===============================================================================
                           HITMAN: BLOOD MONEY (PS2)
         FAQ/Walkthrough (C) 2012 Mike Penance (mikepenance@yahoo.co.uk)
                                V E R S I O N   1.7
                     Last Updated:  February 09, 2012  10:24
===============================================================================

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  THE HAPPY LAWYER DEPARTMENT

  This document may not be reproduced under any circumstances, except for
  personal, private use.  It may not be placed on any website or otherwise
  distributed publicly without prior written permission.  Use of this document
  on any other website or as a part of any public display is strictly
  prohibited, and a violation of copyright.  The author of this guide cannot
  be held responsible for anything occurring from the misuse of this document.


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  TABLE OF CONTENTS

    1.....Introduction [01.00]
            - Notoriety [01.01]
    2.....Controls [02.00]
    3.....Tricks of the Trade [03.00]
    4.....Walkthrough [04.00]
            - Death of a Showman [04.01]
            - A Vintage Year [04.02]
            - Curtains Down [04.03]
            - Flatline [04.04]
            - A New Life [04.05]
            - The Murder of Crows [04.06]
            - You Better Watch Out [04.07]
            - Death on the Mississippi [04.08]
            - Till Death Do Us Part [04.09]
            - A House of Cards [04.10]
            - A Dance with the Devil [04.11]
            - Amendment XXV [04.12]
            - Requiem [04.13]
    5.....Weapons [05.00]
            - Melee/Close Combat [05.01]
            - Handguns [05.02]
            - Assault Rifles [05.03]
            - Submachine Guns [05.04]
            - Shotguns [05.05]
            - Sniper Rifles [05.06]
            - Special Weapons and Equipment [05.07]
    6.....Cheats, Codes, and Easter Eggs [06.00]
    7.....Frequently Asked Questions [07.00]
    8.....Credits and Outro [08.00]

-------------------------------------------------------------------------------
 In this update: Changed headers, made some minor layout changes, corrected
     some spelling/grammar errors.
-------------------------------------------------------------------------------


 ==============================================================================
      Introduction                                                   01.00
 ==============================================================================

     Agent 47 is back on the job.  Technically, thatís a bad thing, because
it's wrong to kill strangers.  Does that mean that itís okay to kill people you
do know?  That seems wrong also; canít kill strangers, canít kill acquaintances
Fortunately, 47 doesnít have such qualms, and will quite literally kill anyone
for the right price.

Last time we saw our anti-hero, he was left clinging to life after a failed
assassination.  Blood Money shows the events leading up to it and the
aftermath of 47ís revenge.  Itís going to get nasty, better them than me.


 ------------------------------------------------------------------------------
      Notoriety                                                      01.01
 ------------------------------------------------------------------------------

     Notoriety; why doesnít that sound like a good thing?  The big new feature
for Blood Money is the notoriety system - depending on how you tackle your
current mission, youíll alter the course of the future ones (i.e. how you must
play them).  After each mission, youíll be taken to a sleaze-rag *ahem*, I mean
newspaper report on the recent assassination.

If a bystander sees you performing a suspicious action, once the hit has gone
down, theyíll squeal to the law.  Not only will Guards/Police on future
missions be issued with your current description, newspapers detailing your
exploits will also start appearing during missions (meaning just about everyone
will be aware of who you really are).

At first, the descriptions appearing in the papers will be as vague as hell
("a bald man"), but as your notoriety increases, the better the description
becomes (being caught on camera and not retrieving the Videotape awards much
higher notoriety and a more accurate description than even multiple witness
reports).

Notoriety also affects the reliability of your disguises; if youíre dressed as
a Guard and security are looking for a bald man, youíll still rouse suspicion
(because youíll still match the basic description).  If; however, your disguise
includes a hat or something that obscures your face, youíll blend in more.

It isn't the end of the world if your notoriety hits the roof, because with a
bit of cold hard cash, itíll all go away.  After every successfully completed
mission, you will be taken to the bribe screen.  From here, you can choose to
lower your current level of notoriety (by a fixed amount) by paying-off
witnesses (-15) or even the Chief of Police himself (-40).

If that still isnít enough for you, you can pay out a whopping $200,000 to
purchase yourself a completely new identity (-100).  The cheaper, more time
consuming method is to replay the mission that you messed up on and achieve a
lower score than the time before.  Eventually, the flatfoots are going to have
a cast-iron description, and your true identity will be revealed.

The fun part is seeing just how wrong the description can be from mission to
mission.  For the first seven or so, they had Mr. 47 down as a gay psychopath
(not my words) who looked scarily like Barry from Resident Evil, and for the
next few after that, they had him down as a Richard OíBrian look-alike.
Really, you couldnít make this kinda thing up.


 ==============================================================================
      Controls                                                       02.00
 ==============================================================================

                  L1/L2              | |                R1/R2
                _,.--.,_             | |              _,.--.,_
               |  _____ |            | |             | _____  |
               |-'     `'.___________|_|____________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |      \       SONY         /     (/_\)     \
           !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([] )     ( O ) !
           !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \ANALOG/ ,'   `.    ( X )     /|
           | `.           /  L3   \ |    | /   R3  \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'

     L1: Use this button to crouch (to hide behind things) and to sneak (to
       avoid detection).  Pushing this button while perched up a ladder or
       other such object will make 47 jump down - handy when you really need to
       be somewhere else, fast.

     L2: This button opens and closes the map.  Remember, the game will still
       carry on in the background and is not paused.

     L3: Hold this button to bring up the aiming reticule.  Release the button
       to throw whatever item you have in your hand (the longer you hold the
       button, the harder your throw will be).

     R1: This button will use firearms and attack with melee weapons.  It is
       also used to engage in close combat.

     R2: Reload a weapon; that's it, just a reload button.

     R3: Push this button to enter scope mode (if the equipped weapon has one)
       or enter/exit first-person mode.

     S: This little button will holster and draw your weapons, and open and
       close the inventory (hold to open, release to close).  It can also be
       used to switch between the map and the legend.

     T: Drop whatever item that you have in your grubby hands at the time.
       It is also used to exit the map screen.

     O: Pick up items/open the item context menu (hold).

     X: Used to carry out an action or open the context menu (hold).  It is
       also used to spy through keyholes while crouching.

     D-Pad U/D: Zoom-in while in scope mode or while using the Binoculars.

     D-Pad L/R: Scroll through area maps.

     Select: Open briefing menu.

     Start: Summon my army of angry ninja!  No?  Just the pause button, then.


 ==============================================================================
      Tricks of the Trade                                            03.00
 ==============================================================================

     Agent 47 has quite a few tricks up his sinister sleeves; if you fail to
grasp these basics fully, then that Silent Assassin rating will always be out
of reach (was that too melodramatic?  Discuss).  47ís various techniques sit in
the categories of attack, defence, and movement.  Learn to master each one and
learn to apply them effectively each time... or something like that.


 === Melee Attack ===

     If you push the R1 button while standing in front of a budding victim,
youíll deliver a grappled headbutt.  Pressing R1 against the newly stunned
victim will follow-up with a knock-out blow.  This is probably THE most sought
after addition to the franchise, the ability to fight back without the aid of
weapons.

The headbutt/punch combo is as violent as it sounds, and once you headbutt
someone, theyíre unlikely to forget you (or forgive you, but thatís an entirely
different matter).  If youíre in a secluded spot and you actually intend to
finish them off, then by all means, do it (the bloodstains can give you away
when hiding a body, so keep that in mind).


 === Giving Them a Push ===

     A tap of the R1 button while standing behind someone will give them a
push, not too great on its own, but if you push them downstairs (a personal
favourite) or off a ledge, you can fake an accident.  Sometimes you can score
multiple kills by pushing one punk on top of another, although that requires
near perfect timing and Spider Senses... mainly timing, though.

Another important use for the push is that you can shove someone so that they
knock themselves out on a hard surface (such as a desk or a door frame) - very
handy when youíre out of ways to put someone to sleep in a civil manner.


 === Elevator Action ===

     In some elevators (okay, most), itís possible to climb through the service
hatch and out onto the roof of the car.  If there happens to be someone
standing directly below the hatch, you can equip the Fiber Wire and use the
context menu to strangle them while pulling them up.  Itís a silent kill with
instant concealment, dandy, eh?


 === Lock and Roll ===

     The title...?  Oh, it just came to me (I bet you couldnít tell).  All
doors have locks and Agent 47 has guns - nope canít think of a thing!  Oh, wait
- if you fire at a door lock (preferably in first-person view), itíll break.
The benefit of which is that you can avoid picking locks altogether.  The bad
bit is that it makes quite a bit of localised noise and even leaves a physical
mark on the door.

In real life; no self-respecting weapons specialist would ever consider
shooting out a lock, the ricochet could quite easily kill them.  Who says that
reading my guide isnít a learning experience?  Doors that are opened via
Keycard (like the daemonic devices you get in hotels) canít be picked or shot
open (unless you possess a card to the door, then it can be shot open, but that
fails to make any form of sense).


=== Disarming ===

     If you push the R1 button while standing near to an armed opponent, you
will perform a grapple for their firearm, of which there are two outcomes.
Youíll either successfully win control of the gun, causing a small localised
noise (and stunning your target), or youíll win control of the gun and itíll
go off in the struggle (creating a lot of noise).

There is also a shooting disarm, but frankly, I think thatís purely limited
to Guards and the like (seeing as how Iíve never done it, or even seen it done
by crazy boys on YouTube).  If it happens to you, then youíd better pull your
finger out and pick up your gun.


 === Human Shield ===

     If you can manage to sneak up behind someone with an appropriate gun drawn
(single-handed use only), you can use the cross button to grab them as a human
shield (I say "sneak" - but as long as you can get behind someone).  A human
shield by definition should be quite handy - angry men with automatic weapons
evidently donít read the dictionary.

If you cause too much trouble or kill too many people while you have a shield,
people are likely to shoot back!  When you are done with them, you can shove
them to the floor with triangle or knock Ďem out with the cross button.
Alternatively, you can fake an accident by pushing them from a high ledge.


     R1: This button will discharge your chosen firearm.

     R2: Reload; that's it, just a reload button.  When reloading with a human
       shield, 47 will drop into a kneeling position to do so - this leaves him
       momentarily vulnerable to being outflanked (the enemy gaining ground
       behind him and... you know what comes after that).

     T: Give your victim a hearty slap on the back - oh, itís not hearty and
       Itís not really a slap.  47 will shove his victim to the ground, a
       shove near some railings or stairs will result in a fatal experience,
       if no-one is around to witness this, it'll be classed as an accident.

     X: Pushing this button will pistol-whip your hostage's lights out in what
       can only be described as the painful alternative to sedation.


 === Disposal of Bodies ===

     There comes a time in everyoneís life when they need to hide a body - oh,
wait; pretend that I didnít say that (and ignore the smell coming from my
cellar).  Even when going for a Silent Assassin rating, the bodies can mount up
ridiculously fast.  To gain the Silent Assassin rank, you need to be able to
hide and dispose of bodies when necessary.

Every mission contains a dumpster, a hopper, or a chest freezer (basically the
same, if not a little colder or smellier than the last).  As long as you put
the lid down, they should provide an adequate hiding place for anyone you need
to inhume/incapacitate - although, it's worth mentioning that dumpsters outside
of cafťs/restaurants are used frequently by Waiters and the like.  Darkened
areas will do when it comes to stashing bodies; the darker the better.
Regardless of how dark an area is; sooner or later, someone will see something.

Permanently disposing of bodies can be a godsend when faced with the prospect
of multiple targets.  Places like swamps, the back of garbage trucks, and even
furnaces will do the job nicely.  Although, the more unpleasant ways of
disposal tend to add to the violence rating rather quickly.  In most cases,
itís purely a case of using your best judgement, get discovered, or be a little
rough.  Don't worry, I'll keep you right (as best as I can anyhow).


 === Diversions ===

     It isnít all about shooting people in the face and pure stealth; sometimes
to Succeed, you need to be able to cause a diversion.  The obvious choice of
diversion is to use the Coin, simply toss it and with a bit of luck, your
target will wander off to investigate.  This gives you the chance to eliminate
them quietly or simply sneak on by.

Coins are great, but for a longer lasting diversion, you can actually use your
Rifle Case - if you throw it in a similar manner to a Coin, your chosen target
will pick it up and take it to the nearest security room (any Civilians will
run off to let someone know about it - so win/win).

A firm favourite of mine is just to simply toggle a light switch; when someone
comes to turn the lights back on, you can use the opportunity to sneak past or
take them down when they turn their back (it's all good, baby).  Youíre not
purely limited to the basics, either, as on some missions there will be specific
diversions, like fire alarms and security systems that can be exploited.


 === Costume Changes ===

     Mr. 47 may be good, and indeed, he may have a bald, bar-coded head, but
there are times when even he needs to acquire some new pants (and the rest) to
be able to achieve his mission objectives without raising suspicion of an undue
nature.  Obtaining a costume is as simple as smacking someone across the back
of the head, selecting it from the drop-down menu, and then bundling the naked
guy into a box.

Different costumes yield different levels of access (e.g. an FBI Agent can walk
unhindered just about anywhere without question - even bypassing metal
detectors and checkpoints) and allow you to openly carry certain weapons
unhindered (e.g. a Worker can carry a Hammer or Nail Gun without getting his
face blown off).

Providing that you donít keep trying to enter unauthorised or restricted areas,
or do uncharacteristic things (waving a firearm at party-goers usually does it
for me), your cover should remain intact.  Only people wearing the same threads
as you can become suspicious and blow your cover (unless youíre doing something
really stupid, but that almost goes without saying).

The best way to completely obliterate your cover is to have a body discovered
and identified - this tells everyone on the mission exactly who they should be
looking for, even the smallest amount of suspicious behaviour will no doubt
plunge you into the red.

A neat little feature thatís new to Blood Money is that the changing of
costumes will now lower the suspicion meter.  This in no uncertain terms is an
absolute lifesaver should you screw up but still be on track to complete a
mission.  Retrieving your suit is vital to obtaining a Silent Assassin rank; on
Expert and Professional difficulties, try and leave it somewhere secluded but
accessible for when the time comes.


