outfit
on the bed nearby and run to the door but don't open it yet - check your
Map first. When the last Soldier has run past the door then leave and walk
west. On Professional you should wait about ten seconds before leaving.
At this time the Soldiers will stop investigating the Sewer and will start
to head back to their quarters. You should be past the Sewer Station
doorway by then. Keep an eye open for the patrolling Soldier and duck into
a cubbyhole if necessary. If he is far enough ahead of you then go into the
empty Guard Quarters and wait until he walks south past it before heading
back north again.
If you wanted to you could wait until the Soldier stopped in the Sewer
Station then detonated the Mini-Bomb thus eliminating him. However, even
though it won't count as a kill on your stats it will count as an Alert
when the other Soldiers find his body as they head back into the 1st
Basement.
And by detonating the Mini-Bomb at this point in the mission then you won't
have to worry about the Soldiers when you have to leave with the Prisoner.
After the patrolling Soldier has headed south past you then head to the
Elevator leading into the 2nd Basement. You will notice a sign indicating
that only officers are allowed into that area which is why you need the
Officer Outfit.
Get into the Elevator and go down into the 2nd Basement. When you get down
here then head to the north door to the Interrogation Room. The
Interrogation Room is where the General is grilling the Prisoner.
Don't try to open the door. Instead drop the Pager about a foot from it.
Then stand a little to the left of where you dropped the Pager. The Pager
is used in conjunction with the Phone. When you activate the Phone then the
Pager will beep.
This beeping will lure the General to you. Then use the 45-Degree Door
Trick to use the door as a shield and swing the Knife through the door to
kill the General. The use of the 45-Degree Door Trick was Jason's idea and
works well here.
After killing the General then grab his Combat Knife and rescue the
Prisoner. The Prisoner is Agent Smith, a CIA agent who you rescued twice in
"Codename 47". When you have rescued Agent Smith then you will earn another
bonus save.
From here, head back to the Elevator and Agent Smith, who is now disguised,
will follow. The following cutscene will indicate that the Soldiers are
onto you but that is really not the case. When you get back to the 1st
Basement then wait in the Elevator.
Wait for the patrolling Soldier to stand by the Elevator then turn around
and go in the other direction. When he gets past the gate then leave the
Elevator and follow him but not closely. When he turns to go into the Sewer
Station then continue ahead and stop near the door for the Officer
Quarters. When you see the Soldier return to the hallway then enter the
Station.
You should find the passage you created earlier with the Mini-Bomb. Pick up
the AK (if you left it here) then go through the passage and run to the
Exit Point to successfully complete the mission.
0=+=+=+=+=+=+=+0
/ St. Petersburg \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >STP4. "Invitation To A Party" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ St. Petersburg /
0+=+=+=+=+=+=+=0
0=========0
| Overview \
0=======================================================>
The last General has defected to Germany and is staying at the Embassy. The
client wants the Suitcase the General took with him. The Suitcase contains
a guidance system that the General may try to sell. To make matters more
interesting the Russians are plenty mad that the General has defected and
are looking to acquire the Suitcase themselves.
There is going to be an invitation-only high class party at the Embassy and
lots of people will be attending. However, the Agency couldn't get an
invitation for you so you will have to be creative in order to get inside.
And worse, the Russians have managed to get one for a Spetznaz agent who is
assigned to retrieve the Suitcase.
You have to kill the General and get the Suitcase to successfully complete
this objective while avoiding or eliminating the Russian agent.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the General.
>>Secure the Suitcase.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
In the Kitchen in the Embassy Basement.
>>9mm Pistol
**********
Carried by half of the Guards.
>>9mm Pistol SD
*************
Inside the Agency Pickup.
>>.54 Pistol
**********
Carried by the Spetznaz Agent.
>>SMG
***
Carried by half of the Guards.
>>W2000 Sniper
************
On the balcony above the front entrance.
++Notes
*****
The SMG and the W2000 Sniper are the only new weapons here. You can
acquire the .54 Pistol safely during this mission. You can acquire the
SMG safely in the next mission.
As for the W2000 Sniper you need to access a hidden door on the second
floor. In the lobby there are the two large stairs leading up to the
second floor.
Take the left set and when you get to the top then turn and head south
and go through the set of double doors. After that then go straight
into the wall ahead of you and you should get the action to Open Door.
If not then move into the corner.
After going through this door and the next one then you will be on the
balcony. On the crates there is Sniper Ammo, a Tuxedo, and the W2000
Sniper. There is also a Guard patrolling the balcony. You need to wait
for him to be at the east end before going after the weapon.
On the PC version you can grab the rifle and drop it over the west side
of the balcony which has part of a railing missing. You have to be
looking south and your right side against the opening when you drop the
weapon. It should drop to the ground below. Then go back down to get it
then avoid the Guard patrols and party guests as you head to the gate
leading back outside.
Unfortunately, on the console versions, this is much tougher to do
because it is very inconsistent. 95% of the time when you try to drop
it over the side then it will bounce back onto the balcony.
Worse, if you try to continue dropping it over the side, then it may
glitch onto part of the balcony and you may not be able to pick it up
again. And there is no disguise that can allow you to walk out with the
Sniper Rifle without pissing off the Guards and getting shot at.
Probably the best thing to do on the console versions is to Rampage
your way through and kill most everybody to get the SMG, the .54 Pistol
from the Agent, and the W2000 Sniper.
However, before Rampaging, you should safely acquire the Suitcase (as
well as the .54 Pistol from the Agent) and drop it off by the boat
first. Then go back and shoot the General with the silenced Pistol
(near the room with the Maid) and then start killing the Guards to thin
them out enough to safely get the W2000 Sniper and SMG.
After acquiring the weapons then go back to the Exit Point to
successfully complete the mission then redo it later to clean up your
score.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Civilians and Waiters are randomized but they should cause little
problem.
0==============0
| General Notes \
0=======================================================>
This one I played around with for a long time trying out many different
ideas to create a Silent/Perfect Assassin strategy. And I came up with a
really nice one that allows you to dump the Waiter into the water to safely
get him out of the way.
>>Xbox 360 and PS3 Versions
*************************
If you also acquired an AK from any of the previous missions then you
may also get the "All Assault Rifles Collected" Accomplishment at the
end of this one. This is because, if you earned a Silent Assassin
rating on all four of the St. Petersburg missions, then you will
acquire the M4 rifle and that is the only other Assault Rifle in the
game.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>Streets
>>Embassy 1st Floor
>>Embassy 2nd Floor
>>Embassy Basement
On the Streets Map you will find two Point of Interests. These are locked
gates that can be picked to gain entry. Your Agency Pickup is to the south
of the Embassy.
On the Embassy 1st Floor you will find two more Point of Interests. These
are two of the four Safe Rooms where the Suitcase can be randomly found
at. The other two Safe Rooms are on the Embassy 2nd Floor.
The Embassy Basement has three Point of Interests. The one to the west is
the Champagne Glass that you can get to help you poison the General. The
one just east of that is a Guard Room that has some ammo. The last one just
northeast of that is where you can find a Waiter Outfit.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be on the dock which is also your
Exit Point. If you brought the AK from the previous mission then drop it
here. To start, walk up the stairs. When you get to the top then enter
Sneak Mode and look northeast. Here you will find a Waiter having a smoke
break. Behind him is a very large lamppost.
On occasion, if you try to walk to this lamppost, then the Waiter may turn
around and blow any chance of an ambush. This is why you need to enter
Sneak Mode at the top of the stairs. Sneak to the south side of this
lamppost. Then bring out your Anaesthetic.
Go around the east side of this lamppost and behind the Waiter then Sedate
him. Then pick up the Door Key and drag him toward the dock. When you reach
the flat area halfway down the stairs then drop him, Change Clothes, then
Change Clothes again to get back into your Suit. This will place the Waiter
Outfit here to be used later.
Next, drag the Waiter down to the dock and to the back of the boat. Turn
your body so you can get part of him over the edge. Then drop him and grab
a body part that is furthest from the edge. Then move yourself to the edge
so you can get more of him over the edge.
Continue grabbing, turning, and dropping until he goes over the edge and
into the water. Another method is to spin in place until all of his body is
over the water so you can easily drop him.
The Waiter will disappear from the game Map and you will no longer have to
worry about him blowing your cover when you wear the Waiter Outfit during
the second half of the mission. As noted earlier in the guide, even though
he can't be seen on the Map, he is still there. But he is now trapped in
the water and will not be able to warn the Guards when he wakes up later.
**NOTE: Another option, if you can't get him in the water, is to leave
him on the ground and let him wake up. At this point you are in
your Suit so nothing bad will happen when the inevitable warning
about a suspicious Waiter comes up while you are going after the
Suitcase.
However, there are two problems to this.
First, the Guard who is confronted by the Waiter will
automatically blow your cover if you get close to him when
wearing the Waiter Outfit. Second, the Waiter will wander around
the lower floors and may even resume his patrol route.
The problem occurs if you are wearing the Waiter Outfit and the
both of you happen to be inside the Ballroom at the same time. If
this occurs then then your cover will be blown and the Guards
will shoot you.
After getting rid of the Waiter then run up the stairs and angle southwest
so you can get to the Agency Pickup. Inside the Agency Pickup is a 9mm
Pistol SD, Pistol Ammo, and Poison. Grab the Poison and head to the gate at
the southeast corner of the Embassy Grounds. The Door Key you got from the
Waiter opens this gate so you can go right on through.
Then angle northwest and head to the front door. Go through the front door
and into the large Lobby.
There are two tasks that need to be done - getting the Suitcase and killing
the General. The first task I am going to do is the get the Suitcase.
The Suitcase is hidden in one of four Safes inside the Embassy. The
Ambassador will occasionally leave the Ballroom to go to the Safe Room that
has the Suitcase (the Safe that has the Suitcase also has some Chocolates
that the Ambassador likes). Then, after visiting the Safe, he will head
back to the Ballroom, stay for awhile, and go back.
In addition, the Spetznaz Agent will also be in the Ballroom. He is waiting
for the right moment to hold up the Ambassador and make him go to the Safe
so he can open it. Then the Agent will take the Suitcase, kill the
Ambassador, and leave.
However, you can determine when the Agent will attack the Ambassador. As
long as you stay outside the Ballroom then the Agent won't do anything
regardless of how long you sit outside in the Lobby. Going inside the
Ballroom will alert him to your presence and he will need to make a move
before you can stop him.
Which is good because I want the Agent to go after the Ambassador so I can
get rid of him and acquire his .54 Pistol plus get the Suitcase for myself.
Since the Agent is also a Target he won't count as a Kill on your stats.
What's interesting is that if you get the Suitcase before the Agent does
then he will leave the Embassy and try to ambush you near the dock. If you
Kill him out here then, even though he is a Target, he *WILL* count as a
Kill. But it is always best to just get him out of the way and keep him
from springing any surprises on you.
To get the Agent to attack the Ambassador you need to get inside the
Ballroom. However, wait for the Ambassador to leave first before going
inside. When you get inside the Ballroom then check your Map.
Find the Ambassador and see which Safe he is going to. When he gets there
then leave the Ballroom and go to the room next door to the designated Safe
Room. Then stand just to the left of the double doors that go into the Safe
Room, enter Sneak Mode, and bring out your Knife or Fiber Wire.
>>Xbox 360 and PS3 Versions
*************************
If you want the "Jack the Ripper" Accomplishment then I recommend
using your newly acquired Combat Knife against the Agent. The only
other Knife left is the Scalpel and you won't get that until near the
end of the game.
Right after the Ambassador gets back to the Ballroom then the Agent will
make his move. Wait for them to enter the Safe Room then open the door and
use the Camera to watch the action. When the Agent stops and points the gun
at the Ambassador then make your move.
By the time you get to the Agent then the Ambassador will have opened the
Safe. Knife or Wire the Agent then grab his .54 Pistol. Get out of Sneak
Mode and grab the Suitcase. Leave the Ambassador alone - he will be in the
corner and won't do anything.
From here, go all the way back to the dock and drop the Suitcase right by
the boat. Then go and change into the Waiter Outfit you left behind
earlier. Now it is time to poison the General.
Go back to the gate you entered earlier but go straight north along the
driveway and to the car garage. Go through the door to enter the garage and
the Embassy Basement. Walk through the Embassy Basement and into the
Kitchen. Don't worry about the Guards - they won't do anything as long as
you don't do anything stupid.
**NOTE: If you let the Waiter wake up instead of dumping him into the
water then go through the front doors instead.
When you get into the Kitchen then grab the Champagne Glass, bring it back
out, and head up the stairs that lead to the 1st Floor. About halfway up
then stop and select the Poison from your Inventory List. You will
automatically put some into the glass and Holster it.
Then head up the stairs again and go through the main doors into the
Ballroom. Usually the General will spend most of his time in a room west of
the Ballroom so he will more than likely not be here when you get inside.
The room also has a Maid that never leaves so ambushing him there can be
tricky. However, poisoning him is easier and more satisfying.
When he gets back then just get in his way and he will happily take your
glass. Then just go out the front door and head back to the dock.
As you do so the General will make a run for the bathroom just outside the
Ballroom. He will quickly die here and the bathroom is isolated enough so
that his body won't be found for awhile - basically he hides himself.
Oh, as you leave the Embassy, make sure that you aren't following a party
guest as he is trying to leave. Back off if you are. If you are following
too closely for too long then you will spook him and the Guards will attack
you.
When you get back to the dock then you will successfully complete the
mission. By dropping the Suitcase by the boat then you won't need to pick
it back up when you return.
0===================0
| Alternate Strategy \
0=======================================================>
The only difference to the above walkthrough is that I am not going to
Sedate the Waiter. This strategy can be done without changing into another
Outfit. But this means that you have to kill the General inside the room
that has the Maid.
The door that you normally enter with the Key you took from the Waiter
needs to be picked so you need to know where the nearby Guards are at first
before entering. When you get inside I recommend killing the General first
before acquiring the Suitcase.
Head to the room at the northwest corner of the 1st Floor. Before entering
you should Prep the Anaesthetic. The thing here is that you need to Sedate
the Maid before you can attack the General since she never leaves the room.
The problem is that when the General returns to the Ballroom then he will
turn around after a short time.
Even worse, the amount of time he stays inside the Ballroom is determined
by the version you play. On some versions he will stay a short time and on
others he will immediately turn around. So you need to quickly attack the
Maid before he returns.
The good thing is that you can stay in the room while the General is
inside. While he is inside then follow the Maid and get up against her
backside (yeah, I know what you're thinking - stop it, we've got a mission
to complete).
When the General leaves and the door closes then get into Sneak Mode, bring
out the Anaesthetic, and Sedate her. If you do not go into Sneak Mode then
she will run for the Guards when you bring out the weapon. After Sedating
her then drag her body to either the northwest or northeast corner of the
room depending on which desk you ambushed her at.
Then stand at the center of the door and bring out your Knife. The General
will try to enter but you are blocking the way. Swing the Knife through the
door as he tries to get inside. He may force his way inside but he will
drop dead from your attack. Grab his body and drop him inside the room to
the east.
Then go into the room at the southwest corner of the Map and wait for the
Maid to wake up. While you are waiting then find out which of the Safe
Rooms the Ambassador is visiting. When the Maid wakes up then she will go
to one of the Guards who will then visit her room and then both will return
to their duties.
After this then proceed through the rest of the mission and acquire the
Suitcase then finish the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
However, when you open the Suitcase you find that the guidance system has
already been sold to someone who lives in Japan. After this then you will
be back in your Tool Shed at Gontranno.
If you've done everything correctly up to this point then you should have
the following weapons inside the Tool Shed:
>>Melee Weapons
*************
--Anaesthetic --Fiber Wire
--Kitchen Knife --Combat Knife
--Golf Club
>>Pistols
*******
--Ballers --Ballers SD
--9mm Pistol --9mm Pistol SD
--Deagle --Revolver
--.54 Pistol
>>Sub-Machine Guns
****************
--SMG
>>Assault Rifles
**************
--AK --M4
>>Shotguns
********
--Shotgun --Sawn-Off
>>Sniper Rifles
*************
--R93 Sniper --SVD Sniper
--W2000 Rifle
And now, onto the next major chapter of the game.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM3. Japan |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
You overall task is to eliminate Masahiro Hayamoto, a well known arms dealer
who is the person that has the guidance system. However, he is very seclusive
and has many castles throughout Japan. You need to be able to find him so you
can kill him and retrieve the valuable item. There are four missions here and
you won't be able to go back to your Tool Shed until you complete the last
one.
0=+=+=0
/ Japan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN1. "Tracking Hayamoto" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Japan /
0=+=+=0
0=========0
| Overview \
0=======================================================>
You need to go to a remote meeting place and plant a tracking device on
Hayamoto's son then eliminate him so the corpse can be tracked to Hayamoto
Sr. himself.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Hayamoto Jr.
>>Plant bug on Hayamoto Jr's corpse.
>>Escape.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
In the room with the Fugu Fish.
>>9mm Pistol
**********
Carried by one Guard, the Cook, and Hayamoto Jr.
>>SMG
***
Carried by most of the Guards plus one in a bedroom at the north side
of the building.
++Notes
*****
If you didn't get the SMG from the previous mission then you can safely
acquire one here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
The Guards don't have any randomized patterns.
0==============0
| General Notes \
0=======================================================>
This is the only mission in which you encounter the Fugu Fish. Fugu is a
type of puffer fish that is considered a delicacy in Japan. However, it is
also very poisonous due to certain bacteria that produces a very nasty
tetrodotoxin that the fish is immune to. This poison is a type of
neurotoxin that kills by paralyzing the muscles until the victim dies of
asphyxiation.
Worse, the victim remains conscious the whole time while he is dying.
Pretty scary way to go since it takes, on average, several hours to die
(however one can die in as little as twenty minutes depending an the amount
of poison ingested).
So Fugu must be specially prepared to prevent major poisonings although a
very tiny amount can sometimes be ingested during a meal but not causing
anything more than a slight numbness of the lips and tongue (which is part
of the appeal).
Although there is no antidote you can still survive a major Fugu poisoning
with appropriate medical attention until the poison dissipates. Given that
Agent 47 is a trained assassin he is probably well versed in all kinds of
poisons including Fugu. Judging on what he pulls out of the fish I am
guessing that it is the liver which is the most poisonous part of Fugu.
Enough to make a dish to die for. Literally.
As for the mission itself it is a straightforward task with really only one
way to Sneak inside. It's a pretty easy mission to get a Silent Assassin
rating in. But it is much tougher to get a Perfect Assassin score though.
This is because when his body is found then you will get an Alert on your
stats.
You cannot leave the mission until he dies. But you have time from the
moment you poison his plate to get to the Exit Point safely. The thing here
is that when he dies, and you get the "Info: Objective Status Changed",
then it is immediately followed by the "Body Found" warning which gives you
almost no time to avoid an Alert.
To compound matters you cannot just stand at the Exit Point to exit the
mission immediately when he dies. You *MUST* walk or run into the Exit
Point to leave.
However, this doesn't mean that you cannot get a Perfect Assassin score.
Street_Genius, over at GameFAQs, came up with a way to help you avoid this
Alert if you wish to have a perfect score and I will cover that at the end
of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Outside
>>Inside
On the Outside Map you will find several Guards doing slow patrols. When
you look at the Inside Map then you will find Hayamoto Jr. in the dining
room at the south side of the building. There are also many Guards here as
well.