 === Navigating the Environment ===

     Evidently, Agent 47 has been on an outward bounds weekend in-between
games, and it shows.  I want to make this sound technical and cool, but it
basically comes down to pushing forward for everything.  If you want to climb
something (trellis, drainpipe, etc), just push towards it; pushing up goes up,
and pushing down goes down (well, I never).

If youíre in a hurry to get down, push L1 to drop straight to the ground
(depending on how high up you are, youíll suffer varying amounts of damage).
The same goes for jumping from ledges - push in the direction that you want to
go, and Mister Hitman will do the rest.

To traverse ledges (in a wall-hugging fashion, no-less), simply push towards
the ledge and 47 will automatically do what needs to be done (shimmy-shimmy).
Should someone see you and raise the alarm, then youíll be unable to defend
yourself (the whole balancing precariously bit puts pay to that).


 ==============================================================================
      Walkthrough                                                    04.00
 ==============================================================================

     There are many, many ways to do each mission (apart from the training
level), but not every way through produces a Silent Assassin rating.  Lucky for
you, the walkthroughs that you see here are guaranteed to end in Silent
Assassin love.  If you have your own twists on things or you just want to clear
some things up, then by all means let me know.  Now, Iíve checked and rechecked
that each walkthrough will work for every difficulty setting - on Expert and
Professional, remember to retrieve your suit and any custom weapons in order to
get a Silent Assassin rank.

A teeny little note about spoilers: it's obvious that you've got to kill
people, but what isn't so obvious is why you have to kill them, or what bearing
it has on the story.  What you won't find me doing is cutting away from this
guide to give you a briefing, or some far from sane commentary on what's
happening in-between missions.

 ------------------------------------------------------------------------------
      Death of a Showman                                             04.01
 ------------------------------------------------------------------------------

     Eliminate: Joseph Clarence A.K.A 'The Swing King'
        Escape:

     Recommended Equipment: N/A

     Average Time Taken: N/A

 ___________
/PLEASE NOTE\__________________________________________________________________

 You donít get rated for your performance on this mission; your only aim is to
 stay alive.  Any weapons that you purloin on this mission canít be kept
 unless you pull a crafty one and place them in the ICA Case near the Swing
 Kingís office (which you should).
_______________________________________________________________________________

     Make your way up and over the various pieces of debris to the pier; you
canít deviate from your preordained course, so donít bother trying.  Straight
ahead of us is a big oleí abandoned theme park; thatís right, a villain in a
bad costume is scaring away the punters (wait... that's Scooby Doo).  Anyway,
approach the gates and wait for a smooth talking Gangster to come speak with
you.  After a little conversation, 47 will *ahem* let himself in.

Once inside the park (note the cunningly blocked short way round), pop into the
gift shop (I wonder if they have plush penguins... wait, thatís a zoo).
Outside of the window are another couple of Gangsters (conveniently located
near our exit) - oh, whatever shall we do?  Take a Coin from your evil pocket
and throw it out of the window (making sure to hit the sign), dumb and dumber
will both go to check it out, leaving it safe to make a run for the theatre.

Inside, the next bit is entirely optional.  You can either kill the Henchman
thatís 'upsetting' the Lawyer or you can climb the red trellis to the right and
be on your merry way (saving him isnít exactly an objective).  Well, whatever
you choose to do, you need to be all sneaky about it.  When you reach the top,
you will need to jump from balcony to balcony (push towards it).

If you were concerned about our current lack of firearms, then worry ye not,
because that looks like a Shotgun.  Youíve seen it in the movies, where they
shoot the lock off the door and then burst in to dispense justice, havenít you?
I want you to do just that - there are two Gangsters sitting at the table in
the next room (armed with SLP.40ís), go to it (use first-person view for ease).

With the Gangsters dead and gone, you need to shove their bodies inside the
conveniently located hoppers (open the lid and drag the body near, "dispose
of body" will appear as a command.  Hey presto, but donít forget to close the
lid).  With the bodies safely out of view, youíll now be instructed to hide in
the closet (note the Kitchen Knife stuck in the door), the moment you do, a
Chemist appears (as if by magic).

Exit your hiding place and do what needs to be done - take his Keycard and his
pants (those are the rules) and head through the newly available door.  Inside
the atrium, keep walking all nonchalant-like until you come to a door, inside
the room is an innocent looking crate.  Empty your pockets of any metallic
items and take the Baking Soda Crate (contain that excitement).

With the Baking Soda Crate in hand, carry on in the direction that you were
heading, the Gangster at the far door will use a hand-scanner to search you.
Head through the door and drop into the lift shaft with your Fiber Wire (after
another cut-scene) and strangle the guy standing below the hatch (very Leon)
before dropping down.

The junction box on the wall isnít just for show - sabotaging it will knock-
out the lights in the adjoining room for the next couple of minutes, use this
time to run through it (following the left wall all the way around) and into
the toilets.  Youíll find a Gangster who just so happens to be in the middle of
something (yeah, you fill in the blanks), take his TMP off the basin and grab
him as a human shield.

Mosey on around the corner and kill his friends at the table, the gunfire will
no doubt draw some unwanted attention from the other room, so climb that ladder
like a monkey (take care of the human shield first).  Youíll encounter another
cut-scene at the top and a Dragunov (ooh), unpack the rifle, head to the window
and bring up the scope.  Your task should you choose to accept it is to take
down the three Gangsters in the food court.

Thereís one down on the ground, one up on the roof of the office, and one on
the big wheel (the latter two also have Dragunovs).  You should take care of
the snipers first, the Gangster on the ground canít really do much, so he can
wait - if youíre a little off target, thereís some more ammo in the corner near
the doorway.  With the Gangsters slightly more out than down, head outside and
down the drainpipe (take the rifle, if you like).

Straight across the yard is the Swing Kingís office.  Inside, grab the Poison
Syringe from the ICA Case, then proceed silently up the stairs (ideally, when
the Gangster is distracted by the Secretary).  When the coast is clear, sneak
up and use R1 to shove him out of the window, you should be able to sneak in
and lace the Secretaryís drink with the Syringe if youíre quick.  With the
totally hot Secretary (well, she is... was) taken care of, it's time for Mr.
Swing King!

Enter the Swing Kingís office proper, and after the brief cut-scene (the "Iím
gonna kill you" kind), Clarence gets all weepy (the "donít kill me" kind) -
mercy isnít a word in 47ís vocabulary.  Walk behind him and grab him as a
human shield before taking him to the window (from before) and using the
triangle button to shove him out.  With all that done, dusted, and murdered -
head back into the office and climb out of the window to the rear, and onto
yet another balcony *gasp*.

Of course, this isnít an ordinary balcony, this one contains a specially
delivered Agency pick-up, an RU-AP Mine and Detonator (the irony being that
whoever delivered the bomb was also close enough to kill Clarence).  Grab them
both (for obvious reasons) and continue to the end before climbing through the
window - inside the final room, plant the RU-AP on the winch control near the
stairs.

When the bomb blows, the lights will come crashing down upon the heads of
Scoop's 'friends.'  All thatís left for you to do is go down and eliminate
Scoop himself (partly for pleasure but mainly because heís shooting at you) and
the only remaining witness (you know the deal).  The exit?  Try the door with
the big orange sign, baby.


 ------------------------------------------------------------------------------
      A Vintage Year                                                 04.02
 ------------------------------------------------------------------------------

     Eliminate: Don Fernando Delgado
        Escape: Manuel Delgado

     Recommended Equipment: None

     Average Time Taken: 3:20

     To reach our targets safely, we need to be able to walk around unhindered
- a Guardís uniform is what we need, donít you agree?  To get inside of the
main compound; just follow the rest of the tour group.  The guardhouse is
located directly to the left and up those little steps, I guess thatís where
weíre heading.  Inside of the entranceway is a junction box, tamper with it in
the usual fashion and wait for a Guard to come out.

You thought I was gonna tell you to wait until he turns around, then bop him on
the head, didnít you?  Wrong - use the next minute or so of darkness to sneak
through the bunk room and into the dining hall.  On the table closest to the
door is a Guardís uniform, all pressed and waiting.  If youíre feeling like a
cheeky sod, you can go back into the bunk room and steal some weapons when the
lights come back on *grins*.

Exit the guardhouse by the way you came in and head left; the wine cellar is
straight ahead, you canít miss it.  Quickly make your way down the stairs,
once you reach bottom, you should come face-to-face with Manuel Delgado.
Before he trundles upstairs, like the super-villain he is, heíll wander off
into the shadows of the staircase (which he does in a loop).  This is our
chance to kill him off quickly (with the Poison Syringe).  With Manuel out of
the equation, itís Fernando time (kinda like Chico time but not as stupid).

Exit the wine cellar and return to the guardhouse; this time weíre going to
exit through the dining hall and out into the courtyard.  Stand at the door and
look to your right, see the wooden storage area?  Go there now - in the corner
is a drainpipe that can be used to access the roof (keep an eye on the Workers
going backwards and forwards).  Hop through the nearby open window and into the
music room; if Don Fernando isnít here, entertain yourselves in a polite manner
until he comes and sits down by the window to play his cello.

Kill him off suitably and leave him where he is, and youíll be as fine as wine,
my friend.  If you want your suit back, it isnít really that hard, just trip
the lights in the guardhouse once more and sneak in to get it.  If youíre
planning on escaping, you should exit the compound via the way you entered and
cut a right upon leaving the main gate, keep going right until you see the
mountain path, the path leads down to the cove and the aforementioned escape
plan.

Keep following the path until you reach the docks, that guy having a smoke can
be pushed into the water without affecting your rating (heíd be a witness if
you left him, now heís an accident).  The VIP Guard isnít that big a deal,
either, just wait until the coast is clear of any Workers that are hanging
around and give him a push into the water when he has his back turned.  There
is another VIP Guard by the plane but heís in the land of nod, so he wonít
bother us, now escape in that bloody plane already.


 ------------------------------------------------------------------------------
      Curtains Down                                                  04.03
 ------------------------------------------------------------------------------

     Eliminate: Alvard D'Alvade
     Eliminate: Richard Delahunt
        Escape:

     Recommended Equipment: W2000 Sniper with Silencer (optional, acquired
                            after Flatline) and Low Velocity Ammo.

     Average Time Taken: 9:47

     The best way to do this is to grab ourselves a Workmanís costume, which is
really quite convenient, as thereís going to be one going into the toilets
in about 45 seconds from now.  Go entertain yourselves in a polite and legal
manner inside of the toilets until our clothes donor comes in and uses the
second stall (watch out for the idiotic Civilian in the brown shirt who always
needs to pee at the worst possible time).

Anyway, when the Workman comes in and turns his back on you, sedate him and
steal his overalls before dumping him in the hopper (this guy is very easily
spooked and he wonít think twice about leaving at even the slightest
provocation).  Donít bother grabbing his toolbox because we donít need it,
instead, grab your trusty Rifle Case or itíll get confiscated by a Security
Guard - in about seven minutes if weíre being exact.

Head down the stairs and follow the corridor around to the right (youíll need
to show a little extra care, Workmen donít normally carry around attachť cases,
and people will be instantly more suspicious around you).  Right at the end,
youíll see someone painting a door (a painter, duh), through that doorway and
then down the stairs is where weíre heading.  Head all the way down and into
the next area, take the small set of stairs to the right of the auditorium door
(big green sign) and turn right.

Okay; now take the second set of doors on your left, now take the turn to the
left (another big green sign) and follow the twisting corridor around and up
the stairs.  Welcome to the boiler room, the door to the right is the women's
locker room; women in locker rooms tend to scream when you walk in on them
(not like I... Iíve never... honest), so take the door on the left and cut
through the men's locker room instead.

Weíre finally backstage, yeah baby - hang a right and carry on straight until
you come across the set of doors on your left.  This here room is where the
lighting men hang out - because youíre such a fit guy/gal (and because Iím
telling you to), I want you to sprint up those stairs (all two-hundred or so)
and up onto the gantry (nice view of the stage).  Head over to and through the
door across the other side - run up to the winch control for the chandelier and
plant a RU-AP Mine before tackling those stairs again.

Weíre close to being done - how about that for timely?  Before we can leave, we
need to grab the Keycard to the light control room.  Where is it?  There are
some stairs to the left of the toilets that DíAlvardeís Bodyguard frequents
(seriously way too much peeing going on).  Obviously, you need to head up them,
so do it already - the room at the end of the corridor contains the Keycard
(on the far left desk if you must know).

With Keycard and Rifle Case in hand, make your way all the way back through
the winding corridors until you reach the lobby once more (sorry).  From here,
we need to reach the third circle (which means taking even more stairs -
theyíre accessible from the first circle, you canít miss them).  The light
control room is the one in the very middle of the third circle and is the only
room with a card lock.

Itís not a very pretty room, but it does give a grand view of the stage.  From
here, we can get a clean shot at DíAlvarde, so unpack your rifle and get ready.
The only catch is that our gun is still quite the noise-maker, to counteract
this, we need to time our shot with that of the sound effect that plays at the
end of the third act.

Once Delahunt clocks-on to the fact that his 'especial friend' is really not
faking, heíll come running.  Now take out your Detonator and wait for him to
arrive, heíll trip and fall before reaching the stage, and that will be your
cue to bring the house down.  The mission is over, repack your rifle and stroll
back to the toilets to reclaim your suit.


 ------------------------------------------------------------------------------
      Flatline                                                       04.04
 ------------------------------------------------------------------------------

     Find Agent Smith:
      Identify Target:
               Escape:

     Recommended Equipment: None

     Average Time Taken: 10:10

     Be super fit and jog all the way up the winding path (you're fit aren't
ya?).  Keep going until you come to a little seating area to your left (with a
large man smoking a cig), on the bench are some Admission Papers, sneak up and
grab them before finishing your little jog at the main entrance (note the P-I-P
view of a guy lifting weights and someone stashing some hooch - important).

Inside, place your Admission Papers on the sign-in desk and enter the changing
room.  Grab the Patient robes and leave behind anything that can't be taken
through a metal detector before continuing through the scan point.  Do you
want to be a Security Guard?  Of course you do, that being the case, head left
and through the set of doors at the end of the dining room, the second room on
the right is the security room.

Sedate the Security Guard sitting in the chair and drag him outside (to avoid
the gaze of anyone inconsiderate enough to open the door - and they will)
before taking his uniform and, er, dumping him in the dumpster.  Now head back
inside and take the Keycard on the table and the Videotape from the machine
(the weapons chest contains a Stun Gun if you feel like robbing it).

Use the Keycard on the security door and head down the corridor and through a
second similar door to reach the medical wing - now, we're not really wanted
here, so sneaking is very much the order of the day.  Sneak up to the window
and wait for the Orderly to grab his coffee and leave, this is our cue to
climb inside and incapacitate the guy in the chair.  Take his uniform and his
Cell Key before stashing him in the nearby hopper (yeah).

Now head down the metal staircase and search the cells for a red-headed man,
this is our Agent, go talk with him.  Hey, look who it is!  After a brief chat,
Agent Smith (not from the Matrix) will give you a photograph of your intended
target.  Make sure no-one is watching and use the Experimental Death Serum on
him, you'll now receive updated objectives from Diana at the Agency.

     Eliminate: Carmine DeSalvo (optional)
     Eliminate: Rudy Menzana
     Eliminate: Lorenzo Lombardo (optional)

Return to the dining room and enter the set of doors at the end (that'd be to
the right of where you first entered) - run to the end of the corridor to reach
the gym.  Entertain yourselves politely until our target comes in to pump some
iron (Rudy Menzana main target).  He has a couple of Bodyguards, meaning you'll
have to weight (pun-tastic) until they wander off before using the barbell to
kill their boss (context sensitive).  The mission is over; however, the two
lesser targets will net you an extra $100,000 for five minutes extra work.

 ________________
/OPTIONAL TARGETS\_____________________________________________________________

 Return to where you came in by (yíknow, the scan point) and run into the room
 opposite the main doors (with the wooden globe).  Open the globe and after a
 brief check to see if the coast is clear, poison the hooch and put the lid
 back down (thatís Carmine DeSalvo taken care of).  Return to where you dumped
 the Security Guard in the dumpster and check to see if thereís a Bodyguard up
 on the balcony.  If there is, wait for him to move before climbing the
 drainpipe to the roof.

 Once on the roof, head left and enter the room of Lorenzo Lombardo, he happens
 to be making some chilli and seemingly doesnít mind you being there.  Kill him
 quietly and leave him where he falls, or if he isnít there, use the context
 menu to tamper with the stove.  When he goes to use it next, pop-goes-the-
 weasel (or so to speak).
_______________________________________________________________________________

Weíre done here, so head outside (after reclaiming your suit from the changing
room) and run down to the mortuary (the locked building to the right of where
you started).  The doors to the mortuary are locked from the inside and are
only opened after youíre informed that Agent Smith has been moved.  Once you're
inside, wait until the Mortuary Assistant leaves before applying the antidote
to Smith (unless youíre into freaking people out that is), the exit is in the
far corner.  Congratulations, youíve done it again.


 ------------------------------------------------------------------------------
      A New Life                                                     04.05
 ------------------------------------------------------------------------------

              Eliminate: Vinnie Sinistra
     Retrieve Microfilm:
                 Escape:

     Recommended Equipment: None

     Average Time Taken: 07:00

     Oh, this is an easy one... easy and very cool.  Keep running until you
come across Corky the Clown's Clown Car - yeah I know you love it.  Wait for
Corky to come back to his van and sedate the red-nosed freak (watch out for
the Jogger and the Garbage Man) and steal his funny Clown pants, his comic
braces, and his big red nose before bundling him into the back of his own
Clown Car (carefully does it, never hurt a Clown, it's bad luck y'know - I
think a clown told me that once).

The Agent at the door has a metal detector, so you know the drill.  Once you
are inside, take the doors to your right and cut through the dining room (stop
at the second door that you come to and check the map/look through the keyhole
for a patrolling Agent).  When the Agent has gone, enter the room to your
right; as you may have guessed, this is the indoor pool.  This is where
Vinnie's Sexy Wife likes to spend most of her time.

Next to the sauna is an Agent suit (don't ask me why), so ditch the Clown getup
and blend in, baby.  When Vinnie's Sexy Wife enters the pool area, she will
canter round and then get in, to save some time, wait until she's as close to
the shower room doors as you can before sedating her and dragging her into the
sauna (door opens outwards, best watch that), and taking the Microfilm
Necklace.  Head out onto the patio and run through the doors to your left and
up the stairs.

Right, now the first door on the right is Vinnie's office (he'll go there after
he watches TV).  Hide behind the door and dispose of him when he comes in and
heads to his desk.  Holster his Bull.480 and run for your suit, and then the
exit (if the body is discovered, reinforcements will be brought in by limo - so
you might wanna stay off the road to avoid being run down).  Mission complete,
amigo - Win-Win-Win, Me-Me-Me!


 ------------------------------------------------------------------------------
      The Murder of Crows                                            04.06
 ------------------------------------------------------------------------------

              Eliminate: Mark Purayah Jr.
              Eliminate: Raymond Kulinsky
              Eliminate: Angelina Mason
     Protect Politician:
      Retrieve Diamonds: (Optional)
                 Escape:

     Recommended Equipment: Silverballer with Silencer and Red Dot Sight

     Average Time Taken: 8:29

     Weíre in a swanky hotel... we should throw a party with booze and
strippers.  Ah, forget the party; ah, forget the booze.  We canít stay because
we have to save the Politicianís brain!  There are three clubs in the area; a
blues bar (Blue Oyster), a rock bar (Rockerís Choice), and a salsa bar (Latin
Fever).  Our first task is to track down Raymond (Everyone Kills Raymond).

Each club has a strict dress code and wonít let you through the front doors
without the appropriate attire; however, each club has a back ally with a door
or window that you can sneak through.  As an added bonus, the Chef in the Blue
Oyster bar (across from the hotel) is all on his lonesome and can easily be
incapacitated and robbed of his whites.  This, of course, will allow you full
access to each club, making finding Raymond much easier (each back-room can be
accessed via the kitchen in each club).

Once you find and kill Raymond (using the Silverballer is by far the easiest
method), take his oversized Bird suit and his Walkie-Talkie (and his lovely
Desert Eagle, too).  With the Walkie-Talkie, Angelina and Mark Jr. will appear
on the map - pretty vital for finding Rayís girlfriend when the time comes
(which reminds me, stay the hell away from her while youíre dressed like this
or sheíll blow a fuse).

However, what we can do with the Raymond costume is safely enter the large
building at the top of the map (north-west, compass fans).  Upstairs you will
find a lone Bird Guard and in the next room, Mark Jr. (what a gimpy name).
Just hang back until the Delivery Bird has been and gone before sedating the
Bird Guard and pilfering his suit (drag him into the corner nearest the door so
that Mark Jr. canít see him when you go to open it).

The simplest way to deal with Mark Jr. is to stand behind his chair and wait
for him to sit down and then... well, you know how to fill in the blanks
(whatever you decide, his body can remain where it is).  Now it's Angelina
time, well it will be once you steal those diamonds from off the desk.
Angelina will kindly keep you informed of her intended location via Raymondís
Walkie-Talkie, so it's really just a case of getting there before she does and
lying in wait.

If the place is too crowded or it looks too tricky to make a silent kill, wait
until she moves somewhere that suits you.  I find that the eastern courtyard
(the one with the four entrances) is ideal as you can take her hostage and drag
her into the nearby building (she passes this way when heading to Latin Fever,
just watch for the patrolling Policeman).  With Angelina (not the ballerina)
down, you may as well take her SLP.40.S before recollecting your thoughts and
the diamonds.  Go and grab your suit from the bar before heading for the exit.


 ------------------------------------------------------------------------------
      You Better Watch Out                                           04.07
 ------------------------------------------------------------------------------

              Eliminate: Lorne De Havilland
              Eliminate: Chad Bingham Jr.
     Retrieve Videotape:
                 Escape:

     Recommended Equipment: Silverballer with Silencer and Scope

     Average Time Taken: 10:22

     Make your way from the yacht and head towards the elevator at the end of
the pier (to the left).  I guess you should hop in (not literally, thatíd be
stupid) and ride it to its destination.  At the top, take a sharp left and
enter the building through the set of glass doors.  Immediately take another
left and keep on walking until you see the door with the "staff only" sign next
to it.

Entertain yourselves in a polite manner until a Bodyguard comes out, when heís
gone, feel free to sneak on inside.  Run through the staff area and into the
kitchen and waylay Santa when he staggers in.  Frankly, being drunk in charge
of a Santa costume should be a crime - so relieve him of it and shove him
inside of the chest freezer (thatíll sober him up, that or kill him - remember,
kids, kill Santa and catch holy hell).  Before exiting this area the same way
you came in, grab a sausage from the counter (yeah, a sausage).

Take the set of stairs down from the kitchen and into the disgusting pink
hallway and head right and then up the stairs to reach the balcony, just follow
it around to its conclusion and tell me when you reach the doors at the end,
eh?  Inside and through the doors to the left and then through the following
door is the security room.  Go get emí tiger - while I wait here.

 _______________
/OPTIONAL TARGET\______________________________________________________________

 One of the rooms in the disgusting pink hallway contains an optional target.
 Enter the room thatís sheís in and youíll see a brief cut-scene, once sheís
 finished talking, sheíll draw a gun and try to aerate the back of your head
 (if you move, failure to do so involves another, slightly more fatal cut-
 scene).  Knock her down and finish her off - why she wants to kill you, I
 donít know.

 what I do know is that she will only be classed as a target after the first
 cut-scene has played (before that, she appears as a Civilian).  Also, it might
 be worth pointing out that she doesnít actually have a price on her head, so
 you wonít get paid for killing her.  I guess this raps up the concern about
 the "?" on the loading screen.
_______________________________________________________________________________

Inside of the security room is a very perceptive Bodyguard, and he makes it a
little awkward to pick that lock over there.  The real problem is that mister
perceptive has a friend that keeps coming and going.  The simple answer is to
incapacitate the guy who keeps walking backwards and forwards when he's in the
room in-between the security room and the balcony and take his suit (flicking
the light switch makes for a great distraction).

Now wander into the security room and render the second Bodyguard unconscious
before taking the Videotape from the machine and dragging the other guy inside
to keep him company.  Now pick the lock on the door and enter the stairwell.
Sprint up the stairs until you reach the studio, cut a left and into the
editing room.  In the machine on the table is another Videotape, this is the
one that our client wants us to retrieve.

The Bodyguards in this room have Spider Sense, so be very careful when removing
the Videotape (there is a point when one leaves for a minute and the other
turns his back).  Take the only other exit from this room and cut through the
bedroom and out onto the balcony, the old man and his dog come out here often,
so check your map, and when you see him coming, throw down the sausage.  The
sausage will distract the dog long enough for you to push his owner over the
balcony rail.

Return to the pink hallway from before and follow it all the way around until
you find the stairs that lead to the basement.  Whatís at the bottom?  An
unrivalled view of the underside of the Jacuzzi where Chad just so happens to
be sitting (did I mention that it's made of glass?).  To wrap things up, draw
your Silverballer, shoot out the glass, and it's goodnight nurse.  Weíre done
here, so head back to the kitchen and retrieve your suit before returning to
the pier and exiting via the yacht.


 ------------------------------------------------------------------------------
      Death on the Mississippi                                       04.08
 ------------------------------------------------------------------------------

             Eliminate: Skip Muldoon
             Eliminate: The Gator Gang (6)
     Retrieve Pictures:
                Escape:

     Recommended Equipment: None

     Average Time Taken: 11:30

     A paddle steamer... thatís cool, eh?  Onwards and ever upwards --
literally -- because I want you to run down the portside of the ship and up the
large metal staircase to your right.  And as if by magic, a Sailor appears -
sneak behind him before sending him to lullaby land with the Sedative Syringe.
Drag him into the room opposite the one he came out of and try on his one-
size-fits-all uniform (the key on the table will save you a couple of seconds
during the next bit, so feel free to liberate it).

Head back down and enter the engine room.  In here, youíll find a couple of
Engineers and target numero uno.  The Engineers are quite preoccupied (they
also have ear protectors and canít hear a thing), so when the Gator goes to
inspect one of the engines, you can push him over the rail without as much as a
problem.  Thatís accident number one and Gator number one taken care of (and
we've only just started).

Return to where you started and head up those fancy stairs, it doesnít matter
which branch you take just as long as you enter one of the sets of doors at the
top.  Up the next set of stairs is the restaurant deck, weíre not interested in
in that just yet, so opt to take the door between the stairs - this is the
cabin area.  Oh look, is that one of our targets?

We canít touch him yet because heís on his way to some womanís cabin (309) to
... er, play Monopoly.  Well, whatever heís doing, it doesnít take a very long
time (they have pills for that now), so just wait.  When Gator-boy comes out,
follow him outside, heíll ever-so helpfully go stand next to a deck rail - make
sure no-one is around and give him a shove in the wrong direction.  Strike up
another one for the diabolical Mister Accident.

Return to the cabin area and go down the stairs directly in front of you (in
the darkened corner).  The guard-quarters are off limits to schmucks, so just
as well we nabbed that Sailor suit when we did.  We need to be in the room
below the one with the Point of Interest, it's as dark as hell but if you find
the light switch, you should see a Purser uniform (fancy-arse waiter to you and
me) waiting to be taken.

Change and head back to the restaurant deck (yes, finally up those stairs) -
mingle through the dining area and out of the only available exit at the far
side.  The door at the end of this next area leads into the standard kitchen
(it's not used in this walkthrough and they donít have any sandwiches, I
checked) and the set of doors next to it lead to the VIP (Very Irritating
Pricks) lounge.