You will also find three Points of Interests. The first one, at the
northeast corner, is where you can find the Fugu Fish that you can use to
poison Hayamoto Jr.
The second one, west of that, is where you can find a change of clothes so
you can disguise yourself. The last one, at the southeast corner, is the
Car Garage where you can find a beat up Car that you can use as a
distraction.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be behind a large rock just east
of the Exit Point. On the path on the other side of the rock should be a
couple of Guards. At this point you should also see a Guard appear from the
front door northeast of your position. There is another Guard patrolling
the driveway area by the car garage to the east of the front door.
When the Guard by the front door goes back inside and two Guards on the
nearby path start moving west then walk east towards the Car Garage. When
you get onto the path then run northeast towards the sandy area near the
front door.
When you get onto that then run east until you get to the end then stop
running and begin walking again. You should see the Car Garage ahead of you
and to the left. You should also see three garage doors. Enter the one on
the left and you should see the beat up Car to your right. Go to the Car
and Honk Horn. This will attract a nearby Guard.
To the west is the door that leads inside. By the door is a trash can. Run
and hide behind the trash can then enter Sneak Mode. When the Guard enters
the garage and is far enough from you then Sneak around the trash can and
enter the house.
Continue Sneaking forward and go through the door on your right when you
near the end of this small hallway. After going through this door then turn
left and Sneak through the next door. Ahead of you should be a large
translucent door. You can see through it but, thankfully, the Guards
cannot.
On the other side of this door is a patrolling Guard. When he passes by the
door then open and go through it, turn right and stick close to the wall,
and Sneak forward to the next door. Go through it and Sneak through the
next door which is north of you. Then go to the next door, go through it,
and turn left. Your goal is the room northwest of you that has a PoI.
There are two patrolling Guards that go through this hallway but they are
slowly heading in opposite directions at this point. They will slowly head
outside then turn around and come back again.
The room that you are heading to has a change of clothes that will serve as
your disguise for the remainder of this mission. After Changing Clothes
then get out of Sneak Mode and head to the room next door east of you. Here
you will find an SMG so grab it and Holster it if you need it.
Head back to the south room then stand by the door and check your Map (or
look through the Keyhole on Professional difficulty). Wait for the two
hallway patrolling Guards to stop by the door. When they meet and go back
out again then leave this room and head east towards the Kitchen.
Keep your distance from the patrolling Guard as you enter the Kitchen. You
will notice a large table that dominates the room. On both ends of the
table are plates of food. You can place the Transmitter on either plate but
wait until you get the Fugu Fish first.
As the patrolling Guard gets to the door leading outside then head to the
room that has the Fugu Fish. When you get inside then Cut Fugu Fish and
check your Map. In addition to the patrolling Guards there is also a cook
that stands around in the Kitchen. However, he will leave the room on
occasion to get a smoke outside.
When the Kitchen is clear and before the patrolling Guard goes back inside
then go into the Kitchen and place the Transmitter and Poisoned Fish into
one of the two plates but I prefer the one at the north end of the table.
It should be pointed out that the Concubine that serves Hayamoto Jr. will
begin to serve the plates when you cut the Fugu Fish. She will grab the
dish at the south end of the table first. By placing the Transmitter and
Poisoned Fish on the plate at the north end then you will give yourself
more time to safely reach the Exit Point.
From here then go out the door to the north and turn east. Then walk all
the way to the fence and turn south until you reach the driveway at the Car
Garage. From here, run west but get back on the sand. Stop just as you
reach grass then walk again. Head to the Exit Point but stay on the grass.
As you are nearing the Exit Point then the Concubine will begin to bring
the plates to Hayamoto Jr.
When she brings the contaminated plate it will take a few seconds for the
Transmitter to be ingested. Then later Hayamoto Jr. will drop dead as the
poison from the Fugu Fish quickly takes effect. When this happens then you
are allowed to leave. Then walk to the Exit Point, regardless of the two
nearby patrolling Guards, to successfully complete the mission.
>>Avoiding the Alert
******************
For those looking for a clean run here is what you need to do
according to Street_Genius. When the Guards have walked away after
the Concubine has delivered the second plate then go onto the
walkway. Look down and you should see the individual blocks for the
path. A few feet away from the door you should see one crack that
goes all the way across. Stand on it and face the door.
Shortly thereafter you should get the first Info Notification telling
you that the Transmitter has been ingested. When the second Info
Notification appears (Hayamoto's death) then *IMMEDIATELY* run for
the door and *IMMEDIATELY* skip the closing cutscene.
According to Street_Genius time does not stop during the cutscene and
you will still get an Alert even if you didn't see the notification
on your way to the door.
0=+=+=0
/ Japan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN2. "Hidden Valley" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Japan /
0=+=+=0
0=========0
| Overview \
0=======================================================>
Your work in the previous mission has paid off. Hayamoto Sr. has emerged at
one of his castles in central Japan. But you have to make your way through
some rather tough security to get there. You need to navigate through a
large valley that also has an Underground Tunnel.
There are many Guards that patrol the area and are on high alert. They will
always run to check you out if you get within sight distance. In addition,
there are several large towers that contain Snipers wielding Custom Rifles.
This makes it a rather challenging task to get to the Exit Point.
0===================0
| Mission Objectives \
0=======================================================>
>>Find the secret passage.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by most of the Guards.
>>Custom Rifle
************
Carried by all of the Snipers in the Guard Towers.
>>Katana Sword
************
Carried by the Ninjas in the room near the Vehicle Checkpoint.
>>Crossbow
********
By the Agency Pickup.
++Notes
*****
All of the weapons listed here are new. You can easily get the Crossbow
and the SMG-SD6 during the course of a mission run-through (although it
may be best to get the SMG-SD6 in a later mission).
You need to kill the Ninjas in the Underground Tunnel to get a Katana
Sword. But you can get one safely later on so it is best to wait.
You're not going to be able to acquire the Custom Rifle during this
mission. There are no doorways entering into any of the Guard Towers.
In addition, they stand too far away from the windows to allow the
weapon to fall out if you attack them while they are firing at you. If
you want the Custom Rifle early then you should do it in the next
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
The Guards in the Valley have randomized patrol patterns that can be
avoided with timing and patience. But there are also additional
instances of randomness that can affect the mission. The main one is
what I call the Flat Ninja problem which I cover in more detail in just
a bit.
Another bit of randomness is that the Vehicle Checkpoint Guards can
randomly freeze while inspecting a Truck. The Trucks are basically a
conveyor belt so when the Guards freeze up then then entire chain of
Trucks are frozen for the rest of the mission. This happens on all of
the console versions but is more frequent on the PS2 version.
0==============0
| General Notes \
0=======================================================>
This was a particularly difficult mission to figure out due to the over
sensitive Guards. One of the irritating things about this mission, despite
the nighttime darkness and the snow, as well as the darkness inside the
tunnel, the Guards can easily spot you because most of them are wearing
Nightvision Goggles.
Worse, even though you are covered head to toe, they can still identify you
as a "gaijin". This is because your hands, which, given you skin complexion
should be pretty white, are exposed and will identify you as a foreigner.
The mission is designed to make you take an overland route because of the
Vehicle Checkpoint. If you got inside a Truck and took it inside the Tunnel
then the Guards at the Vehicle Checkpoint will find you inside of it no
matter what you do which usually results in Bad Things happening. Without
the Checkpoint then the mission would be way too easy since all you would
have to do is to enter a Truck and take it all the way to the end.
There is also one very interesting thing about these Guards that you can
use to your advantage. When one sees you and runs towards you then he will
check your ID first before doing anything to you. Even more interesting is
that you can arm yourself while he is running to you.
Normally if you bring out a weapon, unless it is an approved weapon, when a
Guard approaches then the Guard will immediately attack. Not these Guards.
When one gets to you then he will stand there while he is checking your ID.
If he manages to completely check your ID and finds that you are not
supposed to be there *THEN* he will attack you.
So, if you are appropriately armed by the time he approaches, then you can
either safely Kill or Sedate him while he is standing there checking your
ID.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Valley
>>Underground Tunnel
On the Valley Map you will see that your Exit Point is at the southeast
part of this large Map. The Agency Pickup is by the side of a large
building which is the west entry point of the large Underground Tunnel. The
other entry point is at the southeast corner of the Map not far from the
Exit Point.
You will also notice several Ladders that lead down into the Underground
Tunnel. In addition, there are multiple Guard Towers that are stationed by
the Custom Rifle wielding Snipers. And there are lots of Guard patrols all
around the Valley.
Inside the Underground Tunnel you will also find plenty of Guards. A couple
of them will patrol inside and outside the west end of the tunnel entry
point.
A bunch more will be stationed at the east entry point. The smaller rooms
that have the ladders that lead up into the Valley will usually have a
Guard on patrol. One of the rooms in the center of the tunnel is heavily
populated with Katana Sword wielding Guards. There are also four additional
Guards just outside.
This is the Vehicle Checkpoint area where the Trucks that go in, out, and
through the Tunnel are stopped and checked out for intruders.
Finally, there are two north-south tunnel sections that contain three
patrolling Guards in each.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=======================0
| The Flat Ninja Problem \
0=======================================================>
Before going into the strategy part of this chapter I need to go over the
single most annoying problem in the entire "Hitman" series: The Flat Ninja.
Basically what happens is that at some point during your runthrough you
will get an Alert for no reason followed by a warning about the Guards
finding the body of a dead Ninja even though you may not have killed
anybody. What has happened is that one of the Ninjas at the Vehicle
Checkpoint in the Underground Tunnel was killed by a Truck hence a Flat
Ninja.
What makes this very annoying is the fact that this will negatively impact
your score even though you absolutely had nothing to do with the Ninja's
death. While this won't affect your ability to successfully complete the
mission a Flat Ninja will prevent you from earning a Silent Assassin score
because you will get two Alerts.
The fact that this is totally random makes this problem worse. Sometimes
you will get a Flat Ninja, sometimes you won't. Some of the consoles have
it worse than others. The Flat Ninja occurs more frequently on the GameCube
than the PS2, Xbox, and PC versions. However, the Xbox 360 version is the
worst of the lot - at least 90% of all my attempts had a Flat Ninja.
Inexcusable.
**NOTE: Even though I do not have a PS3 at this time it is my
understanding from others that it is just as bad on it as it is
on the Xbox 360 version.
I found a few things when researching this problem. If you look closely at
the Vehicle Checkpoint on the Map you will see four Ninjas - two on the
left and two on the right. The two on the right are not in line with each
other. The bottom one is slightly more to the left than the other - roughly
about a foot and a half.
When one gets close enough to them you can see what actually happens. When
a Truck stops at the Checkpoint it will be about two feet from the bottom
Ninja. Then, about two seconds later, this Ninja will simply drop dead as
though he had a sudden heart attack. That's right, even though the Truck
*DIDN'T TOUCH HIM* this particular Ninja dies for pretty much no reason.
It gets better. If one of his buddies runs to him and he is the same
distance from the Truck as his now dead buddy then he will die too. Lovely.
And IOI could've done a very simple fix to correct this problem. Simply
move the bottom Ninja back a foot and a half to be in line with his buddy.
That's it, problem solved. I can't understand why IOI didn't decide to do
something about this because I'm damn certain that their Quality Assurance
department had to have been writing up reports on this.
This is especially true with the newer Xbox 360 and PS3 version. I
understand that IOI probably wanted to keep the games as authentic and
close to the original programming as possible but this very simple fix
would have prevented a lot of unwanted headaches amongst the fans.
As I continued to research this problem I tried to find ways to prevent it.
This mainly consisted of ways to freeze the inspection or luring this
Ninja away so I could Sedate him.
I also found ways to run past them without them seeing me but this *ALWAYS*
resulted in a Flat Ninja when the next Truck arrived. After many hours of
playing on all of the versions I own, and not being able to come up with
anything near reliable to prevent a Flat Ninja, I decided to give up on
this.
The only advice I can give you is to simply keep playing through it until
the game feels like giving you your clean run. I don't like saying it but I
also don't want to give you advice that might never work for you either.
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be at the northwest corner of the
Valley. Just southeast of you is the west tunnel entry point. Bring out
your Anaesthetic and run east along the trees then turn south to head
toward the large building while using the trees as cover against the Sniper
that is south of your position.
If he does manage to track you then, by running, he won't be able to hit
you. In addition, this warning does not count as an Alert so you will still
have a clean score.
When you get to the large building then run east along the north side and
stop at the northeast corner. Nearby is the Agency Pickup. But there is
also a Guard on patrol nearby. Enter Sneak Mode and, when he turns back
south, then go around the corner and get behind him. Sedate him then Change
Clothes. Then run to the Pickup and grab the Crossbow for your weapon
collection.
After this then run straight south towards the hills that border the area
and stop when you get there. The goal is to enter the dead-end valley just
to the east. Also east of you are four patrolling Guards with varying speed
patterns. They are also very sensitive - they can easily see you from a
distance and have a wide angle of view.
When all of the Guards are far away from this valley then enter it and stop
when you get to the end. Look north to find the Guards again.
Your next goal is the path to the northeast. When the Guards are far enough
away that then run north and turn east. Continue east until you reach the
shelter for a Ladder. Near is is a path that goes south. This path
dead-ends to the east with another Ladder. This is where you need to go.
However, there is a Guard that is patrolling nearby.
Run into this area and bring out your Anaesthetic (which will cause you to
drop the Crossbow). Simply run up to this Guard, get him to notice you,
then Sedate him when he checks your ID. Then go back to retrieve your
Crossbow and proceed east to the Ladder.
When you get to the shelter then get to the top of the Ladder and look down
into the room below. In addition to this room there are a couple of others.
Slowly patrolling these rooms is a Guard. He will eventually enter the room
below then leave.
**NOTE: On the PS2 version he might not enter this room. Go down the
Ladder and look through the Keyhole on the door or on the Map to
wait for him to turn north past the door before following him
into the larger room.
When he leaves then climb down the Ladder, enter Sneak Mode, then enter
into the larger room. Turn right and head for the boxes against the wall
ahead of you. Get up against the boxes and wait for him to enter the next
room. Then sneak up to the door, stand to the right, and open the door.
Ahead of you is a group of boxes.
The Guard will go to the southwest corner of the room, stop, and then head
to the northeast corner. Wait for him to get behind the boxes before
sneaking inside. When you sneak inside then turn left to go through the
door into the Tunnel. When you enter the Tunnel then go straight north to
the opposite wall then turn left and stop at the angled corner.
After this then check your Map. Then look at the north-south Tunnel section
east of your position.
There are three Guards that patrol this section by weaving between the
pillars. They will only move when you are close enough to the Tunnel
section. If you are far away then they will be frozen. However, if you are
just far enough away then they will be moving but will freeze at the south
end of their patrol route. If you wait long enough then you can get the
trio of Guards to stop at one spot.
>>Professional
************
At this difficulty you don't the luxury of observing the Guards on
the in-game Map. Stand by the angled corner for about four minutes
then make your move.
By standing at this angled corner then you can get all three to move so you
can get them to gather in one place. When they are all frozen at the south
end then you have two options to go through the Tunnel:
>>If the Trucks are Frozen
************************
On occasion the Guards will freeze up while inspecting a Truck at the
Vehicle Checkpoint. This means that the Trucks will no longer go
through the Tunnel and you will have to get to the Exit Point on
foot. Run east and go through the next angled section of Tunnel.
When you get to the north end of the next Tunnel section then you
will see a pillar. From this pillar go south along the *WEST* side of
the pillars then stop at the north side of the *FOURTH* pillar. Then
enter Sneak Mode and angle the Camera so you can see along the west
side of the pillar.
You will then see the three Guards move as a group toward you as they
weave between the pillars. When they disappear at the south side of
your pillar then carefully Sneak south along the west side of the
pillar.
The reason you have to Sneak along this pillar is that the Guards
here have sensitive hearing and if you try to walk along then they
may hesitate as though they heard something. By Sneaking forward then
you can prevent this.
When you get to the next corner of this pillar then angle southeast
and Sneak to the south side of it. Then get out of Sneak Mode and run
along the east side of the remaining pillars and turn the next
corner. Continue running forward and stop running just before you get
to the door which should be to your left (it will also have a light
above it). This door is part of a garage area with a Truck.
It will also have a patrolling Guard slowly going around it. You need
to carefully avoid him and head to the Ladder in the room by the
north end of the vehicle.
When he goes along the east side of the Truck then run to the door
leading into the ladder room and quickly climb the Ladder. When you
get to the top then run southeast and past the large building (the
tunnel entrance) and to the Exit Point to successfully complete the
mission.
>>If the Trucks are Moving
************************
Go around the angled corner just a bit and run after the next Truck
that comes by. The Truck is a bit faster that you are even as you go
around the corner. But, after a short distance, it will slow down
just a bit, enough for you to get on. If it speeds up and you can't
get on the Truck then go back around the corner and wait for the next
one.
When you manage to get onto the Truck then it is just a matter of
waiting until you are outside. As you head down the Tunnel the trio
of Guards will be moving north and won't see you in the truck as you
pass by them. This is the main reason to wait for them to freeze.
Once you get outside then get out of the Truck when it stops and run
to the Exit Point to successfully complete the mission.
0=+=+=0
/ Japan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN3. "At The Gates" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Japan /
0=+=+=0
0=========0
| Overview \
0=======================================================>
Now that you've made it through the valley you need to enter the castle
itself. Like before, there are many high alert Guards and Snipers in the
towers. In addition, you need to switch off the Generators that power the
Alarm Grid before you can enter the Castle.
0===================0
| Mission Objectives \
0=======================================================>
>>Get to the Castle undetected.
>>Wait for briefing on Alarm Grid.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by all of the Guards.
>>Custom Rifle
************
Carried by all of the Snipers in the Guard Towers.
>>Katana Sword
************
Carried by the Ninjas in the rafters.
++Notes
*****
Like in the previous mission, there are no entry points into the towers
so you can't get at the Snipers to acquire a Custom Rifle. However, you
can still get this weapon during this mission. This is because the
Snipers stand much closer to the windows than the ones in the previous
mission. And acquiring a Custom Rifle is not that difficult either.
If you look at the Guard Towers with the Binoculars then you will see
the Snipers through the windows. When a Sniper is just standing there
then he will have the Custom Rifle against his chest. If you kill him
with either a Crossbow or Sniper Rifle then both the Sniper and the
weapon will drop straight down and onto the floor.
But, if he acquires you and starts firing, then he will stick the
weapon out the window. If you kill him while he is firing at you then
the weapon will fall out the window. However, the weapon may get caught
on the roof which may prevent it from falling down onto the ground and
you won't be able to get it.
There are a couple of Snipers that I am going to target for easy weapon
acquisition.
Play through the mission as written and shut down the first Generator.
Since you will be doing some killing you may as well kill the two
Guards that you would've normally Sedated. Pick up the SMG-SD6 and ammo
from both.
After the first Generator then head to the path that leads to the front
entrance. However, when you get to the path, then angle northeast to
stand against the wall and with the Guard Tower about ten feet behind
you. By standing here then the Guard that patrols the front entrance
will see you and run to you.
When he gets close then kill him with a quick burst with the SMG. This
will also cause all of the Snipers to go active. However, since you are
so close to the Castle, and all but one are looking south, then they
won't become an issue.