As soon as you enter the lounge, the toff to the left should accost you, and in
a fine Beauregard accent ask you to deliver some fancy-pants champagne to his
cabin.  The best part is that heíll give you the key.  Return to the cabin area
and this time, head right to the end and through the second set of doors, cabin
323 is the first door youíll find on the right-hand wall.

Because the pretentious fop didnít give you a tip, I demand that you steal his
Tuxedo and the VIP Pass from the table (and eat the mint on the pillow, too).
Now that weíre dressed to kill, proceed up the stairs at the back of this
area and into the VIP section.  Take the bottom left door in this room; it
leads to the main hall, donítcha know.

Check your map for a Point of Interest; like before, it's the room next to it
that we want.  It's another staff only area, so we canít just walk in.  We need
to wait for the Sailor guarding the door to go in and come back out (because
the door will open outwards, obscuring the view of the second Sailor just long
enough to allow you to sneak in).

Inside this room is a 1st Class Purser uniform for the taking, with which we
can gain access to the Gator deck (level five, baby).  Head into the kitchen
(the room marked as the aforementioned Point of Interest).  Inside, youíll be
charged with the special task of delivering a Birthday Cake to the Capín.  If
you feel the need and you decided to bring it with you, you can hide your
Silverballer inside of the Cake (or whatever weapon grabs your fancy).

We'll be passing a scan point soon, so get rid of the usual paraphernalia
before exiting onto the deck via the side door.  Head up the stairs to the
fifth deck; when you reach the main cabin area, youíll be searched by the Gator
with the boomstick.  With the all clear, keep going until you reach Skipís
cabin.  Put the Birthday Cake on the desk, and when he turns his back, take him
out suitably and hide his body in the adjoining room (near the TV - don't drag
him into the bathroom by mistake).  This is also where the safe is kept
(hurray) - now hurry and take those photos.

The Captain may be down and the photos retrieved, but there are still four more
Gators to go - soon to be three.  Every couple of minutes, one of the Gators
will come in and check on the Captain; hide behind the door and when he comes
in, use the Poison Syringe to do the job, and then hide him with his Captain.
The redneck without a shirt must drink a lot, because he pees like a horse.
Heís the only one who uses the toilet, so you can safely kill him in there.

Three down and three to go.  The Gator outside the door with the Shotgun can be
taken down easily if you hide behind the closest wall to the door.  When he
thinks youíre gone, heíll turn his back slightly towards you, making himself
an easy target (again, hide his body in the toilet).   Thatís five down - just
keep an eye out for a wandering Purser.  Head back down the steps and wait for
the final Gator to pause and gaze out upon the river, give him a push and that
is accident number three (and all six dead).

Return to where you acquired the Sailor uniform and reclaim your suit before
re-entering the engine room (again, the Engineers arenít too hard to avoid)
and exiting through the far door (look through the keyhole for one last Sailor
- he guards the life boat but comes up to that room on occasion).  Either way,
sneak past him or knock him out before making your way to the exit.


 ------------------------------------------------------------------------------
      Till Death Do Us Part                                          04.09
 ------------------------------------------------------------------------------

                     Eliminate: The Groom
                     Eliminate: The Bride's Father
     Ensure the Bride's safety:
                        Escape:

     Recommended Equipment: None

     Average Time Taken: 7:10

     Make your way from where you docked and head out onto the central wedding
area (with people dancing and stuff like that) - in plain view, thereís a
drunken Hillbilly ever-so eloquently puking his guts up on the grass (better
than on your shoes).  After heís finished, heíll go on a little wander to a
dark and secluded place (the inner recesses of my mind?).

Follow him and wait until he slips into a drunken coma before relieving him of
his Six-Shooter and Party Invite (if he were to wake, he wouldnít miss them).
Inside the mansion, head through the doors behind the stairs and into the room
where the wedding reception is being held.  From here, take the doors directly
in front of you (the one with the Gang Members) and head back outside.

Head around the corner to the left, we need a uniform and that Gang Member is
going to give us his (kinda).  'Pappy' LeBlanc is going to wander by him, so
make sure the old man is out of the way before making your move.   Once heís
out cold, drag him from his resting place and down the steps to the left (stay
in the shadows of the house and youíll be fine).  A little way along from the
bottom of these steps is a storage box, so strip him of his threads and shove
him in before taking off in the direction of Pappy (he's in the graveyard).

In the graveyard, Pappy will take a brief pause at the open grave of his dead
brother, quickly check if the coast is clear and use the opportunity to shove
him in (well, at least they donít have to bury him).  Return to where you came
outside from and run around to the right this time (grabbing your suit on the
way), keep going and climb through the kitchen window.

Make sure nobody is around (Waiter, Groom, or Priest) and poison the icing on
the wedding cake.  Youíre done, so leave through the window and return to the
starting point, where you can wait for the Groom to take a bite of the icing.


 ------------------------------------------------------------------------------
      A House of Cards                                               04.10
 ------------------------------------------------------------------------------

          Eliminate: Sheikh Al-Khalifa
          Eliminate: The Scientist
          Eliminate: Hendrick Schmutz
             Escape:
     Steal Diamonds: (Optional)

     Recommended Equipment: W2000 with Silencer 2, Bolt-Action, Carbon Fiber
                            Barrel, and Scope-2

     Average Time Taken: 11:50

     Our first two targets are just so incredibly easy to deal with that Iím
almost inclined not to tell you what needs doing (it's in my contract?).  Okay,
run into the casino and around into the lobby before sprinting upstairs and
pushing the call button for the left elevator.  When the doors have closed,
climb through the service hatch in sinister way and ready your Fiber Wire in a
sinister manner, and wait in a... okay, Iím bored now.

In a few minutes, the Scientist will be entering the building, and through the
powers of clairvoyance, Iíve determined that this is the elevator heíll use -
donít worry about his armed escort; heíll get ditched when science-boy enters
the elevator.  Once the doors have closed, use the context menu to pull him up
and take his 8th floor Keycard, leave your Rifle Case sitting safely on the
roof of the elevator and hide the diamonds along with it.  Now for the clever
bit, weíre going to hide in the elevator to the right now.

In a couple of minutes Hendrick Schmutz is going to come up from the bar, so
it's exactly the same as it was for the Scientist, wait until the doors close
and then pull him up.  By now, Al-Khalifa has made his entrance with his
entourage - for now we canít touch the guy, but thatíll change because I have a
cunning plan.  Return to the ground floor and take the steps down into the
casino proper (if you want to use the ICA Case, now would be a good time to get
your room key from the desk at the right).

Take the door on the right, followed by a left in the next corridor, and enter
the first set of toilets that you come to.  Weíre lying in wait for a lone
Bodyguard (with a bladder problem) to come and take a pee.  In preparation for
his arrival, we need to knock-out the Civilian using the stall nearest the door
(just push him and close the door).  When the Bodyguard comes in, heíll use the
third stall - just like before, push him and heíll hit his head without fail.
He shouldnít need moving, so strip him of his suit and leave him where he is.

With the suit obtained, return to the left elevator and reclaim your Sniper
Case from the top before riding all the way up to the 8th floor.  The Sheikhís
suite is located in the upper-left (north-west) corner of this floor (check the
map for room 803 if youíre unsure).  With the suit and the card, obtaining
access is easy - thereís only one Bodyguard assigned to the inside of the room,
so sedating him is as easy as it comes (no need to hide him or anything).

Unpack your W2000 before strolling into the bedroom and using the conveniently
located cell phone to speed-dial the Sheikh (I know you can see it coming).
Now head out onto the balcony and zoom-in on the rooftop with the red light,
this is where our man is heading.  Take your time and then take your shot, when
he stops to answer the call -- game over -- drop the rifle (or store it in the
ICA Case in room 701 if you want to take the diamonds AND avoid a penalty) and
return to where you stashed the diamonds.

If you like, you can return to the toilets and reclaim your suit before exiting
through the doors at the opposite side of the casino floor (run over to the
fence to exit).  *Sigh* James Bond never had to sneak past bin-bags.


 ------------------------------------------------------------------------------
      A Dance with the Devil                                         04.11
 ------------------------------------------------------------------------------

                Eliminate: Anthony Martinez
                Eliminate: Vaana Ketlyn
     Retrieve Information:
                   Escape:

     Recommended Equipment: Flexible Kevlar Body Armour

     Average Time Taken: 12:22

     Approach the reception desk (caught on camera again, great) and talk to
the Security Guard ("... you mean it's been stolen...?"); when he walks off,
follow him into the guard-quarters and sedate him when he reaches the lost and
found room.  To lessen the chances of the body being discovered, we need to
sedate the other Security Guard that frequent this area.

When he comes in, heíll take a seat by the computer, so sneak out from the lost
and found and jab a Syringe in his neck - just leave him all comfy in his chair
and take his shiny uniform.  Unburden yourself of any weapons and leave via the
main entrance, to the right of it (your left) is the entrance to the
underground car park.  You should probably go there or something.

To eliminate our camera woes, we need to get our Videotape from the security
room, with our shiny new uniform we can quite happily stroll inside; however,
we canít just grab the Videotape.  Make sure the Security Guard near the window
is facing away from you and throw a Coin out of the door.  With a bit of luck,
both he and his friend should go and investigate - if thatís the case, close
the door behind them and take the Videotape (Paris Hilton - she's doing WHAT?).

Run down into the car park and make your way towards the Point of Interest
marked on the map, at the back of the truck is a Heaven Guest costume; itíll
get us into the party upstairs - make sure the coast is clear and get changed.
Youíre a smart bunch of people arenít ya?  You passed a pair of elevators on
the way here, see if you canít find your way back, eh?

Take the one on the right -- it says "top floor" -- so hurry up and oblige it
already - on the way up, climb through the service hatch and ready your Fiber
Wire.  Now it's just a case of waiting.  Anthony Martinez will eventually come
and use the elevator (in five or so minutes, if you must know) - when he does,
make with the murder.

Take his ensemble (you should make an effort to take the Flight Case, too) and
head back to the top floor (seeing as the button was pushed before you killed
Mr. Martinez).  Head through the door on the right and cut down the corridor,
into the room marked as yet another Point of Interest (the suit of the Devil
is truly useful).  In this room, youíll find the laptop computer that weíre
looking for, go check it out (yíknow you want to).  Now thereís something new
- our objectives have just been updated.

     Eliminate: Eve
     Eliminate: Maynard John

As luck would have it, that truly awful singer is one of our targets (I knew
thatíd make you smile), and as luck would also have it, she takes her breaks in
this very room.  Hide behind the door and when she comes in, do something fatal
and leave her where she falls (bog only knows where she could keep that many
knives in such a skimpy outfit).

Two down and two to go - head all the way down and back into the car park.  Now
it's time to take the second elevator down into the very bowels of Hell itself
*evil laughter #7*.  Our next target, Vaana, wanders backwards and forwards
between the pyro stage (the T-shaped room on the map) and her private quarters;
if she bumps into you, sheíll invite you back to her (secluded) place and you
know what that means (the suit of the Devil is truly horny).

If sheís already out on stage, you can make things easier by tampering with the
control console just outside the stage door (the finale is a real killer).
With Vaana (sadly) taken care of, we can now meet with Maynard John - heís the
big guy behind the bar.  Maynard is a very smart cookie in many respects and a,
er... very stupid cookie in others.  He knows exactly who you are, and then he
challenges you to a duel (I play Maynard in face-down dead position).

Maynard wants things nice and quiet (so do we), so he suggests following him to
the soundproofed 'torture chamber' (disappointingly not an actual chamber -
more of a storeroom with an odd name).  When the duel begins, the lights will
go out and Maynard will run off and lock himself in the centre of the room (the
room has a spiralling mesh cage) before opening fire.  Grab the MP7 and ammo
from the table and switch to first-person view (ideally, youíll still have the
F.N.2000 that you 'liberated' from Martinez).

Watch carefully for where the muzzle flashes come from; when you see his
location, open fire (the crosshair still turns red when you find a target).
Providing that you adjust your aim a fraction above the location of the muzzle
flash, you should score a head-shot.  Until you can get a clean shot at him,
it's best to keep it in mind that under the weight of all that gunfire, shelves
will tend to fall down and beams crumble, so keep moving because nowhere can be
considered safe.

Once Maynard finally bites the big one, the lights will (magically) come back
on, and the dividing doors will unlock.  Search his body and... hmm, I see the
bastard had a better weapon; I demand you steal both it and the Storage Key.
Mission complete - head back to the car park (grab your suit first and then
take the stairs from the reception back into the car park) before exiting via
the van marked on the map.


 ------------------------------------------------------------------------------
      Amendment XXV                                                  04.12
 ------------------------------------------------------------------------------

     Eliminate: Mark Parchezzhi III
     Eliminate: Vice President, Daniel Morris
        Escape:

     Recommended Equipment: W2000 (maxed out and including the Foil Padded
                            Case), a concealable (non-custom) weapon of your
                            choosing.

     Average Time Taken: 13:21

 ___________
/PLEASE NOTE\__________________________________________________________________

 This is it... if you kept your notoriety down to a reasonable level, youíll be
 fine.  If, however, you got a little trigger happy on your previous excursions
 and ran yourself into the red (so to speak), Guards will become instantly
 suspicious and shoot on sight.  Unless you want to go in all guns blazing (or
 home in a box), your game is essentially over.
_______________________________________________________________________________

     During 'The Murder of Crows,' we had to save a Politicianís brain... now
it seems we need to remove the Vice Presidentís!  I guess that means weíre
going to the Whitehouse!  Saunter through the main doors and into the washroom
to the left, make sure the door is closed and then go about dropping the gun
that you brought with you on the floor (part of a cunning plan, I assure you).

Open the door (keep doing it if it closes) and wait for someone to notice said
gun, theyíll inform the nearest Soldier in a prompt and timely manner, and
heíll come running like a good little dog of the state.  Close the door behind
him and then incapacitate him with the Sedative Syringe - now we have a one-
size-fits-all uniform to act all nefarious in.

Grab your Rifle Case and stroll through the set of doors directly opposite the
main entrance, like the cock of the walk because they canít touch you (you
still need to place your case on the belt, otherwise youíll blow your cover).
The door just to the left leads to the security room, you could stand outside
like a plank, or you could step on inside.

Inside, on the desk is the Main Building Key and an incredibly easy to retrieve
Videotape, take emí both and step back into the corridor.  Hang a left and keep
heading straight until you reach the flag room.  At the end of this highly
'patriotic' room is the door that our Keycard opens.  Follow the stairwell
around to its conclusion and check your map; Daniel Morris should be milling
around on this floor somewhere, if he isn't here, then heís probably taking
'Justice' the dog for his constitutional (that was clever).

Heíll come back eventually, thatís the main thing, right?  In all honestly, it
shouldnít take anywhere near that much time to reach this point.  Thereís a
locked set of doors to the left side of the circular room (map = friend) -
what cunning feat of assassination are we going to undertake now?  Why, weíre
going to lurk in this room until the Vice President comes back from his walk
(or is on his way to collect doggie-dearest) and then inhume him in some
colourful fashion or other.

The blanket box at the back of the room serves as a good place to hide his body
- with the VP face-down in the bottom of a box, take the door at the bottom of
the stairs and head out onto the lawn (not the stairs you came in by, the other
set thatís marked on the map has a smaller set next to them).  Just to the left
of the door is a climbable trellis (that Sam Fisher has a lot to answer for),
and because it's there, I suggest you climb it (to the roof) - just keep an eye
out for a Secret Service guy that walks around the perimeter of the lawn.

You see that circular cut-out on the map?  A Secret Service Agent comes out of
the nearby door and takes his (very frequent) breaks here (must be unionised),
sedate him when he turns his back and drag him around the other side of the
dome before taking his clothes and the Keycard to the door (just keep an eye
out for a mild-mannered Janitor that just so happens to take his breaks here,
too).

Use the Keycard to gain access to the building and run through the office area
and out into the stairwell (check the map if you like), take the stairs down
to yet another office area.  Weave your way through the labyrinthine mass of
office cubicles (it's a small wonder that these people get any work done - a
guy went for a sandwich four months ago, found his body last week) and enter
the room marked "Oval Office."

Quick, it's Dubya choking on a pretzel - do something, 47 - oh, right - on with
the show.  Inside of the office is none other than Mark Parchezzhi III; after a
little talk and a lot of boom, Mark will flee (sending the whole place into red
alert).  Well, go after him (I'll stay here and sharpen pencils).  Dash back
through the office area and back out onto the roof - Mark III is waiting for
you by the scaffolding ladder.  As soon as he sees you, heíll open fire (duh) -
simply keep your distance and take him down with the W2000 (very easy, really).

With Mark III down and out, victory is ours.  Well, that's when you pack up your
rifle and head to the exit (exactly the same place as you started, and located
conveniently near your suit).  I got one of those 'naked lady' wiggle-pens at
the gift shop; hey, it's a long journey home *wiggle-wiggle*.


 ------------------------------------------------------------------------------
      Requiem                                                        04.13
 ------------------------------------------------------------------------------

     Leave no witnesses:

     Recommended Equipment: N/A

     Average Time Taken: N/A

 ___________
/PLEASE NOTE\__________________________________________________________________

 You donít get rated for your performance on this mission; your only aim is to
 stay alive.  Any weapons that you purloin on this mission cannot be kept under
 any circumstance.
_______________________________________________________________________________

     This is an odd one isnít it?  Iíve not seen a fake credit screen since
Donkey Kong Country - however; if you donít get your act together, the
cremation at the end will be very real.  Rotate the left analogue stick as fast
as you can to regain consciousness, and immediately run left and take cover
behind the posts in the corner.  Resist the urge to use the slow-motion to
waste people, because itíll just get you shot up - you could try taking the
Priest hostage, but that doesnít always work out like it should.

Weíre severely outnumbered and out-gunned, so this is our safest option.  The
Silverballers are nice and all, but Iíd think about grabbing an MP7 from a dead
Bodyguard as soon as you can.  The Bodyguards will come at you from either the
left or the right, either way, they will tend to stand in an orderly line -
it's a quick and relatively painless solution (well, for you anyway).

With at least twelve or so 'real' corpses now carpeting the floor of the
chapel, exit via the side and follow the cliff around to the main gate, this
gives you an almost unfair advantage over the Bodyguard attempting to open the
gate (and the Reporter - but he can wait).

Head back to the right and gun down the annoying 'Guy-in-the-chair' (thirteen
missions -- thatís how long Iíve wanted to do that for -- thirteen bloody
missions).  With every target eliminated, youíll now get to see the true ending
in its full glory.  Hail to the king, baby.


 ==============================================================================
      Weapons                                                        05.00
 ==============================================================================

     "The victim was dispatched in an expert manner by a... frozen banana to
the head!"  Well, yeah - if 47 didnít have any kind of weapon, thatís probably
what heíd have to do.  Knives, guns, and various blunt objects make up a vast
majority of Mr. 47ís arsenal - how you use them is entirely up to you.

A little note to stop me having to slap some people for bringing it up later -
weapon upgrades that I have stated as being unlocked after a certain mission
will only be unlocked that early if you have every mission before it and
including it completed with a Silent Assassin rank.


 ------------------------------------------------------------------------------
      Melee/Close Combat                                             05.01
 ------------------------------------------------------------------------------

     Without close combat, you would see your violence rating soar; close
combat is silent and always deadly and professional.  In many situations, you
will be unable to carry or use a firearm due to metal detectors, checkpoints,
and the like.  Weapons like the Syringe and Fiber Wire are undetectable and can
easily incapacitate or kill instantly (mainly the latter, if weíre being
honest).

Melee weapons arenít just limited to what you can bring with you; there are
very many spur-of-the-moment objects lying around, like Kitchen Knives and
Hammers.  Of course, if you never expected to come across one of these weapons
on your travels, things may not go exactly to plan in a big mission when you go
to use them.  Just so you know, folks, you cannot collect the melee weapons
like you could in Hitman 2: Silent Assassin... boo.


 === Baseball Bat ===

  Where: Death of a Showman, A New Life

     'Bat'-Man Returns.  The Good, the 'Bat,' and the Ugly.  'Bat' to the
Future.  Okay, I'm done now.  It's a Baseball Bat, be creative, be spontaneous,
be Babe Ruth if it takes your fancy.  It's not what you'd call a technical
marvel, you just swing it and people fall over.


 === Cane Sword ===

  Where: A Dance with the Devil

     Look at that sword, or is it a cane?  Well, it's actually a little bit of
both.  The Cane Sword starts out automatically holstered (pushing the square
button will just drop it).  A quick flick of the R1 button will deliver a
vicious set of slashes.  It's quick and painful, and is guaranteed to create
quite a bit of mess and noise (all over my new rug).

The coolest thing about the Cane Sword is it's stealth attack - a rapier-styled
thrust through the back.  Sadly, this weapon really is quite pants due to the
fact that it has absolutely no stealth value whatsoever, thanks to the fact
that the sheathe is missing.  Only Vaana can carry it around unhindered.


 === Fiber Wire ===

  Where: Default

     The Fiber Wire is a Silent Assassinís weapon of choice; no mess, no fuss,
and always available.  Press R1 to tighten the Wire and enter sneak mode
(another one of those handy little tweaks that make things easier); simply
releasing R1 behind the chosen victim will kill them instantly.  It's awkward
but necessary to master, as it's silent and doesnít add to your violence (well,
within reason - 28 kills down the line and the game wonít see it that way).

A nifty new feature (like Your Humble Narrator previously stated) is that you
can pull people though inspection hatches, thus killing and hiding them in one
movement (it's cool; even if there are, like three occasions when it wonít ruin
a Silent Assassin rank).


 === Fire Extinguisher ===

  Where: Death of a Showman, A Vintage Year, Death on the Mississippi

     Fire isnít the only thing that this can extinguish (see that, play on
words, brilliant) - the Fire Extinguisher can make an impromptu bludgeon if
need be.  A blow from behind will always do the job in one hit; from the front
and depending on how good a shot they receive, they may need a couple of blows
to get things done.


 === Hammer ===

  Where: Death of a Showman, A Vintage Year, Curtains Down, Requiem

     *Singing* If I had a Hammer, Iíd chase you in the morning, Iíd kill you in
the evening... *ahem*.  Iíll leave you to ponder the uses of a Hammer (clue:
they involve hitting people across the back of the head).  Amusingly enough,
you can throw the Hammer for a fatal long distance attack - if you want it
back, youíll be in for a long distance sprint (fact).


 === Hedge Cutter ===

  Where: A New Life, Requiem

     Hedge Cutters, weíve all got them (well, presuming you have a hedge) and
we all know that theyíre as sharp as hell.  Apart from being able to clip
hedges with them (not like Iíve seen him clip hedges with them), 47 can deliver
a violent double-stab attack from behind.  From the front; however, 47 delivers
an oh-so feeble little jab... I know which one I prefer.


 === Kitchen Knife ===

  Where: Death of a Showman, A Vintage Year, A New Life, The Murder of Crows,
    You Better Watch Out, Death on the Mississippi, Amendment XXV, Requiem

     Strangely, this could actually be classed as one of the most well-rounded
weapons in the game!  You have a moderately powerful front attack, a stealth
attack, and you can throw it for a projectile attack (it can be retrieved from
a target - in a fire-fight thatís never a good thing to attempt).  This is
purely one of those 'find on a mission but canít bring home' kind of items, so
use it while you can and donít get too fond of it because it's destined to get
stuck in someone's head.


 === Meat Cleaver ===

  Where: A Dance with the Devil

     Just when you thought it was safe to go back in the kitchen!  The Meat
Cleaver, as the name suggests, cleaves meat - that also happens to include any
bone that gets in the way.  Being the humanitarian that he is, Agent 47 will
gladly hit people in the back of the head with it in what can only be described
as the most gruesome sight of the game.

What else?  Well, you can throw it just like a Kitchen Knife (albeit in a much
cooler way) and it's frontal attack seems to be marginally stronger (although,
it's still a bit crap when compared to the likes of the Hammer or the Shovel).


 === Screwdriver ===

  Where: Curtains Down, Requiem

     I once almost put a Screwdriver through my hand, not a very nice
experience I can tell you.  Of course, nobody told this to Mr. 47 - letís just
say that you shouldnít let him do your DIY.  It's very cool, it's very messy,
and it's... very 47.  As an added bonus, it can be thrown in a similar manner
to the Kitchen Knife.  Is there such a thing as projectile DIY?


 === Shovel ===

  Where: Death on the Mississippi, Till Death Do Us Part, Requiem

     The Shovel is a purely limited use weapon.  Well, what I mean is that you
can whack people over the head all day, but if you donít stay dressed as an
Engineer and keep it holstered, youíll cause all kinds of ructions should you
leave the engine room (it's even harder to get away with on other missions).
A well-aimed swing from the front will send the target flying, from behind;
however, youíll deliver a succession of blows to the head, finishing them
instantly (and making quite a dent in your new Shovel).


 === Stiletto ===

  Where: A Dance with the Devil, Requiem

     A Stiletto is a long-bladed knife thatís primarily designed for stabbing
as opposed to mindless slashing (of which some of us have become accustomed).
If you use this like youíre supposed to, youíll probably not notice much
difference between this and the Kitchen Knife (except maybe a marginal increase
in power), throw it and stab things, ya know, the usual.


 === Stun Gun ===

  Where: Flatline

     The Stun Gun (or "old zappy" as I call it) is so brilliant that I honestly
thought that theyíd let you keep it (with a bit of jiggery-pokery, you could
grab one in the original Hitman, it just didnít work properly).  You canít keep
it and it only ever appears in one mission.  Holding down R1 will charge the
Stun Gun, releasing it will make people fall over.  One zap from the front
will incapacitate anyone.  The stealth attack may look pretty, but it wastes
quite bit of time for the same result, so stick with the standard attack.


 === Syringe (Poison) ===

  Where: Death of a Showman, Default

     The Poison Syringe will be your ally in the fight against evil (in a
sense); quick, silent and deadly, but totally non-violent.  You can lace food,
producing the possibility of eliminating multiple targets, just remember that
when doing so, you canít always dictate when and where your target will eat it.
They may collapse almost immediately or they may well get far enough for you
to safely hide them.

If you poison someone and then throw them over a balcony rail, it will still
class as a poisoning rather than appearing like an accident.  Two jabs and
that's ya lot, but unlike the Sedative variant, you will find that you'll feel
the need to use it less (due to the lack of viability).  Incidentally, if you
end up having to incapacitate someone in more of a physical sense, you can
still finish them while theyíre prone (another one of those new features that I
always rave about).


 === Syringe (Sedative) ===

  Where: Default

     The needle-man cometh and, er, thatís a bad thing in case ya canít tell.
If you need to acquire a new uniform or remove a Civilian from the equation in
a safe and more importantly, anonymous way, the Syringe is always the best way
forward.  I find that it's quite handy for faking accidents, too.  A quick shot
in the neck, and then up and over the nearest balcony rail to the floor below.

You can also dope drinks (like with the Poison Syringe), but I prefer to do
things personally (the opportunity for the former will rarely present itself
anyhow).  You only get two uses from the Syringe, using them sparingly is often
vital to your success.


 ------------------------------------------------------------------------------
      Handguns                                                       05.02
 ------------------------------------------------------------------------------

     Handguns are great a commodity in the world of Hitman (even more so this
time around).  A good, reliable Handgun should always find itself in your
position at the start of each mission (even if you never really intend to use
it).  They're concealable and dependable - Sniper Rifles and Shotguns are all
well and good, but they each have their time and place before theyíll work
perfectly.  Handguns are suitable for all situations (even more so when you
start to customise).


 === Bull.480 (Taurus Raging Bull) ===

     Ammo Type: Bull (Magnum)
      Capacity: 6
    Two-Handed: No
   Collectable: Yes

  Where: A New Life, Death on the Mississippi

     This is one helluva meaty weapon; it's kind of like a Charles Bronson
special!  This hand-cannon can blow a plate-sized hole in whatever you aim at,
but man is it slow.  Iíd give your lunch money to have had a customisable
magnum revolver in Blood Money (custom barrels, twin auto-loaders, etc).  So,
unless youíre intending to 'rip it up,' one shot is going to wreck your rating
and wake the dead at the same time.  Iíve only seen Bull ammo lying around
once, but there is a large concentration of Bull.480ís found on 'Death on the
Mississippi.'