The one Sniper that looks north is the one directly behind you. And, by
being so close to the Tower, he can't see you and attack you. But you
still need to deal with him.
This Sniper is the SECONDARY and the Sniper at the northwest corner of
the Castle grounds is the PRIMARY. The reason the second Sniper is the
Primary is because there is nothing under his window for the weapon to
get caught on - it will drop straight down to the ground.
The reason that the first Sniper is the Secondary is because you have
no cover and you are close to him. If he manages to fire on you then he
will hit and kill you. So the plan is to kill him before he acquires
you then kill the other two Generator switches and go after the
Primary.
Another reason to get rid of the Secondary first is because he is
looking in the general direction of the Primary. He could very well
shoot you in the back in the process of going up to the dropped Custom
Rifle after you kill the Primary.
Even though the plan is to kill the Secondary before he acquires you
you can still get a Custom Rifle from him. After acquiring more SMG
ammo from the now dead patrolling Guard then turn around to face the
Guard Tower and look up.
Slowly back up and aim at the window, and Sniper, as you move. Try to
fire at his head for a quick kill before he sees you. If he acquires
you then you have less than a second to kill him before he fires on
you.
But you can still fire a quick burst of rounds from the SMG to kill him
before he can fire. If you kill him in the act of acquiring you then
the weapon will fall out the window and land in three possible places:
--On the ground in front of you.
--Bounce around the roof and land on the ground not far from the
second Generator switch.
--Get stuck on the roof.
If the weapon drops to the ground then pick it up and finish the rest
of the mission as written. But, if you kill the Sniper before he
acquires you or the weapon gets caught on the roof, then go after the
Primary.
Shut down the second and third Generator switches and head towards the
Exit Point as written. However, instead of heading to the Exit Point,
run towards and drop down into the stairwell south of the Primary
before he can fire on you.
Once inside the stairwell then you need to gently go up the stairs
until you just see his window. Aim your sight at him and continue to
gently go up. The moment he acquires you then fire a quick burst and
pull back. He will fire on you anyway but, because you presented such a
small target, he will miss.
If everything has gone right then he will be killed by the quick burst
and the weapon will be on the ground ahead of you. If he wasn't killed
then repeat the process until he is dead.
After safely acquiring the Custom Rifle then finish the mission and
return here later to clean up your score and acquire the SMG-SD6.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
0==============0
| General Notes \
0=======================================================>
Although there are plenty of Guards most of them surround the Castle and
won't pose a problem using this strategy which is based on Jason's Perfect
Assassin work. As usual, I have also added my own observations and tweaks
to it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Valley
>>Castle
On the Valley Map you will find many Guards patrolling this large area.
There are a few in the southern area but many more in the northern part,
especially near the Castle. There are several Snipers within the Castle and
one in a Guard Tower just south of it.
The Castle Map shows the interior areas of the Castle. This is especially
important when near the entrance.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When the mission starts then you will be in the large dark gray area at the
west part of the Valley. If you brought the Crossbow with you from the
previous mission then you can drop it. Ahead of you is a higher ridge that
you need to get up onto.
From your starting point, run southwest to the rock wall and you will find
the way upward onto this ridge. Once you get up onto the ridge then turn
east. You should see the edge of the ridge to your left and three trees, in
a line, to your right. Run east and, when you get to the third tree, then
turn right. You should find another tree about ten feet from where you just
turned.
Go past this tree and stop at the next one. If you are in the right place
then you will also be real close to the ridge edge (about five feet). Next,
enter Sneak Mode, bring out your Anaesthetic, and angle your Camera until
you can see the Guard that is patrolling this ridge. You need to find him
and make sure that the tree you are at is between you and him. Use the Red
Crosshair to track him through the tree (if available).
Eventually he will head in your direction. Use the Camera and move yourself
so the Guard doesn't see you as he passes you. Once he passes you then go
around the tree to get behind him so you can Sneak up and Sedate him. After
Sedating him then Change Clothes.
From here, head along the edge of the ridge, drop down, and continue east.
Check your Map and you should see the ridge edges. Just ahead of you is the
another ridge edge. The main foot path cuts through the ridge and drops
down.
Stay along the hills at the south edge of the area. Continue east until you
just get past where the path drops down then stop and look north. If you
are in the right place then you should see the ridge edge to the left and
in front of you, a large hill ahead, and a trio of trees to the right.
Also ahead of you, on the foot path, is a single Guard going east. When he
gets to the S-curve that is just east of the trio of trees then proceed
north, drop down, and walk all the way to the hill. Then go east along the
edge of the hill and follow it north.
As you do so you will get a notification from Diana about the first
Generator you need to shut down so you can enter the Castle. This will show
up at the southeast side of the Castle.
Continue north and drop down from the ridge then climb the next one. The
solitary Guard Tower should be to your right. When the Tower is directly
east of you then turn right and drop down the ridge. The Tower should
shield you from the Guards on the foot path and dropping down should keep
you out of sight of the Guards to the north.
Continue slightly northeast and head to the southwest corner of the Castle.
As you get near it then stop and look east. Ahead of you is the foot path
and beyond it is another Guard Tower and ridge. You should also see the
solitary patrolling Guard you saw earlier. When he turns around and heads
back south then proceed east past the Guard Tower and to the ridge.
When you get to the ridge then follow along it and you will eventually get
to where you can climb up. This point is directly south of the Generator.
When you get up to the upper ridge then turn north towards the Generator.
As you proceed then bring out the Anaesthetic.
The reason for that is because of a Guard that is patrolling the Generator.
You're not going to be able to Sneak up on him so just walk up to him.
Remember, he is going run up to you to check your ID first before shooting
at you so when he stops to check identification then quickly get around his
backside and Sedate him.
After that then grab his SMG-SD6 and go inside the fence to shut down the
Generator. The switch is on the southwest side of the unit. Then Diana will
tell you about another Generator. This one will appear inside the Castle
grounds not far from the first Generator.
Now to head through the Castle entrance. However, there are Guards that
keep an eye on it. The entrance is part of a medium sized building at the
front of the castle. You can see what's inside by switching to the Castle
Map.
Inside there are six stationary Guards. Four are looking south. These are
Katana Sword wielding Ninjas that lurk on top of the building rafters. As
long as you are not firing at anyone then they will leave well enough
alone. The two in the center are looking north. If you go through the
entrance and up the stairs then they will see you and confront you.
Finally, there is one more Guard. He will patrol this building in an
east-west route. He will start just outside one side of the building, go
back in, cut across the entrance then go out the other side and turn around
and go back the other way.
With that explained, let's proceed:
From the first Generator, go along the edge of the Castle and back to the
foot path. But stay on the lower part and stop next to the Guard tower.
Observe the entrance ahead. When you see the patrolling Guard move through
the entrance and out of view then proceed ahead and stop at the wall to the
*EAST* of the door.
What you want to do is wait for the patrolling Guard to go from east to
west through the entrance. When you see him go through the west door and
the door closes then go inside the entrance and proceed through the east
door. Go up the stairs, turn left and go through the door leading outside,
then turn right and head for the second Generator switch.
When you turn off the second Generator then Diana then will tell you of a
third Generator but it won't show on the Map. After turning off the
Generator then head back to the building but stop at the corner and out of
view of the door you came from. Wait for the patrolling Guard to come
outside and go back in again before continuing.
There is a ramp ahead of you to the north. After the patrolling Guard goes
back into the building then run to it, head up, and through the door at the
top.
When you go through the door then turn left and follow the hall. You should
see a couple of more rafter dwelling Ninjas but they will leave you alone
even as you run underneath them. At the end of this building is the last
Generator. Turn it off then turn around and head to the next door but stop
and stand to the left of it.
Open the door and use the Camera to find another patrolling Guard.
Eventually he will stop at a point directly north of you then head east.
After he gets some distance away then walk outside and head northwest
sticking close to the building. Walk through the now deactivated security
door and to the base of the ramp.
When you get to the base of the ramp then run up and turn right at the next
corner then through the next deactivated security door. Then run up the
stairs and to the Exit Point to successfully complete the mission.
0=+=+=0
/ Japan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >JPN4. "Shogun Showdown" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Japan /
0=+=+=0
0=========0
| Overview \
0=======================================================>
Now that you're in the Castle itself you can begin the process of
eliminating Hayamoto Sr. and acquire the missile guidance system. As you
can guess there are plenty of Guards all throughout this large multi-level
Castle. Although the Castle itself is very old and creaky it is equipped
with all of the latest electronic alarm devices.
0===================0
| Mission Objectives \
0=======================================================>
>>Eliminate Hayamoto.
>>Secure the Missile Guidance System.
>>Escape the Castle.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by most of the Guards plus four in the Weapons Room.
>>.22 SD
******
At the southeast corner of the Museum.
>>Deagle
******
Carried by some of the Guards.
>>Katana Sword
************
Carried by the Ninjas in the rafters, Hayamoto himself, and one in the
Museum.
++Notes
*****
The only new weapon is the .22 SD and you can acquire it, and the
Katana Sword, easily during the course of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
However, you could run into Guard problems at the Laser Door on the 1st
Floor after the alarm is set off.
0==============0
| General Notes \
0=======================================================>
In previous versions of this guide I pointed out that on your initial
run-through if you Sedated the two Guards in the previous mission then you
will only have one dose of Anaesthetic for this mission. The Perfect
Assassin strategy required two doses and I recommended Killing the Guard on
the initial run-through and go back later to clean up your score.
But I later discovered that you can do this mission cleanly with only one
dose. The key is to leave the Sedated Guard in a specific place while he is
sleeping. I pointed out earlier that this is a mission where you can be
attacked by Psychic Guards. However, they become psychic if the Sedated
Guard wakes up while the Alarm is going off. If he wakes before the Alarm
is triggered then you are okay.
If you stay hidden on the 1st Floor when you kill Hayamoto with the Bomb
then the nearby Guards may become psychic so it is best to stay by the Exit
Point instead while you wait for him to enter your trap.
>>Xbox 360 and PS3 Versions
*************************
Picking up the Katana Sword in the Museum will give you the "Samurai
Gaijin" Accomplishment. If you've acquired all of the other handguns
prior to this mission then you will earn the "All Handguns Collected"
Accomplishment when you pick up the .22 SD and complete the chapter.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are ten levels to the Map:
>>Museum
>>Basement
>>6th Floor
>>5th Floor
>>4th Floor
>>3rd Floor
>>2nd Floor
>>1st Floor
>>Courtyard
>>Wings
Hayamoto himself resides on the 6th Floor along with four Ninjas waiting in
the rafters. The 5th Floor has several additional Guards and sword wielding
Ninjas.
This floor has two Laser Doors that can only be opened by a Special Card
that is carried by three people, one by Hayamoto, one by an unknown
Concubine, and the last one by Lei Ling.
Lei Ling is the woman you rescued in "Codename 47" (and will again in
"Contracts") and she has managed to hook up with Hayamoto. You can rescue
her again if you want but there is no reward for doing so. She will,
however, give you a Special Card to grant access to the upper floors and
you will get a bonus save. Lei Ling and the unknown Concubine reside on the
4th Floor.
If you try to go through the Laser Doors without deactivating them then you
will set off alarms and piss off the Guards. The Laser Doors will only be
deactivated a short time before coming back on again.
The 3rd Floor has several Guards and a Point of Interest which is the Alarm
Console. You'll need to go here later. The 2nd Floor has only a rafter
Ninja The 1st Floor has three Guards, two by a Laser Door and one on a
short patrol. This floor also has squeaky floorboards that you need to
avoid.
The Courtyard and Wings are the same Map but show different areas. The
Courtyard shows what's in the center of the Map which is the Helipad (Exit
Point). The Wings shows what's around the Courtyard which are the internal
rooms.
There are two Point of Interests on this Map. The one to the north is the
Keycard that will open the Laser Doors on the lower floors. The one to the
south is the Weapons Room where you will find the Bomb and the Bomb Remote.
The Basement is accessed through the 1st Floor and has two sets of stairs
which lead to the Museum. The Museum has only one Point of Interest - the
Guidance System. The Museum also contains two accessible weapons - the
Katana Sword and the .22 SD.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be on the Wings floor by the east
Exit Point (the Helipad is a secondary Exit). Enter Sneak Mode and angle
northwest towards what appears to be a wooden wall. However, this is
actually a secret door. Sneak through it and go up the stairs.
As you head up the stairs then bring out your Anaesthetic. When you get to
the next door then stop and either open your Map or look through the
Keyhole. You are now on the 1st Floor. Look for the north-south patrolling
Guard at the east side of this floor.
When he turns north then quietly go through the door. This is the room with
the squeaky floorboards. The floorboards are grayish in color and you
cannot walk on them. You need to walk on the solid beams that connect the
pillars in this room. They are brown in color.
After going through the door then turn left and head to the beam that will
let you get to the closest pillar. When you get to this pillar then head to
the southwest corner of it and angle the Camera so you can see the Guard.
When he turns back north again then go around the west side of the pillar
and head to the next one. You can't go after the Guard at this point
because, as he heads north, he will very slightly angle to the east which
will make him walk on the squeaky floorboards.
As you head to the next pillar make sure you don't get too close to him or
you will alert him. When you get to the pillar then go to the southwest
corner and wait for the Guard to turn south. When he does then gradually
move along the west side of the pillar and look east. Just before he goes
behind the pillar then move around the north side of it and get behind him.
If you wait for when he gets behind the pillar then you may not be able to
catch up to him before he reaches the south end of his patrol route and
will turn around before you can ambush him.
If you get behind him properly then you should get close enough to him just
before the end of his route to Sedate him. After you Sedate him then Change
Clothes and drag his body back to the south wall then head west to the
stack of crates in the southwest corner. When you get to the crates then
place him as far into the gap between them and the west wall as you can
then drop him.
There is a reason for dropping him here and I will explain why later.
Just north of your position is the stairway down. Drop down and you should
be near the bottom of the stairs. When you get to the bottom of the stairs
then turn right to face west and you should see another wooden wall to your
right. This is another secret door. Go through this door, along the
hallway, and through the next door.
Just beyond this door is a small shelf on the wall to your right. On it is
a Keycard. This is the Keycard that will open the Laser Doors on the lower
floors of this facility. Grab the Keycard then go south to the next door
and walk through it. You will go outside and encounter a Guard standing
near the door. Ahead of you is the Helipad.
Turn left and go right around the corner of the Helipad. Head south until
you get under the covered walkway. To your left is a door. Go through this
door and immediately turn right. Go forward and turn the next corner.
Continue forward all the way to the end of the hallway where you will see a
door. However, at the end of this hallway should be another door which
should be to your right. Walk through this door and you should see two
Guards just sitting around. At the east side of this room is a Laser Door
that leads into the Weapons Room.
Deactivate the Laser Door and enter the room. Grab the Bomb Remote which is
on the nearby crate and go to the next crate to grab the Bomb itself. Then
walk back out through the Laser Door and into the hallway. Then go back to
the door leading outside.
When you get back outside then turn right and head to the closest corner of
the Helipad. Just beyond that are two Guards ahead of you. Go between them
and through the door, closing it as you walk through it.
You should be at the bottom of the stairs that go back up to the 1st Floor
and the secret door that led to the Keycard. Go up the stairs and to the
Laser Door ahead of you. The floorboards between the stairs and the Laser
Door don't squeak so it is okay to walk straight up to it.
Deactivate the Laser Door and walk through it and between the two Guards.
Angle northeast and you should see the stairs leading up to the 2nd Floor
and the stairs leading down to the Basement. Just as you get under the 2nd
Floor stairs then drop down into the next stairwell. Then head down the
stairs and through the next door.
Angle southeast and go to the next door at the other side of this floor. As
you are doing so then bring out the Bomb. Go down the stairs and stop when
you get to the bottom.
There is a Laser Door that goes into the Museum. Deactivate it and go
through the Door. Go to the Missile Guidance System, drop the Bomb, and
pick up the System. Then go to the southeast corner to find the .22 SD.
Pick it up then go to the west center side to find the Katana Sword. Pick
it up then leave the Museum the same way you came in.
>>Xbox 360 Version
****************
The Guard by the door on the north side of the Museum may get
curious and come inside while you are doing your thing. To keep this
to a minimum it is best to run all through the Museum as you are
setting up the Bomb and picking up the items.
After exiting the Museum then head back up the the 1st Floor. Then walk up
the stairs to the 2nd Floor. When you get to the top of the stairs then
turn right 180 degrees so you are heading west and turn left at the corner.
Continue forward to the other end of the floor and head up the stairs to
the 3rd Floor. Then continue to the 4th Floor and stop at the southwest
corner.
The reason for stopping here is to allow the Sedated Guard to wake up. Now
I will explain the reason why I placed him in the corner by the crates.
When he wakes up then he will be frozen in place because, in the process of
Sedating him, I also disarmed him.
If you don't put him in this corner then, when you trigger the Alarm, he
can randomly appear anyplace along the escape route even though he was
frozen before. If you encounter him then it will count as a Close Encounter
even if he doesn't attack. More than likely he will be with the other
Guards which will often result in them attacking you.
But, by placing him in this corner, then you will also exploit a hole in
the game logic. When the Alarm is triggered then, because he is in this
corner, he will disappear from the Map. However, when you go back down to
the 2nd Floor, then he will reappear but in the center of the 1st Floor. He
will then walk to where he was originally patrolling earlier and freeze
while looking north and away from the door you entered from.
After he wakes up then head back down to the 3rd Floor. When you get down
to the 3rd Floor then you should see a door behind you and to the right. Go
through it and turn left to head to the next door. It should be noted that
there is a wandering Guard that patrols this floor.
>>Xbox 360 Version
****************
He may be stationary at a random place on this floor instead of
patrolling.
Go through the next door and angle right to go through the next one. When
you go through the next door then angle slightly left so you can enter the
next room behind the wall. Here you will find the Alarm Console. On it is a
button with a big red light.
Push it to start the Alarm which will get Hayamoto to flee the castle.
However, he will head down to the Museum to retrieve the Missile Guidance
System first - and walk right into your trap. After that then run all the
way back down to the 1st Floor (but walk past the 3rd Floor patrolling
Guard). Don't worry about any Guards you pass along the way - they will be
too busy helping in Hayamoto's escape.
When you get down to the 1st Floor then head back through the Laser Door.
Be careful though - some of the Guards coming up from outside may come
through the door and quickly reactivate the door before you can safely get
through it and cause Alerts.
After going through the Laser Door then run along the beams and back to the
door you entered from (if you look to the left you should see the naked
Guard frozen in place). When you go through the door then head to the Exit
Point but stop about a foot from it.
Then bring out the Bomb Remote and switch to your Map. Go to the Museum Map
and wait. Eventually Hayamoto will show up and head to where the Missile
Guidance System was. Just before he gets to the Point of Interest marker
then back out of your Map and detonate the Bomb to kill Hayamoto. Then walk
through the Exit Point to successfully complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After this mission then you will find yourself back at your familiar Tool
Shed at Gontranno. If you've done everything correctly up to this point
then you should have the following weapons inside the Tool Shed:
>>Melee Weapons
*************
--Anaesthetic --Fiber Wire
--Kitchen Knife --Combat Knife
--Golf Club --Katana Sword
>>Pistols
*******
--Ballers --Ballers SD
--9mm Pistol --9mm Pistol SD
--Deagle --Revolver
--.54 Pistol --.22 SD
>>Sub-Machine Guns
****************
--SMG --SMG-SD6
>>Assault Rifles
**************
--AK --M4
>>Shotguns
********
--Shotgun --Sawn-Off
>>Sniper Rifles
*************
--Crossbow --R93 Sniper
--SVD Sniper --W2000 Rifle
--Custom Rifle
And now, onto the next major chapter of the game.....