 === Custom 1911 (Colt M1911) ===

     Ammo Type: Magnum
      Capacity: 9
    Two-Handed: No
   Collectable: No

  Where: Amendment XXV, Requiem

The Custom 1911 is almost exactly the same as the Desert Eagle in every
respect, as to why we have it, I donít know.  It only appears twice (always too
late to be of any use I might add) and it isnít even collectable (not even on
the standard equipment list).


 === Desert Eagle ===

     Ammo Type: Magnum
      Capacity: 9
    Two-Handed: No
   Collectable: Yes

  Where: Death of a Showman, The Murder of Crows, Death on the Mississippi,
    A Dance with the Devil, Amendment XXV

     If you need to make some noise, then this is the gun to use, baby.  This
semi-automatic powerhouse can make you happy by just being there.  Magnum ammo
is pretty scarce, but donít be surprised to find large caches from time to
time ('A Dance with the Devil' springs to mind).  There are plenty of
opportunities to grab a Desert Eagle or two, try high profile Bodyguards or
targets if youíre desperate.


 === Nail Gun (Pro Nailer 2000)

     Ammo Type: Nails (belt-fed)
      Capacity: 50
    Two-Handed: No
   Collectable: Yes (on standard equipment screen only)

  Where: Curtains Down, A New Life, Amendment XXV

     Technically... not strictly speaking... it's not really a firearm (but by
the same standard, it's not a melee weapon, either).  It's a cordless Nail Gun
that uses a CO2 cylinder (partial silence) to fire nails at a very high
velocity over a short distance (understandably, it loses power and accuracy
greatly over a distance).  If you want to actually score a kill with this
thing, then it's head-shots only Iím afraid, otherwise youíll be there all day.


 === SLP.40 (H&K USP) ===

     Ammo Type: .45ACP
      Capacity: 12
    Two-Handed: Yes
   Collectable: Yes

  Where: Death of a Showman, Curtains Down, Flatline, A New Life,
    The Murder of Crows, A House of Cards, A Dance with the Devil,
    Amendment XXV, Requiem

     The SLP.40 is pretty much standard issue for every goon and Guard from
here to eternity.  Itíll be the first gun you ever find and the first gun to
ever kill you - that is Hitmanís one and only truth.  I have never found a
reason to deviate from my Silverballer for this.  It's accurate enough, and
it's pretty powerful; but for a .45ACP, it's not as powerful as youíd expect.
Grab one for your collection and then avoid it completely.


 === SLP.40.S (H&K USP w/Suppressor) ===

     Ammo Type: .45ACP
      Capacity: 12
    Two-Handed: No
   Collectable: Yes

  Where: The Murder of Crows, A House of Cards

     This is really rather okay, I think.  It's exactly the same as the SLP.40
but with an added Silencer.  If this were Contracts, then Iíd say that this
were a fine addition to your arsenal, but with the new customisation options
available for the Silverballer, this comes second best.  What it does have
going for it; however, is that ammo for it is abundant (seeing as it takes the
same ammo as the SLP.40, which is the most common Handgun in the game).


 === Snub Nosed Revolver (M36 Chief's Special) ===

     Ammo Type: Pistol
      Capacity: 6
    Two-Handed: No
   Collectable: Yes

  Where: A Vintage Year, Death on the Mississippi

     The Snub Nosed Revolver appears to resemble the classic-style service
revolver (the kind everyone was running around with while Dirty Harry opted for
his hand-cannon).  Anyway, at close range, this weapon can prove quite powerful
(due to the short barrel), but over a distance, where it counts the most, it
canít hit for toffee; and when it does, it wonít leave too much of a mark.


 === Silverballer (AMT Hardballer) ===

     Ammo Type: Low Velocity/.45ACP/Magnum
      Capacity: Upgradeable
    Two-Handed: Yes, if dual is selected
   Collectable: Default

  Where: Requiem, Default

     The Silverballer has been the staple of the Hitman series since day one
(then, it went by its original name of 'Hardballer' and only held 7 shots).
Over the series, it has been gradually beefed-up and on occasion, doubled-up.
This time around, the Silverballer takes full advantage of the new customise
feature.  By splashing your ill-gotten gains, you can increase its speed,
power, and versatility to beyond that of any other Handgun.


  Level 1 Upgrades: $50,000
        (Available as default)

            - Low Velocity Ammo  - More silent
                                 - Less recoil
                                 - Excludes other ammo

            - Silencer Type-1    - Medium silenced
                                 - Excludes Silencer Type-2
                                 - Excludes Long Slide


  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - Extra Ammo  - 2 extra clips
                          - Expands all clips

            - Rail Mount  - For Scope

            - Laser Sight - Laser Aim
                          - Medium Precise


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Magnum Ammo  - Penetrates doors
                           - More recoil
                           - Excludes other ammo

            - Long Slide   - Better precision
                           - Less recoil
                           - Excludes Silencer

            - Dual Action  - Two guns
                           - Twice the fun
                           - More recoil


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Red Dot Sight  - Small zoom
                             - High precision
                             - Requires Rail Mount
                             - Excludes Scope

            - Large Clip     - More bullets
                             - Double capacity


  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Silencer Type-2  - Max silenced
                               - Excludes Silencer Type-1
                               - Excludes Long Slide

            - Scope Type-1     - Medium zoom
                               - Extreme precision
                               - Requires Rail Mount
                               - Excludes Red Dot Sight

            - Full Auto Fire   - High rate-of-fire
                               - Requires Large Clip
                               - More recoil


 === Six-Shooter (Schofield Model 3) ===

     Ammo Type: Pistol
      Capacity: 6
    Two-Handed: No
   Collectable: Yes

  Where: Till Death Do Us Part

     When I knocked my first Hillbilly unconscious and rifled through his
pockets, I was initially excited to find the Six-Shooter.  I thought that
surely Clint Eastwood and Revolver Ocelot *cough* would know a winner when they
saw it - how wrong I was.  There is very little accuracy (even over the
shortest distance) backed up with very little power.  I collect them, thatís
what I do, whyíd I bother to collect this?


 === WWI Pistol (Mauser C96) ===

     Ammo Type: Mauser
      Capacity: 9
    Two-Handed: No
   Collectable: No

  Where: Curtains Down

     Is this the real one or the fake?  Admittedly, this weaponís only purpose
is to kill Alvard DíAlvade in a crafty way - I donít think that we were really
ever meant to 'use' it in the traditional sense (hence it not being
collectable).  If you really want to use it, bear in mind that itíll only have
nine shots (no ammo in the game for it, either), and unless you go for head-
shots, itíll probably take that many to kill someone - yes, Mauser bad.


 === WWI Pistol (Prop) ===

     Ammo Type: Blanks
      Capacity: 9
    Two-Handed: No
   Collectable: No

  Where: Curtains Down

     Hmm... something tells me that this might just not be real.  The WWI Prop
Pistol is as the name suggests, a prop.  Not to cast dispersions, but if you
use this, youíll be firing blanks.  This is the 'weapon' used to execute
Cavaradossi at the end of the third act of Tosca.  It canít even deliver a
chafing powder burn ("take that you villain, I chafe thee").

If you have this in your possession, youíre either planning something in a
cunning fashion or youíve just lost the plot - either way, it's still best
not to run around firing at people, because Guards lack a sense of humour.


 ------------------------------------------------------------------------------
      Assault Rifles                                                 05.03
 ------------------------------------------------------------------------------

     Assault Rifles make no claim to being stealthy or intelligent; whichever
one will get them into any kind of trouble.  Capable of an insanely high rate-
of-fire and as inconspicuous as two kids in trench coat trying to get admission
to a Linda Lovelace flick.  All Assault Rifles are too big to start a mission
with, so theyíll be placed in the ICA Case.

If you really must go down the 'kill 'em all' route, you should remember to
bring clean underwear and some fresh Kevlar.  With all the rifles, the
difference can clearly be seen in accuracy, firepower, and added extras.


 === F.N.2000 (F2000) ===

     Ammo Type: Rifle
      Capacity: 20
   Concealable: Yes, with Flight Case
   Collectable: Yes

  Where: Death on the Mississippi, A Dance with the Devil

     Sadly, it doesnít come with the Flight Case that you find it with (which
is just an insane omission in my opinion) because that would have made it extra
special.  Of all the Assault Rifles, this is probably one of the more stable
and accurate available (partly because it's smaller, so it gives less kickback
and less of a muzzle-jump).  The whole point of it being so compact in design
is so that it could easily be stored (while fully assembled), no storage case
means that youíre better off sticking with the full-sized rifles.


 === M4 (Colt M4 Carbine) ===

     Ammo Type: Low Velocity/Rifle/Armour Piercing
      Capacity: Upgradeable
   Concealable: No
   Collectable: Default

  Where: Default

     Surprisingly, this is the ultimate in Assault Rifles - oh, youíre not in
the least bit surprised?  Of course youíre not - even if you left it
unmodified, itíd still be the best rifle of its class.  It's incredibly stable,
even in full-auto (it gets a bit jumpy once you start increasing the capacity,
giving it more time to shake in-between clips).

Once you outfit it with a Scope and Silencer, youíll be able to re-enact scenes
from the Rambo Trilogy (well, not that bit with the tank).  It's recommended
that you purchase any upgrades that promote stability before you go increasing
the ammo capacity.


  Level 1 Upgrades: $50,000
        (Available as default)

            - Low Velocity Ammo  - More silent
                                 - Less recoil
                                 - Excludes other ammo

            - R.I.S. Handguard   - Special Handguard
                                 - Required to upgrade

            - Butt Stock         - Lightweight Butt Stock
                                 - Less recoil
                                 - More precise


  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')


            - Armour Piercing Ammo  - Penetrates doors
                                    - More damage
                                    - Excludes other ammo

            - Rail Mount            - To mount Scope

            - Extra Ammo            - 2 extra clips
                                    - Expands all clips

            - Laser Sight           - Laser aim
                                    - Medium precise


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Silencer Type-1  - Medium silent
                               - Excludes Silencer Type-2

            - Pistol Grip      - Extra support
                               - More steady
                               - Requires Handguard


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Double Clip   - 2 clips
                            - Less reload times
                            - Excludes Drum Magazine

            - Red Dot Sight - Small zoom
                            - High precision
                            - Requires Rail Mount
                            - Excludes Scope


  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Silencer Type-2  - Max silenced
                               - Excludes Silencer Type-1

            - Drum Magazine    - 100 rounds
                               - Large recoil
                               - Excludes Double Clips


 === M14 Garand ===

     Ammo Type: Rifle
      Capacity: 20
   Concealable: No
   Collectable: Yes

  Where: Amendment XXV

     Not so much a rifle as an ornamental throwback to the Civil War.  The one
thing that I will give it, is that it has great accuracy; however, it's slow
in firing, and the shots donít seem to connect with the impact that youíd think
they would for a rifle of this calibre and class.  Luckily for us, it's very
easy to acquire for our ever-growing collection, so we donít have to worry
about being forced to use it.


 === S.G522 Commando (SIG 522) ===

     Ammo Type: Rifle
      Capacity: 20
   Concealable: No
   Collectable: Yes

  Where: The Murder of Crows

     *Sigh* Okay, what we have here is yet another run of the mill Assault
Rifle - it's powerful and accurate, but its accuracy has been known to suffer
during constant fire.  They finally give us a SIG and it's not a SIG Pro...
well, anyway, it wonít collect itself, so go get it.


 --- Submachine Guns ----------------------------------------------- 05.04 ----

     Submachine Guns are all about rapid-fire death combined with easy
concealment (thatís why theyíre synonymous with just about every Mafia going);
of course, there are myopic cowboys with better aim, but who cares?  There are
various kinds of SMG to be had, the one-handed Gangsterís favourite, right down
to the heavy, two-handed military machine guns.

In essence, theyíre pretty much the same in terms of their rate-of-fire and
power (with some exceptions), so youíll most often find yourself going for
the ones with the better features.  With this being said, you wonít ever stray
far from the Tactical SMG, unless youíre a bit of collector (like me, baby).


 === MP5 (H&K MP5) ===

     Ammo Type: SMG
      Capacity: 25
    Two-Handed: Yes
   Collectable: Yes

  Where: Curtains Down, A Dance with the Devil, Amendment XXV

     The Heckler & Koch MP5 is the daddy of all Submachine Guns and is favoured
by Police organisations across the world, such as the London Metropolitan (if
Iím correct, MP5 stands for 'Machine Pistol version 5').  Highly stable and
deadly accurate, even over a distance (due to the two-handed approach); the MP5
is only bettered by the SMG Tactical (which is essentially a modified MP5,
anyway).  In the world of Blood Money, the MP5 is mainly carried by high-
ranking Bodyguards and FBI/Secret Service Agents.


 === MP7 (H&K MP7) ===

     Ammo Type: SMG
      Capacity: 25
    Two-Handed: No
   Collectable: Yes

  Where: A New Life, A Dance with the Devil, Requiem

     The MP7 is the more professional approach to single-handed machine-
pistols, like the TMP.  Fast-firing and accurate to a suitable degree over a
short distance, it is favoured by low-ranking Agents and Bodyguards everywhere
- the MP7 bridges the gap between the fully-fledged MP5 and the much smaller
MP9; and in my opinion, it does a pretty good job.


 === MP9 (Ruger MP9) ===

     Ammo Type: SMG
      Capacity: 25
    Two-Handed: No
   Collectable: Yes

  Where: The Murder of Crows

     It doesnít promise much and it doesnít disappoint - it's an incredibly
fast-firing weapon that will quickly lose its accuracy over even short
distances (I mean really short).  It's ideal for confined spaces and cramped
corridors, but entirely impractical (and on occasion, too fast for its own
good) everywhere else.  Both the MP5 and MP7 are concealable, and seeing as
how they are both guaranteed to make a helluva lot of noise, you may as well
go in with the big guns.