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/=========================================================================\
| >HTM4. Malaysia |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Your next major task is to eliminate one Charlie Sidjan, a very talented
hacker. He has managed to steal a very important piece of code from the
United States and the client wants it plus destroy all records of it.
His business, Carniwarez Inc. Computer Systems, is located in the Petronas
Towers at Kuala Lumpur. At 1,483 ft. tall they are considered one of the
tallest buildings in the world. At the time the game was made they were the
tallest but has since been overtaken by a couple of other buildings including
the Burj Khalifa in Dubai, United Arab Emirates. It stands at a staggering
2,717 ft.
There are three missions here and you won't be able to go back to your Tool
Shed until you complete the last one.
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/ Malaysia \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MLY1. "Basement Killing" 0
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\ Malaysia /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
Your mission is to access the lower basement area and assassinate Charlie
Sidjan. You are also to destroy the security system for the direct Elevator
to Carniwarez.
0===================0
| Mission Objectives \
0=======================================================>
>>Find and kill Charlie in the basement.
>>Disable the surveillance system for direct Elevator.
0========0
| Weapons \
0=======================================================>
>>Fire Axe
********
Inside the Fire Department.
>>9mm Pistol
**********
Carried by all of the Guards.
>>9mm Pistol SD
*************
Inside Locker 137.
>>Deagle
******
Inside the Security Department.
++Notes
*****
The only new weapon is the Fire Axe and you can acquire it easily
during the course of the mission.
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0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
The Civilians do appear to be randomized but they aren't going to cause
much in the way of problems.
0==============0
| General Notes \
0=======================================================>
There are a couple of ways to do this mission but the best, and most
popular way, is to set off the Fire Alarm and run down into the Basement
disguised as a Fireman.
The major thing I have noted is that the Guards in the Basement, when they
run up to the Ground Floor when the Fire Alarm goes off, will stop at a
certain point then slowly head back to their posts regardless of whether or
not the Fire Alarm is still active.
This means that the placement of the Smoke Bomb will have no effect on how
long these Guards remain on the Ground Floor. In addition, I've tried to
make improvements to the overall strategy.
>>Xbox 360 and PS3 Versions
*************************
This mission is where you can acquire three Accomplishments very
quickly:
--"Call the Caddy"
--"Redrum"
--"47 Kills in a Mission"
There are 50 people in this mission including the Target. However,
the Target does not count towards this Accomplishment so there are
actually a total of 49 people that you can kill to get it. And, since
you are killing almost everybody, then you can go after the other two
at the same time.
Bring the Golf Club and the 9mm Pistol. Drop the Golf Club by your
starting point then use the Pistol to kill the all of the Guards. Do
not shoot any of the un-armed Civilians. After you kill all of the
Guards on the 1st Floor then use the Smoke Bomb to lure most of the
Guards up from the Basement. After dropping the Bomb then go over to
the west side as this is where most of the Guards will enter from.
After killing all of the Guards on the 1st Floor then bring out the
Anaesthetic. In order to get 47 Kills you need to spare two people.
The easiest way to do that is to spare the Pizza Delivery personnel.
The first one is behind the counter at the southwest corner of the
floor so it will be easy to leave him be. The second one will be
running around with the others. Sedate him then go back for the Golf
Club and start killing the Civilians.
When you get the "Call the Caddy" Accomplishment then go into the
Fire Department to get the Fire Axe and kill one of the remaining
Civilians to get the "Redrum" Accomplishment.
After you clear the 1st Floor then go into your Map and get an
accurate count of everybody including the Basement and account for
the sleeping Pizza Guy. Sometimes a Civilian can go outside of the
building, something you can't do, and get stuck. If it looks like you
may come up short then kill at least one of the Pizza Guys to
compensate.
Then go and Kill the Target then complete the mission to get the
remaining Accomplishment.
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0========0
| The Map \
0=======================================================>
There are three levels to the Map:
>>Ground Floor
>>Basement
>>Lower Basement
On the Ground Floor there are three Point of Interests. The first one, at
the northeast corner, is at the Laundry. This is the chute that you can
drop weapons in to retrieve them in the Basement.
The second one is at the Fire Department at the northwest corner. It
contains a Fireman Outfit and a Fire Axe.
The third one, at the southwest corner, is where you can obtain a Pizza.
This is used if you ambush the pizza delivery person in one of the
restrooms and obtain his Outfit.
There is another PoI in the first Basement level. This is the surveillance
system you need to destroy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When the mission begins then you will start out in an open phone booth at
the southeast corner of the Ground Floor. Your pickup is in a small room at
the west side of the Security Dep. just to the east of your position.
Run up to the door of the Security Dep. but don't go in. Look at your Map
and you will see a Guard going from the pickup room into a larger room just
east of that. If you are seen by a Guard as you try to enter this room then
you will be chased out.
Enter into the Security Dep. as the Guard is going into the larger room. Go
inside the pickup room and open Locker 137 to find a 9mm Pistol SD, some
Pistol Ammo, and the Smoke Bomb. Pick up the Smoke Bomb, equip it, then arm
it and drop it. Run out of the Security Dep. and make your way to the
northwest corner of the Ground Floor to find the Fire Department.
Stay outside of the door and look at your Map. The Fire Alarm will be
triggered by the Smoke Bomb and you will see the Firemen quickly get their
stuff and leave.
After the last guy has left then run inside and change into the Fireman
Outfit and grab the Fire Axe nearby to complete the disguise. Then run out
and through the Security Scanners east of the Fire Department then to the
Fire Stairs.
The scanner will make noise as you go through it but the Guards think that
you are heading to an emergency so they will leave you alone. Quickly run
down the Fire Stairs and through the door at the bottom then continue
straight, follow the corner, and run through the next set of doors. Here
you will be in a generator room.
All the Guards that are on this level will be upstairs with the Firemen
thus leaving you free to do what you need to do. Immediately to your left
is the door that enters into the room with basement entrance and direct
Elevator.
Quickly run into the room and look for the surveillance system for the
direct Elevator. This system is the one by the basement door. Remember,
melee weapons, such as the Fire Axe, cannot destroy anything that is not
flesh and blood. You have to use a firearm on the surveillance system.
Quickly whip out your 9mm Pistol SD, which will cause you to drop the Fire
Axe, and shoot the monitor to disable it then pick up the Fire Axe. Then
run through the basement door and run all the way down until you get to the
last door which you need to pick.
By the time you reach this door you should be notified that the fire
situation is over. As pointed out earlier, the Guards will be heading back
to their stations.
When you pick the lock then you will be able to enter the next room. Here
you will see Charlie on the far end working on his computer. However, you
will see pizza boxes and potato chips on the floor. Stepping on them will
make noise and can alert him.
But you don't need to worry much about that at all. Hold down the Fire
Button to bring the Fire Axe above your head then run forward to Charlie.
When you get to the first pile of chips then run right around them and
continue forward. You will crunch the last pile right before him but all
that will do is make him look back.
When you run to him then release the Fire Button to bring the Fire Axe upon
his head to kill him. After you kill him then you will contact the Agency.
In an interesting twist it appears that Charlie has a twin brother and it
is possible that you may need to eliminate him as well.
After that then Holster the Fire Axe and run all the way back to the door
into the security room then turn right and quickly enter the Elevator to
successfully complete the mission. If you've done everything right then the
Guards haven't arrived back here yet.
And the Guards will get suspicious when they see a Fireman here. It should
be pointed out that if they are walking into the room, regardless of how
fast you are in entering the Elevator and regardless of your Threat Meter,
you *WILL* get a Close Encounter on your rating.
0=+=+=+=+0
/ Malaysia \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MLY2. "The Graveyard Shift" 0
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\ Malaysia /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
Before moving on to take care of the twin brother you need to plant a
dongle on the master server which is locked in an air conditioned room. The
dongle will allow the client to retrieve the encoded program.
The only way into this room is with the System Administrator's keycard. He
is working late along with several additional workers. There are also
multiple Guards that protect this floor that need to be avoided. After the
device is planted then you need to find a way out. That way out would be
through the SkyBridge that connects the two large buildings.
0===================0
| Mission Objectives \
0=======================================================>
>>Plant Hacking Device.
>>Find an Exit.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by all of the Guards plus one in the System Administrator's
office.
>>9mm Pistol SD
*************
Inside the weapons box at the south side of the Office Floor.
>>Fire Axe
********
On a wall inside the east Guard Room.
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0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards have no random patterns but the four Civilian programmers
are randomized. They need to be avoided whenever possible so your cover
doesn't get blown. They tend to make frequent trips into the SysAdmin
Office which can be frustrating when trying to acquire the Keycard
within.
0==============0
| General Notes \
0=======================================================>
There are a couple of ways to go about this mission. One way, is to knock
out the Air Conditioning to the Server and the other method, and what
Jason has written, is to ambush and Sedate a Guard to get a disguise then
Sneak past the SysAdmin to get the Keycard. However, I tweaked that method
with my own ideas.
There is also a section near the end that details how to deal with the
SkyBridge Guards and is common to both methods.
This is also a mission where you can be attacked by Psychic Guards if you
Sedate either the SysAdmin or patrolling Guard. You can avoid them by
waiting under the stairs after blowing out the window. When the warning
comes up then several Guards will run around looking for you.
Unfortunately, these Guards will continuously run around thus preventing
you from safely re-entering the main office area. Therefore, if you wish to
Sedate rather than Kill, then you need to keep your victim asleep until you
have accomplished your main objectives other than crossing the SkyBridge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and it is the Office Floor. This Map
will also have several Points of Interests. To the north you will see the
Server Room and the AirCon Room. The PoI in the Server Room is the actual
server you must hack.
The PoI in the Kitchen contains a Coffee Pot that is watched by a WebCam
that is connected to the System Administrator's office so he can keep an
eye on it. The PoI south of the Kitchen contains a Keycard that opens the
AirCon Room.
The two PoI's to the west are weapon boxes. The south one contains a 9mm
Pistol SD and some Pistol Ammo. The north one, which needs to be picked
open, contains Pistol Ammo and NightVision Goggles. The last PoI is the
Keycard that is in the System Administrator's office.
You will see two Guard Rooms with multiple Guards. There are also three
Guards that slowly patrol the floor.
In addition, you will see four programmers (Civilians) that are working in
the three large cubicle rooms. You need to give them a wide berth to avoid
spooking them and making them alert Guards.
Finally, there are two Restrooms at the south side of this floor.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
When you start the mission then you will be in the Elevator just south of
the Kitchen. Drop the Fire Axe you brought with you from the previous
mission if you still have it.
From here, walk forward a little bit and stop at the entrance of the small
alcove you've been in. On both sides of the entrance are ashtrays. Stand by
the one on your right and rotate the Camera so you are looking southwest at
the hallway then bring out your Anaesthetic.
West of your position is a patrolling Guard that has just stopped inside
the west Guard Room. He will turn around and slowly walk down the hallway
going south and out of the central area. Wait for him to appear and go
completely out of view before doing anything.
Then walk to the next corner and enter Sneak Mode. From here, follow the
Guard. The Guard will eventually stop between the Restroom doors. By the
time he gets to this point then you should be right up against him. Sedate
him then drag his body into one of the Restrooms and Change Clothes.
After this then walk to the room south of the east Guard Room. This has the
Keycard to the AirCon Room. Pick the Lock to enter and acquire the Keycard.
Then go back the same way you came and go north through the central
hallway, past the Kitchen, and to the north door close to both the Server
and AirCon Rooms.
Check the Map or open the door to make sure that there are no Guards nearby
before proceeding. Then go into the AirCon Room. Inside is a Server Cooler.
Use your 9mm Pistol SD and shoot it to destroy it. This will cause the
Server to overheat. And this will make the SysAdmin run to the Server Room
to try to solve the problem.
When he gets inside the Server Room then he will spend some time on the
machine before giving up and return to his Office. While he is doing his
thing it is best to stay where you are at. But, in the process of trying to
fix the Server, he will unlock the Server Room door so you can just walk on
in when he leaves.
Enter the Server Room and Plant Hacking Device. You will then get a message
stating that the device is working and that you need to get to the
SkyBridge. From here, head back to the sleeping Guard, wait for him to wake
up, then Sedate him again to buy additional time for your escape. Then go
to the window overlooking the SkyBridge while dodging the other Guards and
Civilians.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
For this method you need to to acquire the SysAdmin's Keycard without
firing the additional shot. After Sedating the patrolling Guard and
Changing Clothes then head to the SysAdmin's Office while dodging the other
Guards and Civilians. When you get to his door then check your Map.
Make sure that no Civilian is in the Office or heading to it before you
make your move. When the coast is clear then go into Sneak Mode and enter
the Office. If he has his back to you then slowly approach his desk and
grab the Keycard. If he turns around as you open the door then sidestep
left as you enter then wait for him to turn around before proceeding.
After acquiring the Keycard then slowly exit the office and head to the
Server Room. After planting the Hacking Device then head back to the
sleeping Guard and Sedate him again when he wakes up. Then head to the
window overlooking the SkyBridge.
0===================0
| Mission Completion \
0=======================================================>
Regardless of what mission method you used this is the part that is common
to both and involves your eventual escape.
When the coast is clear then walk close to the center window and rotate
until you are either looking straight south or west. The reason for that is
if you shoot over the SkyBridge then you may risk shooting close to the
Guards there and they may freak out.
When you are in position then bring out the 9mm Pistol SD and shoot once to
destroy the window then jump down and immediately duck under the stairs
then enter Sneak Mode. The reason for this is because you may cause
everybody to panic and they will run to the Guards. You will get a warning
about a suspicious Guard but no more.
However, everyone will run around trying to see what has happened with the
window and the Guards will be temporarily hyper alert. But things will
eventually settle down and they will go back to business as usual. By
hiding under the stairs then nobody can see you while this is going on so
you are quite safe but you shouldn't move yet.
**NOTE: On the Xbox 360 version nothing will happen when you shoot out
the window so there is no panic.
If you Sedated the Guard, and depending on how long things take, this may
allow him to wake up before you can get to the other end of the SkyBridge.
You will get an additional warning about a suspicious Guard then he, and
several others, will randomly run about the floor looking for you.
In this case it is advisable to sit under the stairs until the Sedated
Guard has awakened and for the Guards to be away from the nearby hallway
before proceeding. When the coast is clear then move southwest across the
SkyBridge. Ahead of you is a maze of wired lights and small air
conditioning units. At the other end of the SkyBridge is the Exit Point.
There are two Guards that patrol the SkyBridge. I will call them the Left
Guard and the Right Guard.
If you tried to cross the SkyBridge while the Guards were hyper alert then
these Guards will automatically see through your disguise when the warning
comes up, regardless of whether or not they can actually see you by an air
conditioning unit, and will run up to attack you. Very annoying.
But, by waiting for everything to settle down after breaking the window and
for the sleeping Guard to wake up, then they should be back to normal and
should cause no problems.
The Left Guard has a patrol route that goes from near the Exit Point to the
center of the SkyBridge (when looking at the Map that would be where the
"B" is). The Right Guard has a patrol route that goes from the center of
the SkyBridge (also by the "B") to just above the "I".
Stand by the air conditioning unit that is just above the "G". You do not
want to get too close to the north end of the Right Guard's patrol route or
he may come closer to investigate.
If he does and you manage to avoid blowing your cover then he may stop in
the center of the path not far from the south end of his route and will
stay there. The problem is that if you try to get by him then more than
likely you will blow your cover and both Guards will then shoot at you.
What you need to to is wait for both Guards to stand at the center of the
SkyBridge or the Right Guard to stand at the center of the bridge and the
Left Guard to be either at the west end of his route or heading back to the
Exit Point before making your move.
When you successfully get past both Guards and to the Exit Point then you
will successfully complete this mission.
0=+=+=+=+0
/ Malaysia \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >MLY3. "The Jacuzzi Job" 0
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\ Malaysia /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
The bonus Target you need to kill is the twin brother of Charlie Sidjan. He
behaves very differently from his other brother. He is quite the playboy
and has his own penthouse suite in the upper levels of the building. He
also is surrounded by several female Bodyguards.
He also has a taste for expensive art as he has a rare 16th century statue
on display. This means additional Guards are on patrol inside the place.
Your task is to eliminate him and make it look like a robbery gone bad by
taking the statue and additional money which can be found inside a Safe.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Charlie Sidjan.
>>Steal the Money.
>>Steal the Statue.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by both male Guards.
>>Revolver
********
Carried by all four female Bodyguards plus one in the Fuse Room.
>>SMG
***
Carried by the four Guards that come up the Elevator if you set off the
alarms.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Guards have no random patterns but the Secretary in the Safe Room
is the random person here. But she isn't too bad and you can make minor
adjustments based on what she does.
0==============0
| General Notes \
0=======================================================>
Although there are some NightVision Goggles laying around you can still do
everything you need without them. This is also another mission with Psychic
Guards but they are much easier to deal with here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the Apartment itself. And
it is a pretty compact level to boot.
There are two male Guards that wander around the center of the apartment
and hallways. There are three female Bodyguards that hang out with Charlie
by the Hot Tub at the northwest corner of the area. There is another female
Bodyguard playing the piano at the southwest corner of this floor.
There are three Point of Interests (and really should be a fourth). The
first one, at the northeast corner of the floor, is the Safe that has money
you need to steal. This room is occupied by a Secretary who will check on
the money every so often. I will call this area the Safe Room.
The second Point of Interest, southwest of the first one, is the Statue you
need to steal. The last one, south of that is where you can find
Nightvision Goggles.
The last place of interest is the Fuse Room which is across the hallway
west of the Safe Room. Both the Statue and Safe are protected by alarms so
you need to cut the power to get at them safely.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be on the ledge just outside the
window looking into the Hot Tub Room where you can see Charlie and the
three female Bodyguards. It should be pointed out that the window is
bulletproof so you can't shoot Charlie from here.
Carefully run south along the edge, follow the corner, and stop at the next
one. You should see the piano playing Bodyguard through the curved window
to your right. Look at your Map or through the window. Inside the main
apartment area are two patrolling Guards. At this point they can't be seen
through the window. But they will enter through a pair of doors near the
Exit Point.
Guard #1 has a patrol that starts by the door to the Hot Tub Room, goes
south through the left door by the Exit Point, stops by the piano playing
Guard, then turns around and goes back north.
Guard #2 has a patrol that starts in the Safe Room, goes through the nearby
hallway, goes through the right door by the Exit Point, goes southwest to
the left door to the south patio, goes outside and back in through the
opposite door, heads northwest to the left door near the Exit Point, goes
through it and turns right to head back to the Safe Room.
Guard #1 is a bit twitchy and Guard #2 is, shall we say, dense. I'll
explain why later.
When they enter into the main apartment area then they will head south
through it then head back north. When they are near the doors then then run
along the ledge to the patio just outside the Safe Room. Then climb the
railing and walk to the door then stop.
Either check your Map or open the door to find the Secretary. Her behavior
will depend on where you are on the Map. Every so often she will get up
from her desk.
If you are outside then she will go to the Restroom at the west side of the
floor which will give you an opening to get inside. If you are inside then
she will no longer go to the Restroom but instead check on the Safe when
she gets up from her desk. This means that she will not go into the hallway
thus making things easier for you.
However, while you are outside, she may check the Safe instead of going to
the Restroom which means a longer wait time to get inside. If she goes to
the Restroom then wait for her to leave Safe Room then walk inside. When
you get to the door then run into the Fuse Room and Destroy the Fuses. This
will knock out the lights and alarm system. In addition, a Technician will
be called up to fix the problem.
If the Technician doesn't fix the problem within a reasonable amount of
time then Security will be called up. This means that ambushing him isn't
an option but he's not an issue anyway.
After the lights are out then run into the Safe Room, open the Painting and
the Safe, take the Money, and close both the Safe and Painting. Then run
outside and through the other door to grab the Statue. Then run back out
and into the Safe Room. Head to the door, stand by it, and bring out your
Anaesthetic.
When the lights are out everybody is standing and looking around. The
Secretary will run into the main area in a panic.
But both Guard #1 and #2 will continue to patrol the apartment as though
nothing is happening. When Guard #2 tries to come into the Safe Room then
use the 45-Degree Door Trick to Sedate him as he goes through the door.
Then close the door and grab his body again but *DON'T* move.
At this point the Technician will arrive on the floor. He will head to the
Fuse Room and quickly fix the problem which will bring the lights back on.
Wait for him to leave and go around the corner before dragging the Sedated
Guard into the Fuse Room. Then Change Clothes and leave.
**NOTE: If the Secretary checks the Safe before going to the Restroom
then wait for Guard #2 to enter and leave the Safe Room before
heading to the Fuse Room. Before Destroying the Fuses, check your
Map.
Wait for Guard #2 to get to the left door going outside before
proceeding. On Professional difficulty, wait about, maybe, 20 to
25 seconds.
After Changing Clothes then go into the Safe Room and back outside. Climb
over the rail, and head around the window for the Safe Room and stop behind
the wall at the northeast corner of the Map.
This will allow you to keep the Guards from becoming psychic when Guard #2
wakes up later. Before I go any further I need to explain that when the
Secretary checks on the Safe while you are waiting for the Guard to wake up
then she will see it empty and run into the main apartment area.
Eventually she will get to any of the two remaining Guards and will lead
him/her to the Safe Room through the outside entrance. When they get to the
Safe Room then the Guard will look around for a bit then return to his/her
post. The Secretary will also return to her desk. Later, she will check on
the Safe again and the whole thing repeats.
Because they never go into the hallway this will cause no problems for you
when you have to go through it yourself.
When Guard #2 wakes up, and the warning is issued, then look through the
window and wait for him to return to his patrol before heading back inside.
As I mentioned earlier, Guard #2 isn't very bright. If you're going in
opposite directions you can walk past him without any problems regardless
of the fact that you are wearing his clothes.
Go to and stand near the Exit Point and wait for Guard #1 to go through the
hallway and back into the main area before heading to the Hot Tub Room.
When you get into the Hot Tub Room then turn left and walk forward. You
should see a large heart shaped bed and a lamp.
Get next to the lamp and stand near the center of the bed. You should find
Charlie and the female Bodyguards. Every so often the Bodyguards will leave
the Hot Tub Room and go to the Restroom. These Bodyguards are very
sensitive and you do not want to get too close to them.
If you get any closer than your current position then you risk having them
come up to you to investigate when they leave, which will more than likely
blow your cover, or they may just turn around and head back to the Hot Tub
instead.
Wait for them to completely leave the room before making your move. After
they are gone then get right up behind Charlie, whip out your Knife, and
Slash him. Then Holster your Knife and grab his body by the arm then drag
his body to the bed and to where you were standing earlier. This will hide
the body from the Guards when they return.
If you grabbed him by the leg then you risk having it stick up when you
drop him and this will attract the attention of the Bodyguards when they
come back. This is why you grab him by the arm - so this doesn't happen.
When they return then they will sit at the Hot Tub once more. After Charlie
is dead then they will never leave the Hot Tub again. Go to the door and,
either by using the Map or by opening the door, wait for Guard #1 to come
to the north end of his patrol and head back before leaving. Don't get too
close to him or he will stop and look around.
When you get to the Exit Point then you will find that even though you can
Call the Elevator it won't come up. The only way to use it is to Destroy
the Fuses again and have the Technician bring it up. Head back to the Fuse
Room.
Check your Map, or look through the Keyhole, and wait for Guard #2 to enter
and leave the Safe Room before Destroying the Fuses to bring up the
Technician. Then go back to the Exit Point and stand at the left side of
the Elevator door. When the technician arrives and leaves the Elevator then
enter it yourself to successfully complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After this mission then you will find yourself back at your familiar Tool
Shed at Gontranno. If you've done everything correctly up to this point
then you should have the following weapons inside the Tool Shed:
>>Melee Weapons
*************
--Anaesthetic --Fiber Wire
--Kitchen Knife --Combat Knife
--Golf Club --Katana Sword
--Fire Axe
>>Pistols
*******
--Ballers --Ballers SD
--9mm Pistol --9mm Pistol SD
--Deagle --Revolver
--.54 Pistol --.22 SD
>>Sub-Machine Guns
****************
--SMG --SMG-SD6
>>Assault Rifles
**************
--AK --M4
>>Shotguns
********
--Shotgun --Sawn-Off
>>Sniper Rifles
*************
--Crossbow --R93 Sniper
--SVD Sniper --W2000 Rifle
--Custom Rifle
And now, onto the next major chapter of the game.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM5. Nuristan |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Your next major task is to retrieve some valuable cargo for the client. It
was stolen by renegades who have hidden it in the desert. In addition to
obtaining the cargo you are also to kill the people responsible for its
theft. There are three missions here and you won't be able to go back to your
Tool Shed until you complete the last one.
0=+=+=+=+0
/ Nuristan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >NRS1. "Murder at the Bazaar" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Nuristan /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
You need to kill Lieutenant Ahmed Zahir and get a map from him. After that
then you need to kill Colonel Mohammad Amin and obtain a key from him.
The key is an important part of the cargo you need to find and the map will
help you in locating it. You can't risk having the alarm raised or the
Colonel will try to escape and you will more than likely fail the mission.
The Lieutenant is weak and goes for a nap after noon prayers which makes it
a good time to get rid of him. The Colonel, on the other hand, will be
shopping in the nearby Bazaar which will have several Civilians inside.
0===================0
| Mission Objectives \
0=======================================================>
>>Eliminate Lieutenant Ahmed Zahir.
>>Get Map of the location of the Warheads from the Lieutenant.
>>Eliminate Colonel Mohammad Amin.
>>Get the Key from the Colonel.
0========0
| Weapons \
0=======================================================>
>>AK
**
Carried by all of the Guards.
>>9mm Pistol
**********
Carried by the Lieutenant.
>>Revolver
********
Carried by the Colonel.
>>SVD Sniper
**********
Inside the Guards Quarters.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
Haven't seen anything in the way of any kind of randomness in this
mission.
0==============0
| General Notes \
0=======================================================>
This is a simple straightforward mission. The strategy is based on Jason's
work but I have tried to add my own observations and tweaks to it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Bazaar
>>Village
The Bazaar itself is at the south side of the Village. It will have Guards
situated at the west end and a couple of more stationed near the east side.
There is a ladder that leads to the roof of the Bazaar near the west end of
the building. This is where you will go later.
On the Village Map you should see the Guard Quarters and the Lieutenant's
Quarters. Don't bother with the Guards Quarters. Other than the SVD Sniper
there is nothing else of importance in there.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be at the southwest corner of the
Village. Turn north and run up the road.
Your goal is the alley behind the Lieutenant's Quarters. Run behind the
Quarters, past the door, then stop at the southeast corner. Look at your
Map and you should see the two Guards stationed at the front of the
Quarters and the Lieutenant. If you ran to the southeast corner then the
noise you made from running should make all three turn and look south. This
will make things easier.
On the PC and Xbox 360 versions you need to make sure that the Lieutenant
is facing *SOUTHEAST* not just south. If he is facing straight south then
he will see you when you try to Sneak up and be forced to restart. On the
other versions he can still face south and not see you.
But you need to hurry since there are two wandering Guards heading in your
direction from the north. Enter Sneak Mode and creep to the door then pick
the lock. Creep up the stairs and you should see the Lieutenant standing
there like an idiot.
Get up behind him and Wire him. If you use the Knife then you may make
noise that can cause the approaching Guards to be twitchy. After killing
him then grab the Coordinates and Change Clothes. You need to change into
the Lieutenant Outfit for the next part of the mission.
As you are doing this then the two wandering Guards I mentioned should have
just entered the Quarters. Wait for them to stop in the middle of the room
and turn their backs to you. Then creep down the stairs and head back
outside. Creep to the southwest corner of the Quarters and get out of Sneak
Mode.
Head west and turn left when you get to the end of the building then turn
left again to enter an alley. Head east along the alley and to the Ladder
at the west end of the Bazaar building. Keep an eye out for a pair of
wandering Guards. If you've done everything correctly then they should be
way ahead of you near the east end of the Bazaar building. If they are
nearby then wait for them to move away before proceeding.
Climb to the top of the Ladder then the stairs to get to the roof. Stay
close to the windows and head to the east end of the Bazaar. If you still
wore the Civilian Outfit then the Guards will see you and fire at you. By
using the Lieutenant Outfit then they won't do anything since, from afar,
they think you are him.
As you near the east end of the Bazaar roof keep an eye out for the two
wandering Guards. Make sure they are away from the east entrance and
heading back west before proceeding.
You need to get onto the green awning that is above the east entrance.
However, there is a decorative stone block in the way. Get around it and
onto the edge of the roof then onto the awning. Go to the south end of the
awning and wait for the Guards to move away. Then drop down between the
rock wall and the awning - the wall has a slope to allow you to slide down
without harm. From here, head inside the Bazaar building.
Go inside the first shop on your left (there should be two stacks of pots
just before it). Then go behind the stack of crates in the back, look at
the crates, enter Sneak Mode, and wait.
After awhile you should see the Colonel and his Bodyguard appear in the gap
between the crate you are looking at and the stack of pots to the right.
He will head near the stack of crates, turn his back to you, then smoke.
Creep up behind him and Wire him then take the Key.
Then drag his body behind the crates and walk out. Since you are dressed as
the Lieutenant then the Bodyguard won't care and will wave you off. After
this then walk to the Exit Point to successfully complete the mission.
0+=+=+=+=0
/ Nuristan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >NRS2. "The Motorcade Interception" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Nuristan /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
You need to kill the local Khan, Abdul Bismallah Malik, who is trying to
sell the cargo to the UN. He is heading back to his Palace in his Limo
which is being escorted by some UN Soldiers. You have to kill him before he
gets there and without harming the UN personnel. There is an Agency contact
who will provide you with some weapons.
You also need to be careful since the locals don't take too kindly to
foreigners carrying around weapons in their town.
0===================0
| Mission Objectives \
0=======================================================>
>>Find your contact - get the weapons.
>>Kill the local Khan
>>Spare the UN-Troops.
0========0
| Weapons \
0=======================================================>
>>AK
**
Carried by all of the Guards.
>>MI95
****
Found at your contact.
>>M4
**
Carried by most of UN Soldiers.
>>M60
***
Carried by the UN Soldiers on the jeeps.
++Notes
*****
The only new weapons of note is the powerful MI95 Sniper Rifle, the
M60, and the M4. The best thing to do is simply Rampage through the
level and kill everybody. Kill the first couple of Guards with the 9mm
Pistol SD then grab an AK and finish everybody off.
Then grab the MI95 and perch yourself at the tallest building then
shoot the Khan as he is heading down the road to get inside the town.
Then run to the Exit Point as the UN Soldiers are shooting at you.
There is no way to safely acquire the M4 and the M60 from the UN
Soldiers and you can't kill them or let them be killed to acquire them.
Besides, you should have the M4 from getting Silent Assassin on the St.
Petersburg missions and you can easily acquire the M60 in the next
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
The Guards appear to have no random patterns but you can control when
they go to the Mosque at the south side of the Village. The main wild
cards are the two randomly wandering Civilians. And they move much
faster than the Guards which adds to their annoyance factor.
0==============0
| General Notes \
0=======================================================>
This mission is a pain in the ass. There are a lot of Guards about and you
have to use a noisy weapon in order to get the job done. But the Guards
aren't the real problem. It is the two randomly wandering Civilians that
can cause the most headaches, especially if you're trying to Sneak up on a
Guard out in the open.
Thankfully the Guards aren't too much of a problem but you still should not
get too close to them while holding the MI95.
One interesting thing about the MI95 Sniper Rifle. It is so unique to this
area that if you drop it it will *ATTRACT* people to it. This can be useful
for luring someone into a favorable area but bad if you do not want to be
seen with it since you can't just drop it and wait for the Guard or
Civilian to pass before picking it up again.
And you are also on a time limit although you can speed things up by being
in the right place. And, speaking of the right place, even after going
through numerous places to snipe the Khan, the best place is still the
highest point on the Map which is just southeast of the Agency Pickup.
According to Jason it is possible to kill the Khan without firing a shot.
And I found a couple of videos that show how this is done.
Personally, I've never liked this mission and consider it the least
favorite out of all of the "Hitman" games. I would rather sneak into the
Palace and Wire the Khan while he is taking a piss or something.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the Village itself which is
a medium sized level. There is a large Mosque to the south and near the
Exit Point. The Agency Pickup is at the northwest side of the area. There
is also a long road just outside the Village. This is the road that the
Khan will arrive from.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
When the mission begins then you will be behind some crates at the south
side of the Village and near a large Mosque. You will also be dressed as a
Civilian. As long as you are unarmed then you can pretty much do whatever
you want. But you need to get a Guard Outfit to make it to the sniping
point without attracting too much attention to yourself when carrying the
MI95.
From the starting point, head to the mostly enclosed area that contains the
Agency Pickup. Go inside the enclosed area but *DO NOT* go the the Pickup.
Stay just outside of it and near a small cubbyhole.
You see, there are a lot of Guards patrolling around the Village. However,
you can actually control when some of them go to the large Mosque at the
south side of the Village. They will go approximately one minute after you
pick up the MI95. So, if you time things correctly, then you can make them
go and keep them at the Mosque long enough to complete the mission.
At the west side of the enclosed area you should see a couple of patrolling
Guards close together as they move south. Wait for them to be directly
south of the Agency Pickup before you acquire the weapon. After acquiring
the weapon then go to the cubbyhole next door to the Pickup.
The next step is to Kill one of the patrolling Guards for an Outfit. To
this end I am using the MI95 as a lure.
There are four crates that make up part of a cubbyhole. Drop the MI95
against the wall across from the end of the crates so that it can be seen
by a patrolling Guard (but make sure that no Civilians are going to be
going near the opening or they may see it too).
Go back into the cubbyhole and Prep your Knife. When the Guard sees the
weapon then he will quickly walk to it. Then he will stop and spin in
place. This makes it impossible to Sedate him since the Anaesthetic is
brought out too slow. This is why you use the Knife.
Go up against him and, when he spins so he isn't looking at you, then
quickly bring out your Knife and Kill him then drag his body to the
cubbyhole. Go back and grab the MI95 before anybody else sees it then
Change Clothes.
When you are properly disguised then you need to get into position to snipe
the Khan. You need to get to the stairs which should be directly east of
your current position so you can get access to the Ladder for the sniping
point which is the tallest building in the town. The wandering Civilians
won't care about you carrying the MI95 as long as you are properly
disguised.
But, if they see you up there with the weapon, then they will freak out and
run to the Guards. After climbing up the Ladder to the sniping point then
drop the MI95, so you don't unnecessarily upset the Civilians, and enter
Sneak Mode. At this point you should get the notice that the Motorcade is
entering the region.
It should be pointed out that, regardless of how much time you have taken
at the beginning part of this mission, you can always get the Motorcade to
appear by getting up to the sniping point.
The game designers wanted you to use the engine busting capabilities of the
MI95 to shoot the engine of the front jeep and then snipe the Khan. But
this will cause the UN Soldiers to shoot at you and raise Alerts which can
make things more difficult.
However, they also gave you the option to shoot the Khan from behind. This
is indicated by the short wall on the west side of this rooftop and the
wall extension that borders the ladder that keeps you hidden as you climb
down. Look west toward the short wall and wait for the notice that the
Motorcade has approached the gates before picking up the MI95. Then enter
Zoom Mode and zoom in one level.
Look for the top of the white wall, that has the archway the motorcade will
drive through, and find the angled bend. Near this bend is the left side of
the road. The road angles left to enter into the Palace. Find the point
where the road angles. Next to the side of the road is the brown tire
tracks. In the center of the road is a lighter tan area.
Put your crosshairs directly on the spot where the left side of the road
bends then move it right until you reach the border between the tire tracks
and the center area. Leave it here and wait. The Kahn will be driven right
into your sights then BAM!
>>Original Xbox Version
*********************
On this version you need to move the crosshair more to the center.
After killing the Khan then *IMMEDIATELY* get out of Zoom Mode, crouch
down so you can't be seen behind the short wall, and drop the MI95. Wait
about a minute for things to settle down a bit before leaving the rooftop.
When you get back down to the lower rooftop then walk along the rooftop and
drop back down to ground level. Go back to the dead Guard and change back
into your Civilian clothes.
From here, just walk to the Exit Point to successfully complete the mission
unscathed.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
One way to improve your score is to Sedate a Guard instead of Killing him.
But that is much easier said than done. As already noted, you can't Sedate
a Guard if you lure him because he will spin in place. The designers wanted
you to go out into the open to do this. In general, ambushing a Guard in
the open isn't a difficult thing to do.
But it is those damn Civilians that make it much more challenging,
especially because of their random patrol patterns and speed. If you get a
Guard exactly where you want him for Sedation then more than likely at
least one of the Civilians will be in your face to ruin whatever you were
planning to do.
The best option I found was to Sedate a Guard to the east of the cubbyhole
area then drag him back to it if the Civilians were far enough away and
moving away from me. Of course, this takes many attempts because of their
randomness. At this time I've not yet been able to find a reliable way to
safely Sedate a Guard without Civilian interference.
Another way to improve your score is to try to kill the Khan without using
the MI95 at all. Jason had written up a way to do it in his document years
ago. But others have made videos that demonstrate this method and variants
of it:
>>Bursting Glass (Fire Axe plus acquiring MI95)
*********************************************
http://www.youtube.com/watch?v=ZRAKeKIXD_g
>>Coffeeoscar96 (Katana)
**********************
http://www.youtube.com/watch?v=OtoEb4_LjH4
What I find interesting in these videos is that they don't seem to account
for the random Civilians. I've yet to try this and I don't know if I ever
will. But I'm presenting them in this guide for those who want to do
something different.
0=+=+=+=+0
/ Nuristan \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >NRS3. "Tunnel Rat" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Nuristan /
0+=+=+=+=0
0=========0
| Overview \
0=======================================================>
Your mission is to eliminate Yussef Hussein who is the commanding officer
of an underground base. Then secure the Cargo that the Khan tried to hide
and bring it to the surface where a chopper will pick it up.
0===================0
| Mission Objectives \
0=======================================================>
>>Access the base.
>>Kill Yussef Hussein.
>>Transport the Cargo to the surface.