 === SAF SMG (FAMAE MT-40) ===

     Ammo Type: SMG
      Capacity: 25
    Two-Handed: Yes
   Collectable: Yes

  Where: A Vintage Year

     The trouble with the SAF is that what it can do has already been done
before (regardless if it's been done better or not, it really is rendered
surplus to requirement).  The SAF couldnít be any more stable when firing,
even if you bolted it to a table.  It couldnít be any faster, even if you
strapped it to a whippet, and it couldnít sound any louder, even if you
strapped it to your head (although, that wouldnít do any good for the oleí
fillings).  Whether you choose the SAF SMG or the MP5, it's really all down to
taste and preference.


 === SMG Tactical (H&K MP5) ===

     Ammo Type: Low Velocity/SMG/Magnum
      Capacity: 25
    Two-Handed: Yes
   Collectable: Default

  Where: Default

     Upgradeable right down to the finest detail, it's exactly what weíve come
to expect from the (rather solid) customise system.  Once youíve added a
Silencer, you are ready to take it on your first mission, with a Laser Sight
and some added stability aids, youíll be set to use it full time.


  Level 1 Upgrades: $50,000
        (Available as default)

            - Low Velocity Ammo  - More silent
                                 - Less recoil
                                 - Excludes other ammo

            - Butt Stock A       - Less recoil
                                 - More precise

            - Butt Stock B       - Less recoil
                                 - More precise


  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - Extra Ammo  - 2 extra clips
                          - Expands all clips

            - Rail Mount  - For Scope

            - Magnum Ammo - Penetrates doors
                          - More recoil
                          - Excludes other ammo


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Silencer Type-1  - Medium silent
                               - Less damage
                               - Excludes Silencer Type-2

            - Short Barrel     - More damage
                               - Less precise

            - Rapid Fire       - Extreme rate-of-fire
                               - More recoil


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Laser Sight  - Laser aim
                           - More precise

            - Double Clip  - Fast reload


  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Silencer Type-2  - Max silenced
                               - Less damage
                               - Excludes Silencer Type-1

            - Red Dot Sight    - Small zoom
                               - High precision
                               - Requires Rail Mount


 === TMP (Steyr TMP) ===

     Ammo Type: SMG
      Capacity: 25
    Two-Handed: No
   Collectable: Yes

  Where: Death of a Showman, A Vintage Year, Flatline, A House of Cards

     This is probably the most common SMG in the game, used primarily to
bolster the security of Gangsters and low-ranking Bodyguards (higher-ranking
ones carry the much better MP5-MP9).  The TMP is much better suited to single
shots rather than rapid-fire (it's actually very accurate for single shots, it
just goes all to hell when you hold the trigger down - this kinda defeats the
whole point of a Submachine Gun).  Very noisy, pisspoor at long distances, I
never use it, personally.


 ------------------------------------------------------------------------------
      Shotguns                                                       05.05
 ------------------------------------------------------------------------------

     Shotguns are an iconic part of film and video games alike.  These days,
it's almost considered (virtual) blasphemy to include less than two.  Shotguns
by their very nature are loud, indescribably deadly, and about as practical as
a horse riding a unicycle (while juggling chainsaws).

Even with a full-spec boomstick in hand, faster firing weapons will take you
to pieces -- youíll fail miserably -- that is, unless you can exploit some
tactical position.  Because Shotguns are so large, if you elect to start a
mission with one, itíll be placed in an ICA Case near the start of the mission.


 === Shotgun (Remington 870) ===

     Ammo Type: Shotgun
      Capacity: 8
   Collectable: Yes

  Where: Death of a Showman, A Vintage Year, Death on the Mississippi,
    Till Death Do Us Part

     Admittedly, this is some way up from basic, but as far as weíre concerned,
this is the bottom rung of the ladder.  On missions where Guards carry Shotguns
openly, you can move quite inconspicuously in the right uniform, such
opportunities are few and far between, so if you desperately need this for your
collection, the easiest place to nab one is on 'A Vintage Year.'  For any other
occasion, it's the SPAS 12 all the way.


 === SP12 Shotgun (Franchi SPAS-12) ===

     Ammo Type: Flechette/Shotgun/12 Gauge
      Capacity: Upgradeable
   Collectable: Default

  Where: Default

     The SP12 is a highly customisable combat Shotgun - whatever the task,
thereís a modification thatíll let you do it.  Depending on what ammo youíve
got equipped and what modifications are in effect, it is more than possible to
play either an all-out action game (Short Barrel, 12 Gauge Slugs, etc) or a
stealth game (Silencer, Dart Slugs, etc).  The problem with the SP12 is that
it's still too damn big and stand-out-ish to be truly useful in the majority
of situations, but the situations where it can work, it works very well.


  Level 1 Upgrades: $50,000
        (Available as default)

            - Flechette Ammo  - 18 Dart Slugs
                              - Less Damage
                              - More precise
                              - Excludes other ammo

            - Butt Stock      - Less recoil
                              - More precise


  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - 12 Gauge Shots  - 12 Gauge Slugs
                              - Max damage
                              - Excludes other ammo

            - Extra Ammo      - 2 extra rounds
                              - Expands all rounds

            - Reload Boost    - Mounted Shells
                              - Faster reload times


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Rail Mount    - For Red Dot Sight

            - Short Barrel  - More damage
                            - Less precise
                            - Excludes Silencer


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Laser Sight  - Laser aim
                           - Medium precise

            - Magazine     - 4 extra slugs
                           - High rate-of-fire


  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Silencer Type-1  - Medium silenced
                               - Excludes Short Barrel

            - Red Dot Sight    - Max precision
                               - Requires Rail Mount


 ----------------------------------------------------------------------------
      Sniper Rifles                                                05.06
 ----------------------------------------------------------------------------

     Sniper Rifles are your greatest asset in the world of Hitman, as there
are times and places where normal elimination of a target can seem impossible
(which it never is), and a Sniper Rifle is a quick and effective solution.
Because Sniper Rifles are pieces of ultra-high-precision equipment, it's
incredibly easy to see the difference between each individual one (whether
that be in accuracy or in precision).


 === Air Rifle (Beeman Break-Barrel) ===

     Ammo Type: Darts/Tranquilliser
        Action: Bolt
      Capacity: 1
   Concealable: No
   Collectable: Yes
     Precision: 1x Additional Zoom

  Where: A New Life

     Now, this is an odd little addition to 47ís world, it's a tranquilliser
rifle thatís capable of sedating both man and beast at long range (it even has
magnification of 1x additional - which is in-line with most of the 'actual'
Sniper Rifles found in the game).

If it came with its own case and a selection of darts, then it would be the
ultimate in stealth weaponry (a shame no-one thought of that).  Being an Air
Rifle, it operates using a C02 cylinder, which as you know, produces far less
sound than that of a regular gun (and for that alone, a few opportunities do
present themselves).


 === Dragunov (Snaiperskaya Vintovka Dragunova) ===

     Ammo Type: Sniper (7.62mm)
        Action: Semi-Automatic
      Capacity: 10
   Concealable: Yes, with Flight Case
   Collectable: Yes
     Precision: 1x Additional Zoom

  Where: Death of a Showman, A Dance with the Devil

     Anyone who has played Contracts will know what a big disappointment it was
back then - honestly, it's no better now.  Because of its semi-automatic status
(rather than the more accurate bolt-action) and the lack of a detailed Scope
(the display is awful), I honestly found the Dragunov way too awkward and
imprecise to use.  If it had a Silencer, then at least it would be viable.


 === Elephant Rifle (Browning BAR Mk. II Safari) ===

     Ammo Type: Sniper (7.62mm)
        Action: Semi-Automatic
      Capacity: 10
   Concealable: No
   Collectable: Yes
     Precision: 1x Additional Zoom

  Where: Till Death Do Us Part

     It's an 'Elephant Rifle' as opposed to 'Elephant Gun' - an actual Elephant
Gun looks like some kind of bastardised blunderbuss (that would have been
cool).  Well, what do we get?  It's a clumsy Sniper Rifle (I say "Sniper
Rifle," but it's really more of a Hunting Rifle).  It's big, it's powerful, and
it has an okay zoom.  But ultimately, it's average, just average.


 === KAZO TRG (SAKO TRG) ===

     Ammo Type: Sniper (7.62mm)
        Action: Semi-Automatic
      Capacity: 10
   Concealable: No
   Collectable: Yes
     Precision: 0x Additional Zoom

  Where: The Murder of Crows

     Dear Dragunov, I hereby issue a grovelling apology.  It appears that
youíre only the second worst Sniper Rifle in the game - it appears the KAZO TRG
is far worse.  The KAZO may be a tad more accurate, but it canít actually zoom.
Thatís right; the TRG has one poultry level of magnification (thatís by
pressing R3 twice, not the actual zoom button).  Letís see, do I take this on a
mission, or do I take a real rifle?  Let me think.  You can collect it and you
can dust it, just donít use it.


 === W2000 (Walther WA2000) ===

     Ammo Type: Low Velocity/Sniper (7.62mm)/Armour Piercing
        Action: Variable
      Capacity: Upgradeable
   Concealable: Yes, with Snipe Case
   Collectable: Default
     Precision: Upgradeable - up to 3x Additional Zoom

  Where: Default

     A vast amount of your income will probably go on upgrading this rifle
(fact).  It is your greatest asset, purchase every upgrade (accuracy
improvements take precedence over every other modification with the exception
of Silencers) and if you can, always take it with you.  If you purchase the
Foil Padded Suitcase from the equipment menu, itíll increase your options
and allow you to use the W2000 to its fullest (and you'll look bloody cool
while you're at it).


  Level 1 Upgrades: $50,000
        (Available as default)

            - Low Velocity Ammo     - Less sound
                                    - Less recoil
                                    - Excludes other ammo

            - Double Clip Capacity  - High rate-of-fire
                                    - Excludes Bolt Action


  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - Lightweight Frame  - Lightweight parts


            - Scope Type-1       - Medium zoom
                                 - High precision
                                 - Excludes other Scopes

            - Extra Ammo         - 1 extra clip
                                 - Expands all clips


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Silencer Type-1       - Medium silent
                                    - Less damage
                                    - Excludes Silencer Type-2

            - Armour Piercing Ammo  - Penetrates doors
                                    - More recoil
                                    - Excludes other ammo


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Carbon Fiber Barrel  - Less recoil
                                   - High precision

            - Extra Ammo           - 2 extra clips
                                   - Expands all clips

            - Bolt Action          - High precision
                                   - Requires Light Frame
                                   - Excludes Clip


  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Silencer Type-2  - Max silenced
                               - Less damage
                               - Excludes Silencer Type-1

            - Scope Type-2     - Max zoom
                               - Extremely precise
                               - Excludes other Scopes


 ------------------------------------------------------------------------------
      Special Weapons and Equipment                                  05.07
 ------------------------------------------------------------------------------

     Is it really special? Well, it can be.  Normally, the Special Weapons and
Equipment category is limited to better Lockpicks, meds, and Body Armour, but
every so often, you'll see something extra special... how special?  Just you
wait and see for yourselves.


 === Binoculars ===



  Level 1 Upgrades: $50,000
        (Available as default)

            - 7x50 Binoculars  - Incremental zoom
                               - Better vision
                               - Distance

     You can use Binoculars for long distance recognisance on targets or even
scan for possible forms of entry to an area.  Some people swear by them and
some people swear at them - it's a matter of opinion.  My opinion is that
youíre better off just using the default Binoculars rather than forking out
$50K for a bit of added zoom and a crisper image.


 === Coin ===

     47 has an unlimited amount of Coins littering his nefarious pockets, is he
saving for a rainy day?  Nope, he throws them to distract people and divert
attention - another new dynamic for the series that actually works quite well.
Some people will fall for it, others wonít - make sure your intended rube
doesnít see you, or it will defeat the whole point of making them follow the
shiny object.


 === Enhanced Detonator ===

  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - Long range Detonator

     It may not seem like much, but youíve gotta understand that when a bomb
goes off, the entire area gets swarmed by Guards and Police, and the like.
The further away you are when the explosion goes off, the less likely youíll be
to arouse suspicion.


 === Extra Mine ===

  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - 1 extra Mine

     Hmm... I wonder what this could be.  Well, it's a Mine, you dunderhead -
an extra Mine.  You can use it to plot in a devious fashion, or if youíre a bit
of a cack-handed sod, you get a second chance at getting it right.


 === Flak Vests ===

  Level 2 Upgrades: $75,000
        (Complete 'A Vintage Year')

            - Kevlar Vest  - Absorbs 25% damage
                           - Lost at new outfit

  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Flak Vest  - Absorbs 35% damage
                         - Lost at new outfit

  Level 5 Upgrades: $200,000
        (Complete 'Death on the Mississippi')

            - Flexible Flak Vest  - Absorbs 35% damage
                                  - Fits all outfits

     Flak Vests are a professionalís choice of underwear.  I mean weíre
supposed to be Silent Assassins here, people - we technically shouldnít need
one.  However, weíve all had those 'missions gone wrong at the last minute'
moments, where we still have a chance to escape.  With a Flak Vest, our chances
have increased (albeit incrementally).  Being a vest and not a hat - getting
shot in the head is still fatal.  You might want to make a note of that.


 === Foil Padded Suitcase ===

  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Non detectable
            - For custom Sniper Rifle

     I bet if you tried to give this to Agent 47 as a Christmas present, heíd
kill you and take the case; but heíd appreciate it... as he was wiping your
blood from it.  This foil-padded (apparently wipe clean) beauty can not only
hide your W2000 from prying eyes, but it can render it 'invisible' to metal
detectors (strangely, even X-Ray devices, too).  This may not sound like much,
but like I said, "opportunities, amazed, strippers" - or something like that.