0========0
| Weapons \
0=======================================================>
>>Deagle
******
Carried by a couple of the Guards plus Yussef Hussein.
>>AK
**
Carried by most of the Guards plus one in the Guards Quarters.
>>Anaesthetic
***********
Three bottles can be found in Yussef Hussein's quarters.
>>M60
***
Carried by a couple of the Guards plus one inside the Guards Quarters.
++Notes
*****
The only new weapon of note is the M60 and you can acquire it easily
during the course of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards that are posted at the entrances are randomized, especially
the two near the Helipad plus the two Guards near the quarters also
move randomly. However, it still isn't too bad.
0==============0
| General Notes \
0=======================================================>
This is not a terribly difficult mission despite all the Guards, even the
random ones.
>>Xbox 360 and PS3 Versions
*************************
If you acquired the W2000 Sniper from "Invitation to a Party", the
Custom Rifle from "At the Gates", and the MI95 from the previous
mission then this is the earliest that you can get the "All Sniper
Rifles Collected" Accomplishment. You will also get the "All Heavy
Weapons Collected" Accomplishment when you acquire the M60 and end up
back at the Tool Shed after the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Compound
>>Ruin Area
There are two entry points into the Compound area. Both of them are inside
round buildings at the north and south sides of the Ruin Area. If you look
at the Compound Map then you will see three Points of Interests.
The one at the northeast part of the Map is the Cargo which is residing in
the Elevator. The second one at the end of a wavy looking corridor is a
Generator. The last one is where you can find the Nightvision Goggles.
The round room on the right side is where you can find Yussef Hussein. You
will notice that he does not appear on the Map. He will only appear when
you rescue the Prisoner who is being tortured at the northeast corner of
the Compound.
You will also see six small rooms at the south side of the Map. They can be
useful for dodging Guards.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When the mission begins then you will start at the southeast part of the
Ruin Area and east of the south entry point. To the south of the south
entry point is a large U-shaped wall.
Run west and then angle southwest and go west along the south side of this
U-shaped wall, turn the corner going north, then stop when you reach the
end. Look to the northeast to find the round building which is the south
entry point.
If you see the Guard wandering around then remain still until he returns to
his post. If you don't then proceed to the west side of the building.
When you get to the north side of the round building then stop running and
start walking along the building. As you get close to the door, and the
Guard, then go into Sneak Mode and bring out your Anaesthetic. Just before
you get to the door, stop. As the Guard is standing there he will look left
and right. Sometimes he will look real far to the left. If you make your
move when he does that then he will see you and things go bad.
Wait for him to to look right before getting up behind him and Sedating
him. Pick the Lock of the door behind him then drag the Guard partway down
the stairs and Change Clothes. He'll wake eventually during the mission but
thankfully the Guards here aren't psychic so you're still good.
Go down the stairs and stop at the curve that leads north into the room
where the Nightvision Goggles are at. There is a Guard that patrols the
corridor with the six small rooms. You need to wait for him to stop at the
west end of his patrol then turn and head east.
When he does then head to the Ladder that goes into the Moat that rings
around the center of the facility. Enter Sneak Mode and proceed north
through the Moat. Your goal is the Ladder at the north center part of this
area. When you get there then go up, exit Sneak Mode, and walk east.
At the next corner is a Guard torturing a Prisoner. Rescuing him will put
Yussef on the Map but it is not necessary. Go right into the corner, stop,
and look south. There are also a couple of Guards that randomly patrol
the north-south corridor where Yussef's quarters are at. They stop in front
of his door for awhile then at least one will go north to check on the
prisoner.
One of these two Guards may go south and stop at the southeast corner then
go back north to the door again. When both Guards are at the door then head
south and step into the entrance into the Guards Quarters to your right.
The idea is to wait here until both Guards are far enough away from the
door so you can enter Yussef's Quarters.
It is important to point out that this door does *NOT* auto close. You must
close this door manually after you open it. So go through the door, close
it, then enter Sneak Mode and pull out your Fiber Wire. Sneak to the little
room at the south side of the round room and open the door.
You will find Yussef checking out his stash of contraband. Wire him to
complete another one of your objectives. On the crate nearby you will find
three bottles of Anaesthetic which you should grab for the last part of the
mission (if you wish to Sedate the Helipad Guards).
Sneak back to the door, get out of Sneak Mode, and wait. Look at your Map
and wait for the two Guards to move away from the door in any direction
before proceeding.
>>Professional
************
This is much harder at this difficulty because the Guards won't
appear on the Map. Look through the Keyhole and open the door when
there are no Guards in front. Then quickly look at where they are at
before making your move. If things aren't right then go back inside,
close the door, and look through the Keyhole until the Guards leave
again.
When the coast is clear then go through the door, close the door, and head
north back into the Guards Quarters. At the northwest corner of the
quarters is where you can find the M60 for your weapons collection. Grab it
then head back near the corridor and wait.
Wait for the Guards to be away from the Prisoner area before proceeding
north. Hug the wall to your right and proceed forward to the corner then
turn west with the corner and stay against the wall. Continue west and you
should enter a larger room. This room has three Guards.
Just as you enter the room then you should see a grill on the floor and a
large pillar at the other end. Walk along the right side of the grill then
angle left so you are walking to the left side of the pillar. When you get
to the left side of the pillar then angle right so you are heading to the
Elevator. This will keep the three Guards from being a problem.
When you get to the Elevator then open it, get inside, and press the button
for Ground Level. This will set off an alarm so go behind the Cargo and
crouch behind it. When you get to the top then you will be told to secure
the Helipad. There are two Guards that patrol the Helipad area. The mission
ends when both of them are down.
If you wish to take the M60 then you need to Holster it and use the Knife
to kill the last Guard (you can't Sedate when you are holding the M60). It
is important to note that the mission ends when the last Guard is taken
down so you can't drop the M60 and Sedate the last Guard if you want to
take the weapon for your collection. You'll have to redo this mission later
and Sedate both Guards to clean your score.
One of them stays by the door but occasionally goes north to urinate on
the nearby wall. The other one will stand by the door but will roam around
the nearby area and the building. But he will also urinate on the east side
of the round building. So you need to ambush him there.
Go through the Helipad door and head to the east side of the round
building. Stay back a bit and wait for the Guard to come here. When he
stops then walk up close enough to get the Threat Meter to barely register
then enter Sneak Mode and creep up on him then Sedate him. Then pick up the
M60 and continue.
When he is down then go east then north around the corner and follow along
the wall until you get near the other Guard. Usually when you get near him
he will be urinating on the wall. Wait for him to get back to the door
before Sneaking up on him to Kill him with the Knife to successfully
complete the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After this mission then you will find yourself back at your familiar Tool
Shed at Gontranno. If you've done everything correctly up to this point
then you should have the following weapons inside the Tool Shed:
>>Melee Weapons
*************
--Anaesthetic --Fiber Wire
--Kitchen Knife --Combat Knife
--Golf Club --Katana Sword
--Fire Axe
>>Pistols
*******
--Ballers --Ballers SD
--9mm Pistol --9mm Pistol SD
--Deagle --Revolver
--.54 Pistol --.22 SD
>>Sub-Machine Guns
****************
--SMG --SMG-SD6
>>Assault Rifles
**************
--AK --M4
>>Shotguns
********
--Shotgun --Sawn-Off
>>Sniper Rifles
*************
--Crossbow --R93 Sniper
--SVD Sniper --MI95
--W2000 Rifle --Custom Rifle
>>Heavy Weapons
*************
--M60
All that is missing is the Scalpel, Uzi, and the SP12. And now, onto the
next major chapter of the game.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM6. India |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As it turns out the client you were helping in Nuristan was double-crossed
and the Cargo was stolen by an Indian based cult. The client wants the cargo
back and the people behind the theft killed.
At the time the game was released there was some controversy concerning some
material within the game that was offensive to Indians. Some of this material
was either altered or removed depending on what version you have.
There are three missions here and you won't be able to go back to your Tool
Shed until you complete the last one.
0=+=+=0
/ India \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >INA1. "Temple City Ambush" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ India /
0=+=+=0
0=========0
| Overview \
0=======================================================>
Your main goal is to gain access to the sacred cult Gurdwara through a
secret passage in one of the shops in the city. There are also a couple of
thugs within the city looking for suspicious foreigners so you need to be
careful. You will find a contact inside the International Parcel Service
shop that will provide more info.
0===================0
| Mission Objectives \
0=======================================================>
>>Meet with the Agency's contact.
>>Meet Agent Smith.
>>The Agent must survive.
>>Kill the two Assassins and photograph their bodies.
>>Bring the photos back to the Agent.
0========0
| Weapons \
0=======================================================>
>>Revolver
********
Carried by some of the Guards.
>>R93 Sniper
**********
Carried by two of the Assassins.
>>SP12 Shotgun
************
This weapon can be found in the following places:
--Laying close to your initial contact.
--Inside a small storage unit with several large bags just west of
your starting point.
--Inside a small storage unit with several large bags north of the
west open Market area.
--Inside a small storage unit with several large bags at the
southwest corner of the town.
>>9mm Pistol SD
*************
Carried by one of the Assassins.
>>SMG
***
Carried by one of the Assassins.
>>SMG-SD6
*******
Carried by the Purple Turban Guard.
>>Deagle
******
Inside Agent Smith's office.
++Notes
*****
The only new weapon of note is the SP12 Shotgun. There is no way to
conceal it so you either have to Rampage through the mission or run to
your Exit Point with it while avoiding the Guards and their gunfire
near the end of the mission after completing your main objectives.
If you wish to get the Shotgun but still get a Silent Assassin rating
then you will have to Sneak it to the Carpets Inter. Shop at the
northwest corner of the City at the beginning of the mission. This Shop
will become your Exit Point at the end of this mission.
Make sure that there is no one on the pathways outside of the shop
where you get the weapon before leaving. Leave the shop when the coast
is clear and head north then, after some distance and close to a
corner, drop the weapon and check your Map. Make sure that the coast is
clear before proceeding further.
Continue with this pattern of running to a point and dropping the
weapon by a corner and checking the Map until you reach the Shop. The
problem here is that the door is locked so you need to drop the weapon
at the inside part of the corner so you can pick it up at the end of
the mission.
Make sure that the coast is clear before picking up the weapon and
running into the Shop to complete the mission when you are allowed to
enter.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
Everybody, Civilians, Guards, and Targets, have randomized patterns.
This can make things somewhat frustrating when trying to take down the
wandering Assassin in the open Markets. However, all of this
randomization can make some of the people, including the wandering
Assassin, freeze.
0==============0
| General Notes \
0=======================================================>
This can be a tricky mission because of the random placement of the Agent
and the randomness of the Guards and Civilians. Even more unusual is the
appearance of what is known as the Purple Turban Guard which I will go into
more detail on in the mission walkthrough including safe disposal of him.
According to Jason it is possible to kill the Assassin in the Market
without firing a shot but it requires a lot of effort and for things to go
right. But, as I just noted, the wandering Assassin can freeze in place
which will make it a lot easier for you to take him down and do it cleanly.
The amount of time to allow this to happen will depend on platform (it
takes longest on the PC version).
>>Xbox 360 and PS3 Versions
*************************
If you've done everything correctly prior to this mission then, when
you bring the SP12 into the next mission, you will earn the "All
Shotguns Collected" Accomplishment.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the City Map itself. And
it is a fairly large area with lots of narrow passages. The two Point of
Interests in the center mark the two large open air Markets. The Agency
Pickup, where you will find your initial contact, and the SP12 Shotgun, is
at the southeast corner of the City Map.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
You will start in an open area at the east side of this city. The city
consists of a maze-like system of narrow paths. The place also swarms with
Guards and Civilians. If you stand still for too long and a Guard hovers
around for awhile then he will get spooked and fire on you. So you should
keep moving to avoid this problem.
The International Parcel Service shop is at the southeast corner of the
city. It is here you will meet with your initial contact who will mark a
specific shop on the Map where you will find the Agency contact.
The Agency contact can be found randomly in one of six empty shops
(however, it will always be marked as Carpet Inter.). It should be noted
that he appears on the Map as a VIP regardless so you don't even need to go
to the IPS shop. The empty shops can be found on the Map by searching for a
short light gray line. This info is useful for later in the mission.
Go to the Agency contact and you will find that it is Agent Smith again. He
is holed up in his office and pretty drunk. He informs 47 that he was
trying to do basic surveillance and that all of a sudden there are people
are trying to kill him. He did, however, pick up part of a conversation
concerning the cult leader stepping up security because of a rumored
attempt on his life.
Agent Smith also tells 47 that there are a couple of Assassins trying to
look for him. He wants 47 to find them, kill them, and take their picture
with the Camera that he gives him. When 47 comes back with the pictures
then Agent Smith will sober up and help him to the secret passage which is
located in another shop.
After the cutscene then two Assassins will appear on the Map. One will be
randomly perched on the second level of a shop that is on the edge of one
of the large open Markets. The second will roam randomly within both of the
Markets. He will never leave the Market area unless he sees you and decides
to chase you.
It should be noted that if he sees you, regardless of whether or not he
chases you, this will count as an Close Encounter so, if you want to keep
your score clean, you need to avoid him. The fact he never leaves the
Market area and that it is usually swarming with people makes it tricky to
get rid of him without drawing too much attention to yourself.
But, before I deal with them, I also need to deal with someone else who
also appears on the Map when they do. And that is the Purple Turban Guard
(also known as the PTG). The PTG is pretty damn weird and I don't know why
he was put in the game. He is dressed like a Guard (orange clothing) and
wears a purple turban but he appears as a Civilian on the Map.
When he sees you then he will draw out an SMG-SD6 and run to you. He will
stay with you no matter what you do. He won't do anything to you as long as
you don't pull out a weapon - if you do then he will attack you.
It is quite annoying to try to deal with these Assassins then suddenly have
this guy come up to you leaving you to try to find a way of dealing with
him. So I am going to find him first so I can get rid of him safely before
dealing with the Assassins. Go around the city but stay away from the
Market area. Once you find him then head for one of the empty shops.
The one you should go to is the one called Sohan Lal Travel (with a green
sign) at the northwest or south side of the city. The reason you should go
here is because this is the easiest place to deal with him for reasons I
will outline in a bit.
Go to either one of these shops, enter it, and go into the corner next to
the other door. The PTG should follow you inside. Stand still and wait for
him to get in front of you. It should be pointed out that he tends to move
around a lot even if you are standing still. So you need to find a way to
get him to stand still so you can deal with him.
On one side of the room is a desk. There is a gap between the desk and the
larger metal garage door. Get into this gap and the PTG will get near it.
Move closer to him so he can push you back into the corner of the wall and
get his back turned to you.
Because he is now in the gap and against you he has no room to move about
so he will stand still. When this is achieved then bring out your
Anaesthetic, Sedate him, and Change Clothes (this should make you look less
conspicuous). There is no need to take the SMG-SD6 since you can't conceal
it and you should already have one from the Japan missions.
>>Xbox 360 Version
****************
When he gets inside then he will stop moving but he is still easy to
get behind and Sedate.
After dealing with him then leave the shop. Once you leave the shop then he
can no longer follow you (when he wakes up later) thus leaving him trapped
there and no longer posing a problem for you. If, by some chance, his body
disappears after Sedating him then this is better since he will completely
disappear from the Map.
Now head to the Market and to where the stationary Assassin is laying in
wait on the second floor of one of the shops that ring the Market area.
When the other Assassin is out of view then go into the shop and to the
stairs then enter Sneak Mode and creep up the stairs.
>>Professional
************
The Assassins don't appear on the Map so you will have to carefully
go from shop to shop to find him.
Pull out your Fiber Wire and get up to him then Wire him (and Change
Clothes if you didn't do so with the PTG). Then bring out your Camera and
take a picture. This takes care of one of the Assassins. Pick up the R93
Sniper that the now dead Assassin dropped and wait. The plan is to stay
here until the wandering Assassin comes into view then shoot him with the
rifle.
Because of his random patrol pattern this may take awhile. When he finally
comes into view then kill him and drop the rifle. The Guards will
eventually find him and you will get an Alert. In addition, if you kill him
when the Guards are close to him then you will Alert them further and your
score will be more negatively impacted. So try to kill him when he is more
isolated to improve your score.
After killing him then you will need to wait before trying to get his
picture. If you try to get his picture when the Guards when they are around
his body and you stay for too long then the Guards will freak out and
shoot at you. Wait for them to be far from the body before running up to
the body for a quick picture then run away and out of the Market area.
After dealing with these Assassins then head back to Agent Smith. He will
look at the photographs then tell you that you need to kill the cult leader
and his main propagandist, Dr. Von Kamprad. But, as you get ready to leave,
Agent Smith will pass out. However, your Exit Point will be marked on the
Map.
Leave the shop and close the door. As you make your way to the Exit Point
then two more Assassins will appear on the Map. They will be directly south
of the Exit Point.
The best way to approach the Exit Point is from the east. If you decided to
obtain the SP12 Shotgun and managed to safely deposit it near the Exit
Point then make sure that the coast is clear before picking it up. Run into
the shop before the Assassins can see you and head for the west wall to
successfully complete the mission.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
The only to improve your score beyond the Standard Strategy is to Kill the
wandering Assassin without using the R93 Sniper. Being that he will always
be in the Market and in plain view of everybody this task is extremely
difficult. But, if you wait long enough (and this depends on what version
you have) then he may freeze up with his arms outstretched.
If this happens then it will be easier to Kill him with a melee weapon.
This can be easier still if he freezes up close to a shop. Prep your Knife
before entering the Market area. You need to Sneak up on him in order to
attack him. If you walk up to him then the noise will make him unfreeze.
You need to make sure that no Guards actually walk up to you as you try to
Sneak up on the Assassin. Remember, if they hover around you long enough
then they will attack you regardless of disguise. If one looks like he will
walk to you then back off until he goes away.
When you are finally against the backside of the Assassin then make sure
that there are either no Guards and Civilians in the immediate area or far
enough but walking away from you before attacking.
Quickly bring out your Knife, Kill the Assassin, Holster your Knife, then
quickly drag him into the nearby shop. Then drag him up the stairs as this
will reduce the opportunity for either Civilians or Guards to come inside
to look at the body.
>>Xbox 360 Version
****************
The Assassin will never freeze regardless of how long you wait so you
must do things the hard way. And by that you must attack him while in
motion. The main problem with this is that he is very sensitive and
will turn around at the slightest provocation. If you don't quickly
get behind cover if he does then he will see you which will result in
a Close Encounter and your clean run is ruined.
In order to safely get behind him for attack you must Slide - you
can't just run to him. If you run then he'll be completely turned
around when you get to him and, if you have the Knife out, then he'll
quickly jump back and start to shoot at you.
You have to wait for him to walk in front of the shops and Slide
enough to get reasonably close to him without making him turn around
then continue to walk while following him. The best place to get at
him is when he walks into the center connecting area while he is
close to the shops.
When you feel that he is in the right place then bring out the Knife,
quickly Slide to him, and Slash him before he has a chance to turn
around. Then quickly drag him into the nearby shop and hope that no
Guards saw you.
If you spook a Civilian while you are attacking that is okay. By the time
he gets to a Guard then you should have dragged the body into the shop and
out of view. You will get a suspicious cult member warning but no more. At
least one Guard will stand outside the shop looking around.
But they will eventually settle down and go about their business once more.
When this happens and that there are no Guards in the immediate area of the
shop then it will be safe to leave after you take the picture of the body
to complete your objectives. Then finish out the rest of the mission as
written but dodging any Guards along the way. You don't want to risk having
them see you and possibly fire on you which would ruin your clean run.
0=+=+=0
/ India \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >INA2. "The Death of Hannelore" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ India /
0=+=+=0
0=========0
| Overview \
0=======================================================>
You now have to kill the cult leader's personal physician and main
propagandist, Dr. Von Kamprad. She has an office on the second floor of the
Temple. After killing her then you need to hide the body in the designated
room.
0===================0
| Mission Objectives \
0=======================================================>
>>Pick up Door Key to the Hiding Place.
>>Kill Dr. Von Kamprad.
>>Hide the body of Dr. Von Kamprad - check your Map.
>>No Civilians must be killed.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by all of the Guards.
>>9mm Pistol SD
*************
In the Storage Room.
>>AK
**
In the Storage Room.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards don't have any random patrol patterns but all of the
Patients do.
0==============0
| General Notes \
0=======================================================>
This level is a little tricky because of a Patient that will come up to
the 2nd Floor as you are trying to deal with the Doctor. But I've made some
observations and learned how to easily deal with him.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>Temple Garden
>>Sewers
>>Temple 2nd Floor
>>Temple 1st Floor
The Temple Garden is the outside of the facility and has the Exit Point.
The Sewers has a ladder that leads into the Pool in the middle of the
Temple (plus a secret ladder the leads into another part of the Temple).
The Temple 1st Floor has three Points of Interests. The two on the west
side are Cult Outfit you can use to disguise yourself. The last one at the
northeast corner is a Patient Outfit that can also be used as a disguise.
The Temple 2nd Floor is where the Doctor, and the Hiding Place, is.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When you start the mission then you will be next to an overturned boat not
far from your Exit Point. Your goal is the Sewers at the west side of this
area. You need to wait for the patrolling Guard, who should be heading in
your general direction, to stop near the end of the boat. Then sneak up and
Sedate him.
>>Xbox 360 Version
****************
Most of the time he will be frozen in place in the path not far from
the Helipad. Run past the boat and stop at the rock wall just beyond
the crates. Keep an eye on the Guard on the Helipad in the
background. When he turns around then walk on the grass so you can
get behind the frozen Guard.
Get to roughly ten feet behind him then sneak up and Sedate him. Drag
him back to the rock wall you were just at.
Change Clothes with the Guard then drag him to the west end of the large
stack of crates nearby. When you get there then turn north to get to the
edge of the water then proceed back east. Go around the corner and to the
tie pole. When you get there then most of the Guard's body will be over the
edge and you can easily drop him into the water.
After dropping him then go back to your starting point and wait. Like with
the Waiter in the mission "Invitation to a Party" he will no longer appear
on the Map but he is still in the game. So you will get the warning about a
suspicious Guard when he wakes up later even though he is trapped in the
water.
This mission is notorious for Psychic Guard attacks so you have to wait
here until the warning appears then proceed normally.
After the warning is issued then head to the Sewers which is under the
Helipad. When you check the Sewer Map then you will see a maze of pipes and
a Ladder that leads into the pool at the center of the 1st Floor. Check
your Map at each intersection so you don't get lost. Follow the pipes until
you reach the Ladder room but *DON'T* go up the Ladder.
Inside this room are four additional channels where more sewage are merging
with the main channel. One of these channels, the first one on the right as
you enter the room, is a secret passage leading to another Ladder. This
Ladder leads up to the southeast corner of the Temple 1st Floor. Climb up
the Ladder but stop near the top. Look around for any Guards then finish
climbing up.
After this then turn right and enter one of the Patient rooms. Since you're
dressed as a Guard the Patients won't care. The Patient Outfit that you
need is at the room at the northeast corner. All of the Patient rooms are
connected internally. Just go through these doors to reach the Patient
Outfit.
A wandering Patient will often come through this room. Check your Map to
find him or simply wait for him to come through before Changing Clothes.
The thing to note about the Patient Outfit is that you can go around just
about everywhere even if there are a bunch of Guards about. The same cannot
be said of the Cult Outfit. You cannot go onto the Temple 2nd Floor when
in a Cult Outfit or you will be shot at.
Now head to the south central area of the 1st Floor south of the large
pool. Here you should see two doors - one to the east and one to the west.
Go through the west door and in-between two Guards. Even though you will
max your Threat Meter they won't do anything. Go inside the Storage Room
and find the Door Key then leave the same way you came in and back outside.
Now to go after the Doctor. Go north and head inside the main building
through the center door. Once inside the Lobby then turn left and head up
the stairs. When you get to the top of the stairs then turn left and go
through the first door that enters into a connecting room for the northwest
office. Next, stand by the door going into the Doctor's Office, Prep your
Knife, and look through the Keyhole.
Remember that wandering Patient I mentioned earlier? Well, he goes around
the northeast corner of the 1st Floor, enters the building, goes upstairs,
and into the Doctor's Office. Then he turns around, walks back out, and
back outside and the pattern repeats.
Wait for him to appear in the Office and walk out. Then wait 20 seconds
before getting out of the Keyhole. I'll explain why in a bit.
Sneak inside, get behind the Doctor, quickly Knife her, then drag her back
into the small connecting room that you were in earlier. The reason for
doing this is because, by attacking the Doctor, you also instantly change
the behavior of the wandering Patient.
Instead of proceeding with his pattern he will then turn around and head
back upstairs. This is also why you needed to wait a bit before getting out
of the Keyhole - to buy extra time.
By the time you get both yourself and the dead Doctor into the connecting
room then the Patient will be re-entering the Doctor's Office. However,
because the Doctor is not in her chair, he will then start to look all over
the floor for her. Thankfully he won't enter the small rooms so you are
safe.
He will start with the northwest room then go to the northeast room. Then
he will head to the south end of the floor and go through the southwest
room and head to the southeast room. When he gets to the southeast room
then he will stop - he becomes permanently frozen. This is part of the game
engine so this occurs on all versions.
When he freezes then you can safely drag the Doctor to the Hiding Place at
your leisure. In order to not be seen by the Guards you have to take her
down the center of the floor. Drag her back into her Office and out the
main door.
Proceed straight south and turn right when you get to the door at the south
side of this open area. This will keep the Guards at the top of the stairs
from seeing you. Then drag her the short distance to the Hiding Place and
deposit her body there.
After that then go back downstairs and outside then head north and just go
straight through the door into the Temple Garden and to the Exit Point to
successfully complete the mission (the Guards outside just see you as a
Patient so they don't care).
0=+=+=0
/ India \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >INA3. "Terminal Hospitality" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ India /
0=+=+=0
0=========0
| Overview \
0=======================================================>
You are now on what is known as Hospital Island. It is here that the Cult
Leader, Deewanna Ji, is staying. He is to undergo an operation for a heart
transplant and a pacemaker. You need to infiltrate the hospital and perform
an operation of your own. One that ends the life of the Cult Leader.
There is also some equipment in the office of Dr. Chakran that is
necessary to complete this mission.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the Cult Leader.
>>Escape Hospital Island.
0========0
| Weapons \
0=======================================================>
>>Uzi
***
Carried by some of the Guards.
>>SMG
***
Carried by a small number of the Guards.
>>Deagle
******
Carried by most of the Guards plus one inside the Temple.
>>R93 Sniper
**********
Inside the Temple.
>>AK
**
Carried by a small number of the Guards plus three inside the Temple.
>>Anaesthetic
***********
Inside the room next door to Dr. Chakran's Office.
>>Scalpel
*******
In a couple of offices within the Basement.
++Notes
*****
The only new weapons of note is the Scalpel and the Uzi. You can
acquire both easily during the course of the mission.
If you have been good in weapons collecting, including obtaining the
W2000 Sniper from "Invitation To A Party" and the Custom Rifle from
"At The Gates", then the Scalpel and Uzi will be the last weapons to
complete your weapons collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Nurses appear to be random but will cause no problems.
0==============0
| General Notes \
0=======================================================>
This is a pretty straightforward mission without a lot of room for
creativity. But it is still a fairly easy mission.
>>Xbox 360 and PS3 Versions
*************************
As just noted, if you have acquired all of the other weapons prior to
this mission and obtain the two new weapons in this one then you will
complete your weapons collection and earn the "All Firearms
Collected" and "All Melee Weapons Collected" Accomplishments.
This is the earliest you can earn the both of these Accomplishments
when you return to your Tool Shed after mission completion.
If you've killed at least one person with both the Kitchen Knife and
Combat Knife prior to this mission then you can earn the "Jack the
Ripper" Accomplishment by killing the wandering Guard with the
Scalpel near the end of the mission. Killing your Target with it
doesn't count.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are six levels to the Map:
>>Island
>>Ventilation Shafts
>>Basement
>>1st Floor
>>2nd Floor
>>Roof
The Island Map is where your Exit Point is. There are also three Point of
Interests here as well.
The first one, inside the temple at the west side of the island, is where
you will find multiple weapons. The PoI east of that is where you will find
a Cult Outfit. Northeast of that is where you will find a window that will
let you into the 1st Floor of the hospital itself.
The Basement is where the operation will take place. It can be in one of
the four rooms inside the Target Area. There are also three Point of
Interests here.
The one at the south side of the Basement is the Generator that you can
knock out. The other two are where you can find Scalpels. The Ventilation
Shafts are where you can safely look inside the operating room to find the
cult leader. The 1st Floor has nothing special.
The 2nd Floor has the Agency Pickup and a Point of Interest which is the
Doctor Outfit. The Roof has nothing special but can be used as a safe
means to access the Basement through the stairwells.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0=====================0
| Standard/PA Strategy \
0=======================================================>
When the mission begins then you will be at the southeast corner of this
island. From here, proceed forward, around the corner, and up the stairs
but stay against the wall to your right. Beyond the doorway you will see a
Guard. Go into Sneak Mode and wait. Eventually he will head in your
direction and angle north.
As he moves north then creep into the doorway and angle your Camera to keep
an eye on the Guard. When he moves safely out of view then Sneak west to
the other doorway. After you go through the other doorway then run to the
path that leads to the Shiva Temple. As soon as you see the Guard that
stands by the pool then stop running.
There is another Guard that goes around the Temple. But he should be on the
west side at this point so walk north to the Outfit, which is laying on the
ground, and Change Clothes. After that then head to the west side of the
main building and turn north. Your goal is the northwest corner of the
building. Near the corner is a slow patrolling Guard so stay your distance.
When he gets some distance from the corner then continue north, drop down
to the sand, and go around the round tower. You should also find a locked
door. Pick the Lock and head up the stairs. Unlocking this door will also
benefit you later. Run all the way to the top of the stairs which leads to
the roof.
When you get to the roof then you should see an upper level to the south
but there are a couple of patrolling Guards up there at this point. Proceed
forward from the door and turn right to go through a corridor leading to
the center of the floor. Then head to the southwest corner where you will
find a set of stairs going to a walkway that goes around the corner.
After going around the corner you should see a couple of large openings in
the roof. One of them is for Dr. Chakran's Office and the other one is
above his secretary. One way to enter his Office is to simply drop down
through the opening.
However, more than likely you will hurt yourself. To reduce injury then
gently nudge yourself sideways onto the short wall on the south side of the
opening. Then nudge yourself until you get near his desk then drop down.
You should land on the desk corner without hurting yourself.
If you do not wish to do this then there is another way inside. Continue
north from the opening to find the stairs leading onto the upper level. By
these stairs, to the left, is another set leading down. Stop about halfway
down these stairs and wait. Every so often the Doctor's Secretary steps
away from her desk to smoke. When she walks away then head down to the door
for the Office. Pick the Lock and enter.
When you get inside the Office, regardless of method, then open the box on
the desk to find the Room Key and the Nightvision Goggles. Pick up both
items then go into the room north of here to find the Doctor Outfit and
some Anaesthetic. After changing into the Outfit then go out of the Office
and back up the stairs to the Roof.
Now that the wandering Guards are gone you can go up onto the upper level
and quickly go back to the stairs at the northwest corner. Go down the
stairs until you get to a metal door - this should be the door just before
the door going outside to the beach. The metal door enters into the
Basement where the Cult Leader is.
Go through the door and you will see a bunch of Guards. They are protecting
the four Surgery Rooms. The Cult Leader is in one of them.
You cannot just go through each room to find him. You will spook the Nurses
and other personnel and this will lead to Alerts. Besides, you need the
Scalpel to kill him (if you wish to keep your score clean). At the south
side of this floor you will find three Points of Interest. Two of these
PoI's are where you can get a Scalpel.
The northern one resides in an office where you need to pick the lock to
enter. The center one has an unlocked door but there is a Nurse you need to
wait for to enter the smaller room before you can enter and take the weapon
off of the desk. The southern one contains the Generator. Turning it off
will shut off all of the lights and will make things a lot easier.
Go and acquire a Scalpel from either of the two mentioned rooms and then go
south to the Generator room. Keep an eye out for the Guards and pick the
lock so you can enter. Go to the Generator but don't do anything yet. Check
your Map and look at the four Surgery Rooms. One of them will have nobody
in it. Of course, he is not here.
Out of the other three rooms look for the one that will have two people up
against either the north or south wall. They are Guards and this is the
room that the Cult Leader is in. After finding where he is at then pull out
your Scalpel, put on your Nightvision Goggles, and turn off the Generator.
>>Professional
************
Nobody appears on the Map so you have to do things differently to
find him. Inside the Generator Room is a Ladder that goes up into an
upper level which is the Ventilation Shafts. Go to the north end and
you will find small windows that look into the Operating Rooms. Find
the one with the Guards then check your Map to determine where the
room is so you can quickly get there when you turn off the lights.
After you turn off the lights then quickly go through the door and run to
the room with the Cult Leader. Nobody will bother you because they can't
see. In addition, the Guards that were protecting the Cult Leader have left
which will make things easier still.
When you get to the Cult Leader then kill him with the Scalpel. This will
take some time. It should noted that you cannot use either the Combat or
Kitchen Knife on the Cult Leader. You won't be able to hit him. If you wish
to speed things up and not worry about your score then just put a round
from the 9mm Pistol SD into his head instead.
After killing the Cult Leader then go back out into the stairwell and
outside through the door at the northwest corner. Then look for the
patrolling Guard as you make your way to the Temple. If you do not see him
then head to the Temple where you will find another patrolling Guard.
If you wish to obtain the Uzi then you can easily get one from either
Guard. Both of them move slowly and you can Sneak faster than that. Sneak
up behind him and wait until you are right against his back before pulling
out your Anaesthetic and Sedating him. If you're going after the Guard at
the Temple then wait until you are on the west side of it before attacking.
>>Xbox 360 and PS3 Versions
*************************
If you killed at least one person with the Kitchen Knife and the
Combat Knife then use the Scalpel on him instead to acquire the "Jack
the Ripper" Accomplishment.
After successfully attacking the Guard then grab the Uzi and Holster it.
Then retrace your path and back to the stairs to the doorways near where
you started. Wait for the Guard to walk away from the first doorway before
proceeding but, as you near the second doorway leading down to your boat,
stay to the right of it.
If you look down through the doorway then you will see someone that looks a
lot like you waiting there. If he sees you then he will fire a silenced
pistol at you then flee.
What you need to do is sidestep left into the doorway to let him see you
then quickly sidestep right again so he can't hit you. If he hits you then
the Guards will be alerted (but they won't suspect you of anything). If you
follow the assailant then he will lead you to a door which will close
behind him. You can't open this door.
However, if you are close enough to him, then you can enter the door before
it closes. Unfortunately, entering the door will kill you as this triggers
some kind of explosive booby trap. So let him run off. After he runs away
then head to your Exit Point to successfully complete this mission.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM7. An Unexpected Development |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
The authorities have found the chopper and cargo that was meant for the
client. Both have been traced to Russian crime lord Sergei Zavorotko.
Sergei is the client you have been helping all along by tracking down various
items and eliminating competitors and double crossers. But now he has been
exposed and the United Nations wants The Agency's help in eliminating him
because he is also a known terrorist as well as a crime lord.
It is against The Agency's ethics, such as they are, to perform a hit on a
former customer but have decided to make an exception because of the business
potential from the UN. So now you must take down Sergei and this leads you
back to St. Petersburg.....
0=+=+=+=+=+=+=+0
/ St. Petersburg \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >UXD1. "St. Petersburg Revisited" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ St. Petersburg /
0+=+=+=+=+=+=+=0
0=========0
| Overview \
0=======================================================>
You are now back at St. Petersburg and must kill Sergei in the same
building that you killed a General earlier in the game.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Sergei Zavorotko.
>>Escape to the Metro.
0========0
| Weapons \
0=======================================================>
>>SVD Sniper
**********
Inside Locker 137.
>>Deagle
******
Carried by most of the Guards.
>>SP12 Shotgun
************
Carried by some of the Guards.
>>W2000 Sniper
************
Carried by Mr. 17.
++Notes
*****
If you did not acquire the W2000 Sniper from the mission "Invitation to
a Party" then you can easily acquire it here when you kill Mr. 17.
If you want the SP12 Shotgun then you will have to Rampage your way
through this mission. It is probably best to do this on a replay and
bring the Silenced Ballers to make it much easier to take down the
Guards so you can get the Shotgun.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
Although the Civilians are random they can't do anything to you or your
score.
0==============0
| General Notes \
0=======================================================>
This mission is interesting in that on your very first time through you
only have one weapon on you - the Fiber Wire. Only after you beat this
mission will you will be able to replay this again and bring any weapon you
want.
For this reason I am doing two walkthroughs for this mission - one for the
first time and the second for later replays. These are based on Jason's
work but I made my usual observations and tweaks.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
The Map is the exact same one as the one in the earlier mission "St.
Petersburg Stakeout". At the Metro Station Map you will find the Agency
Pickup with the empty SVD Sniper.
The Streets Map is different in that there are no soldiers and the entire
area is open. The Agency Pickup is where you can find ammo for the Sniper
Rifle. The Point of Interest is the same apartment building where you
sniped the General earlier.
There will also be a bunch of Guards on the first floor of the Pushkin
Building.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0==================0
| Standard Strategy \
0=======================================================>
For your first run-through the only weapon you will have is the Fiber Wire.
You have the SVD Sniper in Locker 137 but it has no ammo. However, there is
some Sniper Ammo at the pickup at the west side of the Streets area. But,
it is useless because they are *BLANKS*. It appears that this mission is a
set up. But you still need to get inside the building and kill Sergei.
Even more interesting is that, when you approach the building, then you
will be shot at by a clone, Mr. 17. And he will always appear in the window
regardless of what side of the building you approach. So you need to be
careful on how to approach the building so Mr. 17 can't get a bead on you.
When you start the mission then retrace the path you took to the Manhole
you used in the mission "St. Petersburg Stakeout". In the process you will
need to re-pick the locked door but you will be using this door again on
the way back.
When you get back up onto the Streets and see the parked truck ahead of you
then angle northeast past it. Then go north between these buildings and
angle northwest to get between some more buildings. When you see another
truck then angle northwest so you are between it and the end of the road.
Continue northwest until you reach the opposite sidewalk then turn
southwest. This should put you directly in line with the north corner of
the Pushkin Bldg. Cross the street and go southwest along the north wall
then turn the corner and head to the front doors. When you get to the front
doors then enter Sneak Mode. The reason you need to Sneak is because there
are lots of Guards inside the building and you don't want to disturb them.
Head inside the building and go up the left stairway. When you enter the
next room then you will find that your Target, Sergei, is nothing but a
cardboard cutout. This is definitely a setup all right.
After going through the door then turn left and go through the next set of
doors. Continue going through the hallway until you reach the big room at
the southeast side of the building. Here you will find Mr. 17 standing by
the window.
Creep up to him and Wire him. When you do that then you will get a cutscene
of 47 looking over him. During the cutscene 47 will notice a headset that
Mr. 17 was wearing and that somebody is trying to contact him. That person
is Sergei.
When 47 picks up the headset and introduces himself then he threatens
Sergei if he doesn't back off. However, Sergei counters with the news that
he is the one holding Father Vittorio hostage. This news surprises and
angers 47 as he tells Sergei to let him go. But this falls on deaf ears.
However, he now knows where they are at - the Gontranno Sanctuary.
But, first things first - he needs to get out of here alive. When Mr. 17
dies then all of the Guards on the first floor will disperse from the
building to look for 47. In addition, several Guards will be posted at the
Metro and four more will be inside the Sewers. You need to get to the Metro
while avoiding them.
After the cutscene then Change Clothes and grab the W2000 Sniper if you
hadn't got it from the earlier mission "Invitation to a Party". The Mr. 17
Outfit will keep the Guards from shooting at you as you flee the building.
Go downstairs and run out the front door. Then go to the Manhole in the
street southwest of the Metro Entrance. By the time you climb down the
Manhole and enter the Sewers then you will be notified that the Guards have
found the body of Mr. 17 and that the disguise is no longer good.
It should be noted that no disguise will fool the Guards by the Metro no
matter what so this is why you need to go into the Sewers. However, there
is still the matter of the four Guards inside the Sewers. You need to Sneak
by them. The goal is the door on the east side of the Sewers that you
picked earlier.
Head north until you get near the main Sewer area. Right at the end of this
tunnel is a stationary Guard. Go into Sneak Mode, get behind him, and Wire
him. Change Clothes and proceed northeast. When you see the next pair of
Guards near the next tunnel then enter Sneak Mode and continue forward.
When you enter the tunnel then run to the door which should be unlocked
from your first passthrough. After you go through the door then check your
Map. Look for the two Guards north of your position. When they are
clustered and looking north then run all the way to the train platform to
successfully complete this mission.
0==========================0
| Perfect Assassin Strategy \
0=======================================================>
The only way to improve your score is to play this mission again after you
beat the game. When you played through this mission the first time you had
no choice in weapons. But when you replay this mission later then you can
bring any weapon you want. And this includes the Anaesthetic.
You approach the building and Mr. 17 the exact same way as before but
Sedate him instead. The Guards only move into position when he dies. So the
idea is to drag Mr. 17 all the way to the Metro and kill him there. This
will take awhile but it is worth it to improve your score.
After Sedating Mr. 17 then drag him out the front door and head to the
Manhole you used in the earlier mission - the one where you got the Guard
Outfit. Don't worry if you freak out Civilians - they won't hurt your
score. Drop Mr. 17 into the Sewers and continue to drag him to the Metro.
At some point you will let go of him as you drag him along.
This means that he is about to wake up. When you drop him then bring out
your Anaesthetic and Sedate him again when he gets up. Then continue to
drag him to the Metro. Go through the door leading into the Metro and drag
him up the stairs and down the escalator. When you get to the bottom of the
escalator then drop him and bring out your Fiber Wire.
Wait for him to wake up then Wire him when he does. After that then run to
the train platform to successfully complete the mission.
Even after killing him this way you will still have one enemy killed -
Sergei was the Target, not Mr. 17. Somebody had given Jason a video
detailing a way to kill Mr. 17 without counting as an enemy killed. In
order to do that you need to get him run over by a vehicle when you drag
him into the street.
Unfortunately, it is not as simple as you think. You need to have him be
hit while he is awake. If you leave him unconscious in the path of a
vehicle then it will simply clip through him. If he awakens then he will be
frozen in place but will run out of the way of an oncoming vehicle. You
have to time it in such a way so he awakens just before the vehicle hits
him but he won't be able to move out of the way.
There are two types of vehicles - a white Car and a large dark Bus. In
order for this trick to work he needs to be hit by the *BUS* - it won't
work with the Car.
In order to time things correctly you need to take the same path as
outlined but you need to run the entire way to the front doors. Just before
Sedating Mr. 17 then save your game.
After Sedating Mr. 17 then drag him out into the street. Head southwest and
to the road that is next to the Neva River. Save your game again when you
get there. Then go southeast along the center of the road. Near where you
saved is a lamppost that is on the right side of the road. You should be
able to drag him just past the third lamppost before he wakes up.
When he wakes up then note his position in relation to any Buses. If you
timed things correctly then the one of the Buses should be up the street
and heading for you. If the Bus is too close to the Pushkin Bldg. then
reload the first save, wait 30 seconds, Sedate Mr. 17, drag him into the
street, and overwrite the second save. Things tend to work out better if
the Bus in on this street and heading to you.
After noting where the Bus is then reload the second save and drop Mr. 17
further up the street. After dropping him then run far away from him but to
where you can still see him. When he awakens then he will be frozen in
place because you also disarmed him when you attacked him.
However, even though he will do no harm to you (you can even take his
clothes from him), he will count as a Close Encounter if you are close to
him. If your Threat Meter maxes out then you are too close and you will get
the Close Encounter.
It should be noted that the Bus will make random stops along its route.
Sometimes it may make too many stops and Mr. 17 will awaken before it gets
to him. Sometimes it makes too few stops and it will pass before he
awakens. But most times it will make the right amount of stops so you can
get a good feel as to where you can drop him.
When you have his body in the right place then the Bus will hit him
just after waking up. The Bus will clip through him but he will die in the
middle of the vehicle. The game will then tell you to identify the
assassin. This will start the cutscene between you and Sergei. After the
cutscene then the Guards will appear at their stations just like before.
>>PC Version
**********
The Guards will appear the moment Mr. 17 dies, not when you confront
Sergei. The frightened Civilians may alarm them but won't affect your
score.
Unlike the initial run-through you do have the advantage of the Anaesthetic
- you should still have one dose left. Go back down into the Manhole and
Sedate the Guard that you had to Kill in the previous run-through. Then
take his Clothes and make your way back to the Metro as before and finish
the mission with a perfect run.
And now, the final showdown with Sergei.....
0=+=+=+0
/ Sicily \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >UXD2. "Redemption at Gontranno" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Sicily /
0+=+=+=0
0=========0
| Overview \
0=======================================================>
Sergei has taken Father Vittorio back to Gontranno and have holed
themselves up in the Church. Now 47 has to rescue Vittorio and kill Sergei.
But he has to deal with a lot of Guards first. And to make matters worse,
all he has for a weapon is the Fiber Wire.....
0===================0
| Mission Objectives \
0=======================================================>
>>Kill all of Sergei's Bodyguards.
>>Save Vittorio by killing Sergei.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by some of the Bodyguards.
>>SVD Sniper
**********
Carried by some of the Bodyguards.
>>Custom Rifle
************
Carried by some of the Bodyguards.
>>SP12 Shotgun
************
Carried by Sergei.
++Notes
*****
You can easily obtain the Custom Rifle at the very end. You can't get
the SP12 Shotgun from Sergei because the game will end when you kill
him. But that doesn't mean you can't take it from him.....
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
Although you can disrupt the Bodyguard patterns there isn't any random
patrol routes, mainly since most of them are stationary.
0==============0
| General Notes \
0=======================================================>
After all of the Sneaking around you had to do in the previous missions you
have to kill everyone here. In addition, there is no scoring at the end of
the mission.
Because of the lack of good weapons at the start of this mission this makes
it hard to get to the Tool Shed without taking damage from the nearby
Bodyguards. However, I found a reliable way to get there with minimal
damage.
For this strategy I used the regular and Silenced Ballers because they are
powerful and you have plenty of ammo for them within the Tool Shed. There
is also an alternate method near the end where you can take advantage of a
commonly known glitch in the game engine.
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0========0
| The Map \
0=======================================================>
There are three levels to the Map:
>>Monastery Gardens
>>Church
>>Dungeon
On the Monastery Gardens Map you will see five Bodyguards. Two of them are
in the Courtyard. One of them will do a small, slow north-south patrol
pattern and the other will go around the outer edge of the area.
Two more Bodyguards will be in the larger area east of the Courtyard. A
Sniper will be in the training area to the north of them. The Point of
Interest to the east is the Tool Shed.
On the Church Map you will see fifteen Bodyguards, most of them armed with
Sniper Rifles - including the Custom Rifle. The two in the Church lobby are
armed with SMG's so you won't be able to go through there. On the Dungeon
Map you will find one Bodyguard.
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0==================0
| Standard Strategy \
0=======================================================>
When you start then you will be in the darkened, rainy Courtyard in front
of the Church doors. As noted, the only weapon you have is your Fiber Wire.
Because of the fact that you only have the Fiber Wire it will be hard to
get to your Tool Shed without taking damage. However I have come up with a
way to get there without taking a lot of damage or no damage at all.
From where you start, run up to the Church door but don't open it. While in
front of the Church door, rotate left, move a couple of steps and stop at a
small bush, and look west. Then keep an eye on your Threat Meter.
When the patrolling Bodyguard gets close enough to you then you should see
your Threat Meter go red. The moment that happens then immediately run
forward, angle right when you get to the corner of the Church, and
straighten out so the Courtyard columns are on your left.
When you get to the column at the corner then turn left and rotate so that
47's face is up against the column and pointing east. Through the gap
between the columns to your right you should see several Bodyguards running
toward your position.
Basically what you've done is lure all of the nearby Bodyguards, including
the one from the Dungeon, up here to the Courtyard. And all of them should
be heading toward you. This should give you a clear shot to your Tool Shed.
When they get close enough then turn right and run south and then go left
at the next corner and proceed east. Stay close to the columns so they can
provide cover when they fire at you.
After going through the door at the east side of the Courtyard then proceed
forward and drop down to ground level then run to your Tool Shed. Once
inside then grab your plain Ballers, immediately equip them (using the
Inventory Menu so you can pause and make sure you select the right weapon),
and get as much .45 ACP ammo as you can carry.
**NOTE: If you have the SP12 Shotgun then I highly recommend that over
the plain Ballers for this part of the chapter. Grab that and all
of the ammo you can carry. The Shotgun kills instantly at close
range, can kill more than one person with one shot, and you can
quickly reload it.
As a matter of fact, the more weapons you have at the Tool Shed,
the more options you have in dealing with the Bodyguards.
Look at your Map and see where they are at. Most of them are heading to the
Tool Shed. If they are looking around then fire one shot into the window to
lure them here.
>>Professional
************
Since you can't see them on the Map then just shoot at the window
regardless to get them to come to you.
As they get to the door then kill them as they approach. If you're lucky
then the Bodyguard that patrols the Dungeon will be amongst them. But more
than likely he has run back into the Church and is running about amongst
the others.
When this part is done then go and grab your Silenced Ballers, the 9mm
Pistol SD, and more ammo. Before leaving the Tool Shed you will need to
kill the Sniper that is in the training area. Use the Red Crosshair to find
him and use your pistols to kill him. If you have some Sniper Rifles then
use any of them instead.
After killing him then proceed to the door that goes into the Dungeon. When
you get inside the Dungeon then head to the bottom of the stairs that lead
upwards into the Church and stop just to the right or left of them. Stay
here and look at the Church Map.
See if there is a Bodyguard running about. If there is then observe his
pattern. If his path crosses near the top of the stairs then sidestep to
look up the stairs and kill him with your Silenced Ballers when he comes
into view. The use of the Silenced Ballers will keep the others nearby from
looking for you.
After he is down then go into Sneak Mode, hug the left side of the
stairwell, and creep about halfway up the stairs. Then rotate right and up.
You should see a Bodyguard through the railing. He is part of a group of
four near the top of the stairwell. There are two approaches to take based
on what version you have:
>>Console Versions
****************
Although it doesn't look like you could you can actually shoot through
the wooden railing at the top of the stairwell. Use the Silenced
Ballers to shoot through the railings but use the 9mm Pistol SD on
everybody else. This will conserve your powerful Baller ammo.
So kill this Bodyguard with a couple of shots, rotate right a little
bit until you find another (using the Red Crosshair), kill him with a
couple of shots, rotate right a little more until you find another
(using the Red Crosshair), and kill him with a couple of shots.
Then look northwest a little bit and you should see part of a
Bodyguard. Sidestep right a bit until you expose enough of him to shoot
then kill him.
Then creep to the stop of the stairwell and look southwest and up. You
should see a Sniper on the upper level. Kill him with a couple of shots
then rotate right until you are looking at the pillar nearby. Look to
the right of the pillar and up to find another Sniper on the upper
level. Kill him the same way.
Stay in Sneak Mode then get up to this pillar, which will be your cover
for this next part, and look southwest. Directly southwest from this
pillar is another pillar. By this pillar is another Sniper. Use the Red
Crosshair to find him then slowly sidestep right until you see him then
Kill him.
Then rotate left and look south. Slowly sidestep right and you should
see the Confessional Booth. Look above it to find a Bodyguard. Kill him
then look back down toward the Booth. Sidestep right a little more to
find a Sniper near the Booth. Kill him then look up above the Booth
again.
Sidestep right a little more to find another Bodyguard. Kill him then
sidestep a little more to the right and go between a couple of pews.
Look northeast and almost straight up. You should see the upper level
and another Sniper. Kill him and, while looking at the upper level,
rotate right so you are looking southeast.
There is another Bodyguard on this upper level but you can't see him
from here. You have to use the Red Crosshair to find him and kill him.
>>PC Version
**********
You *CANNOT* shoot through the wooden railing in the PC version.
Instead, move up just enough to see their heads and aim the Crosshair
on them. For the rest of this part you can do it pretty much the same
as above but with a couple of changes.
For the Bodyguard above you then you need to move just enough to see
his head then kill him. For the last one you need to get the Custom
Rifle from one of the other Bodyguards then move to the west side of
the Church so you can see enough of his head to kill him.
Killing all of these Bodyguards will take care of all but three inside the
Church. If at any time you start to run low on ammo then run back to the
Tool Shed to get more.
After this part of this mission then grab a Custom Rifle (if you didn't
already), go back down to the Dungeon, drop the Custom Rifle, and go to the
northwest door then pick it so you can get the Church Key inside. After
getting the Key then go back up into the Church and to the door to the east
of the Booth.
After going through this door then get into Sneak Mode and go to the door
that leads into the Church Lobby. Open the door and kill the Bodyguard that
appears. Then creep forward and rotate left so you are looking at the
dividing wall. Use the Red Crosshair to find the Bodyguard on the other
side then sidestep right until you expose him and kill him.
After that then go to the door on the other side of the Lobby and open it
so you can kill the Bodyguard inside the stairwell.
This will complete the first major objective.
At this point you will hear Father Vittorio talk to Sergei about the heart.
This is a clue of what you need to do. Go to the Confessional Booth and aim
at the heart inside. Fire a shot and you will wound Sergei.
It is important that you skip the cutscene that follows. If you don't then
most times Sergei will be just outside the Booth (although sometimes he
will simply run). He is armed with a SP12 Shotgun and can do some serious
and even fatal damage if he hits you. If you skip the cutscene then he will
go through the door in the Church Lobby thus keeping him from firing at you
roughly 95% of the time.
After this part then make a mad dash for the Dungeon stairwell and head
back down then stop and grab the Custom Rifle you dropped here earlier.
Wait for a little bit and look at your Map. Sergei will eventually stop at
the upper level above the Confessional Booth. Go back up the stairs and
stop at the pillar near the top of the stairwell.
Then, using the pillar as cover again, get into Sneak Mode and slowly
sidestep right until you see Sergei. Go into Zoom Mode and shoot him in the
head to end the chapter and the game as you finally rescue Father Vittorio.
>>Alternate Method
****************
There is a commonly known glitch in the game engine that will allow
you to attack Sergei through the Confession Room door. It is best to
leave one of the Bodyguards alive before trying this out. Sneak up to
the Confession Room door and either Wire, Knife, or Sedate Sergei
through it.
However, you won't actually Kill him - he'll just fall to the floor.
Another thing that you end up doing is making him drop his SP12
Shotgun. You can go into the other half of the Booth to get the
prompt to pick it up but you cannot take the weapon through the wall.
However, if you have your own SP12 then you can acquire the ammo from
it and essentially take the weapon from Sergei.
Kill the last Bodyguard then shoot the heart to start the showdown.
Sergei will be alive but he'll be sliding along the floor on his
backside. The downside to this is that you can't snipe him since
he'll be on the floor. But, by taking the ammo from his weapon he'll
also be disarmed and he can't hurt you. You can pretty much do
whatever you want to him.
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And with this I complete the guide and move onto the sequel, "Contracts".
But there is one more thing to do first before I close things up.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS3. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This document is copyright (c) Robert Allen Rusk (RARusk) 2011-2013.
This guide may only be distributed and/or posted in its original format
(and, most importantly, *UNALTERED* in any way).
If you wish to post or use excerpts from this guide then please ask for my
permission first before doing so (especially if you work for a magazine or
website). A lot of time and effort was spent putting this thing together
and that should be taken into consideration.
And remember.....
"Respect is everything."
Although my guides and FAQs can be found at many sites around the internet,
the latest versions of my work can always be found first at GameFAQs since
that is my primary contribution site. A complete listing of all of my work
can be found here:
>>http://www.gamefaqs.com/features/recognition/33493.html
Most of my guides are dedicated to the popular "Grand Theft Auto" game
series but some of my other work include "The Chronicles of Riddick" games,
"Bully", and "The Darkness" titles.
0===================0
| Additional Sources \
0=======================================================>
--"Hitman 2: Silent Assassin" (Game Manual)
--"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl
--The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia
--Weapon names and information
--Wikipedia
--Fugu
--Tallest Buildings in the World
--YouTube
--Bursting Glass ("The Motorcade Interception")
--Coffeeoscar96 ("The Motorcade Interception")
--GameFAQs
--Street_Genius ("Tracking Hayamoto")
0=========================0
| Additional Contributions \
0=======================================================>
--M.A.K.
0========0
| Credits \
0=======================================================>
Credits and thanks go out to the following:
>>IO Interactive
**************
For creating this wonderful game series and making me a fan of composer
Jesper Kyd.
>>Jason Carl
**********
For creating his Perfect Assassin guide that I had used long ago. I
hope that I have done his work some justice by finding ways to improve
upon it.
>>GameFAQs, IGN, and many other gaming sites
*******************************************
For providing a place for writers like myself to publish our work and
help other gamers while indulging in one of our favorite pastimes.
And finally, my biggest thanks of all goes to you the reader (and especially
those who have made suggestions as well as those who took the time to write
me).
0====================0
| Contact Information \
0===============================================>
E-MAIL: rarusk[at]netzero[dot]com
FACEBOOK: http://www.facebook.com/robert.a.rusk
LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b
BLOG: http://rarusk.livejournal.com
XBOX LIVE GAMERTAG: RARusk
So now I've come to the end of yet another gaming adventure and looking
forward to new ones. I hope that my guide helps you in getting the most out
of "Hitman 2: Silent Assassin".
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