 === Health Items ===

  Level 1 Upgrades: $50,000
        (Available as default)

            - Pain Killers  - Small health boost


  Level 3 Upgrades: $100,000
        (Complete 'Flatline')

            - Adrenaline  - Moderate health boost

     Are things getting you down?  Do you have the machine gun blues?  Then why
not try all new Pain Killers... and now with added Adrenaline for all those
aches and pains.  I have no idea how highly addictive, hallucinogenic animal
tranquillisers will cure gunshot wounds (i.e. Ketamine) - donít ask me (I just
know I don't need more talking rabbits in my life).  I can understand the
Adrenalin bit, though.  They work especially well when used in conjunction with
a Flak Vest (of your choice, no-less).


 === Lockpicks ===

  Level 1 Upgrades: $50,000
        (Available as default)

            - Improved Lockpick  - 25% faster lockpicking


  Level 4 Upgrades: $150,000
        (Complete 'The Murder of Crows')

            - Craft Shultz Lockpick  - 50% faster lockpicking

     Getting shot in the back of the head just as youíve picked that crucial
lock is much more than a pain in the head (the pain in the head being the
obvious one) - it's downright demoralising (locked doors that canít be picked
without taking down two or three Guards - bah, humbug).  With an Improved
Lockpick, you can pick any lock with confidence, and when you finally upgrade
to the Craft Shultz, itíll never feel like youíre picking a lock again (that
thing IS fast).


 === RU-AP Mine/Detonator ===

  Where: Death of the Showman, A House of Cards, Default

     Thereís nothing quite like tactical explosives to leave a mark, plant
them on walls or floors (inside toilets, too - but donít ask), and then hit
the Detonator.  Of course, things are never quite that simple - the accepted
use for them is to attach them to fixings and winch controls to bring down
lighting rigs and chandeliers on top of heads.

Remote-Controlled Undetectable Anti-Personnel Mines make one hell of a noise
when they go off, so unless the explosive is set far away from human ears, you
can kiss your Silent Assassin Merit Badge goodbye.  Eventually, youíll be able
to increase the range of the Detonator and the number of Mines that you can
carry (which is nice, not fantastic, but nice).


 ==============================================================================
      Cheats, Codes, and Easter Eggs                                 06.00
 ==============================================================================

     Being a Hitman is dirty business (blood and guts, and... blood), but being
a cheater is even dirtier business.  I know them but I donít use them; and
because I know them, you get to know them, and if you want to be a cheater,
then thatís up to you.


 === Alternate Mission Select Screen/Ending Theme ===

     Complete the game to unlock a Requiem-styled menu background along with
the genuine version of the (excellent) Swan Lee song, 'Tomorrow Never Dies' on
the credits screen.


 === One More Chance ===

     Like in the previous games, if you score three or more successive head-
shots while youíre dying (ya know, red screen, slow motion), youíll return to
the game with a small amount of health - my friends, we have a do-over.  This
can only be done once per mission, the second time you let your health reach
zero, it's over and out.


 === Infinite Saves ===

     If you just canít wait more than a minute between saves, then youíre an
idiot, and this may just be for you.  While saving (on any difficulty other
than Rookie or Professional, obviously), tap the start button a couple of times
before the process ends.  The next time you go to save, youíll notice that the
number of saves you can make haven't decreased.


 === Action Replay MAX ===

     After some serious trawling through the deep, dark undergrowth that is the
internet (the horror, the horror), Iíve returned with these cheat codes.  Just
call me the 'Brigadier,' although, I much prefer 'Mike Penance' or 'The Master'
(something tells me that Iím not gonna get away with the second one - well, not
without serious psychological evaluation).


 --- MASTER Code (must be on) ---

     TDYX-XYJ9-WD8XT
     36C7-17N9-9U24W


 --- General Codes ---

 --- Infinite Health ---     --- Infinite Money ---

     EPUD-93D1-9NC7R             V0GE-HQ2M-CM6HE
     N18M-5UXF-27XJX             18ZE-6MJE-XYB5H

                             The display will change only after you've made a
                             purchase, even if you don't have enough for the
                             item, you'll still be able to purchase it.


 --- Infinite Saves ---

     6PDW-PEFP-2KT8V
     4BJ9-4EKF-9RGWW

 As per usual, you can only use the cheat
 on a difficulty setting where saves are
 permitted and aren't already unlimited.


 --- Weapon Codes ---

 --- Infinite Ammo ---     --- No Reload ---

     6MNT-13TK-4ETTE           NKH9-4NBB-5478B
     UK4C-B9K3-4UEE7           EB7F-MVAN-1Y230

 Both of these codes will work just fine by themselves,
 but they'll work much better both together.


 --- All Weapons ---

 --- Rookie ---          --- Normal ---

     0K4B-TZF0-53R16         J7QQ-RK8Z-8CZRQ
     V549-GW9V-H9MVB         K4VM-6XRB-640QA
     8KB9-HCVB-88N4Q         ZAHE-HTNR-VJ04U
     HBMB-X664-PJJC5         HBMB-X664-PJJC5
     YJ6K-UWCB-QHC1G         P6JT-AFG1-B1XXY
     0PDK-X694-M8DTT         0PDK-X694-M8DTT
     F548-GQ4W-C0A1Y         A5RA-4QCV-ENETK
     UNTK-Y3AT-Q2RC9         UNTK-Y3AT-Q2RC9
     2MNJ-CKHU-Q2XG5         TDR9-3F5C-XUXJU
     CDGT-F2KJ-WBM2R         CDGT-F2KJ-WBM2R

 --- Expert ---          --- Professional ---

     7R63-2MUD-5TYQD         BCKW-CU7R-U1TG7
     Z78U-ZX12-YCNYV         0VNU-XYNV-GMY0H
     72WE-J9H5-J3UYK         6VR6-W0RH-587YZ
     HBMB-X664-PJJC5         HBMB-X664-PJJC5
     Y9K2-EMAB-820JJ         D0Z9-NPHU-R09WV
     0PDK-X694-M8DTT         0PDK-X694-M8DTT
     0ARM-WN5H-CJWJK         ZQ8T-R1HA-9EZAH
     UNTK-Y3AT-Q2RC9         UNTK-Y3AT-Q2RC9
     42K3-VV1F-5RUU6         N51T-FXGE-DN31F
     CDGT-F2KJ-WBM2R         CDGT-F2KJ-WBM2R

     Every firearm will appear in the standard weapons box, including the
firearms that can't normally be collected (except the Custom 1911; the Nail Gun
isn't technically a firearm, so that also won't appear).  This is the only way
to get your hands on the 'genuine' Mark III Rifle, although, it really is quite
pants.  Ever-so occasionally, activating the weapon codes for every setting can
cause the game to crash at the first loading screen, if it keeps happening,
switch to using the code for just the one setting].


 --- Mission Select Codes ---

 --- Rookie ---          --- Normal ---

     707Z-N6QU-7181N         66XR-H6BC-JX6NQ
     YYPF-VHV1-YA458         1P5B-DHD3-HRY10


 --- Expert ---          --- Professional ---

     G9KN-UZBP-VWHHC         0MG6-K5WF-CB0JM
     Z32V-RX4B-68NGB         PP2U-F7HM-AXUA5


 === Easter Eggs ===

 --- All Good Rats go to Heaven ---

  Where: Hideout

     Now, this is a novel approach to pest control (personally, I quite like
rats).  If you go up to the shooting gallery window and look left, youíll see
a steel trash can.  If you shoot it, the rats wandering aimlessly around the
central area will run to the boxes and form an orderly line.  Snuffing out
these poor little rodents will display the message, "You sent the rats to a
happy place in X.XX seconds" on screen for the duration on your visit (my
personal record is 0.06 seconds).


 --- Mister Six Sixty-Six ---

  Where: Death of a Showman

     It's an entirely pointless 'Easter Egg,' but it's good fun none-the-less.
Go to where you distract the Gangsters by throwing a Coin out of the window,
there just so happens to be a secret weapon stashed nearby.  Obviously, you
need to take care of the Gangsters first, so get to it already.  When theyíre
gone, you can rake through the bags in the corner with impunity.  After a
little bit of skip-ratting, youíll find a TMP with 666 rounds of ammo.


 --- The 'Dirty Rat' Club ---

  Where: Curtains Down

     Wow; rats really are smart, if you want to see how smart, follow me and do
as I do *belches, scratches crotch*.  Access the basement using the Worker
costume, like I taught ya - normally weíd run all the way through the basement
and take the stairs to the boiler room behind the locker room - you savvy?  In
the room just before those stairs, youíll find three or four rats all scurrying
around, doing things that rats tend to do, *sigh* exterminate them all and a
Keycard will appear on the long table opposite the door.

Take your newly acquired Keycard to the backstage area; the door weíre after
can easily be located by taking the stairs near Alvard DíAlvadeís dressing
room, you canít really miss the door as it's the only one locked with a card
reader.  What is the Rat Club?  Strangely enough, the Rat Club is a place where
rodents come after a hard day of ratting, they unwind by boxing and by playing
poker.  The rats are behind a partition wall - if you want to see these super
smart rodents clearly, just whip out your Binoculars.


 --- Mortuary Tunnel ---

  Where: Flatline

     Getting into the tunnel that leads from the cells to the mortuary isnít
quite as hard as it appears (in other versions, you could use an invisibility
cheat and just follow the guy that takes Smithís body).  To gain access to the
elevator, plant an RU-AP Mine as close to the doors as possible (try down the
middle) and detonate it.  if an Orderly hears the explosion, he should come
running and open the doors for you.

Whatís actually down there?  Well, there just so happens to be three rats and
an Orderly who happens to be immortal, and has no AI routine (to the likes of
you and me, that means he wonít react to gunshots and the like, or recognise
you as an enemy).  The game canít register his death (a fixed point in space
and time or something) or even a state of unconsciousness (with him dead,
Smithís body would never move and the mission would never end).


 --- The Young and the Lifeless ---

  Where: Death on the Mississippi

     I just liked the name, donít complain.  So whatís all this about Mr. 47
versus the undead, eh?  To turn the passenger list into a bunch of shuffling
Zombies faster than you can say "Klaatu, Verata, Nictu," read my words and heed
them carefully, mortal *thunder and lightning*.

First of all, you need to run over to the engine room and up the steel steps.
Inhume the Sailor that comes out of the door and drag him back inside and throw
him over the rail (directly) to the right.  Now head back down to the deck and
grab the Gator (who should be heading towards you) as a human shield.  Take him
back up to the engine room before throwing him over the rail (directly) to the
left of the door.

 ____________________
/SURVIVING THE HORROR\_________________________________________________________

 + Everyone afflicted with the 'Zombie Curse' will shuffle around and attack on
   a melee basis, only slightly more powerful than normal.

 + The only way to fully kill a Zombie is with a head-shot, an insta-kill melee
   attack, or by a severe blunt-force trauma (i.e. falling from a height or the
   explosion from an RU-AP Mine).  If theyíre 'killed' in any other way, then
   theyíll just stagger back to their feet.

   To check if a Zombie is really dead, wave the crosshair over the corpse; if
   it turns white, it's alright - if it turns red, then it's undead (curse you,
   Dr. Suisse).  Also, their endurance is greatly increased, allowing them
   to take several normally fatal blows without even flinching (melee attacks
   from both the Shovel and Fire Extinguisher, even shots to the heart).

 + Being undead (and loving it), all restricted zones have been removed and the
   undead will freely roam the entire ship, opening doors and whatnot (and of
   course, going around in groups where possible).

 + Zombies that have been knocked unconscious, sedated, or stunned (except with
   the Air Rifle, because it doesnít work) can actually be finished without the
   need of a head-shot.  Also, any attack that would result in massive blood
   loss (stomach wounds) can sometimes be enough to kill them outright (but
   like I said, only sometimes).

 + The mission can still be completed in the normal fashion, providing that you
   'fully kill' your designated targets and grab the photos as per usual.

 + For the 'authentic' Resident Evil feel, bring along a Shotgun and stick a
   Scope and Long Slide on your Silverballer (to play the part of the very cool
   STI Eagle 6.0).  If you limit yourself to just these weapons while trying to
   eliminate the targets, then it can be rather fun, or... grab a Kitchen Knife
   and pretend that youíre lump of Tofu.
_______________________________________________________________________________


 --- Make 47 Dance ---

  Where: The Murder of Crows, Till Death Do Us Part

     *Singing* Yes, sir, 47 can boogie, but he needs a certain song, boogie...
well, you get the idea with that.  To make Agent 47 strut his funky stuff and,
er, get down with his bad self, first off - you need to find the dance floor
(you know where, baby).  47 will start to dance like your granddad if you leave
him idle for more than a couple of minutes.


 --- The Hillbilly Fight Club ---

  Where: Till Death Do Us Part

     If you look to the left of the dance floor, you should see a small crowd
gathering around a couple of fist-fighting hicks.  Now, you could stand and
watch, or you could wade in.  Just as long as you use only your melee attack,
you can fight them without incurring the wrath of any Gang Members.  Once the
both of them are flat on their backs, beat a hasty retreat, because as soon as
they wake up, theyíll pull their guns on you (or if you took their guns,
theyíll point you out to somebody who has guns).  Yeah, fair I know.


 --- Naked Bayou ---

  Where: Till Death Do Us Part

     Youíre gonna need pretty good eyes for this one, either that or the W2000,
your choice.  You need to be near the left of the mansion (where the canoodling
couple are), so run over to that general location while I make myself a cup of
coffee.  Now search close to where the water meets the wall, after a little bit
of eye-strain, you should see something resembling a silver-coloured button.

Shoot the button and the Hillbilly Fight Club will strip down to their skivvies
and come running over to give you a well deserved round of applause (theyíll
then return to where they were and continue fighting without their clothes).


 --- Ten Green Bottles ---

  Where: Till Death Do Us Part

     If you head on over to where the two guys are playing 'shoot the gator,
eyuk,' there are some bottles standing on some logs way off in the distance
(just yearning to be broken).  Shooting a bottle will reward you with the
brainless duo hooting and hollering in enthusiastic tones.  To make things much
easier, bring a Sniper Rifle (of your choice, no-less).


 --- Strip Poker ---

  Where: A House of Cards

     Hey, I mean youíve watched rats play poker, so you may as well watch
people do it, too.  I say "strip poker," but it's really a rather one-sided
affair, the Showgirl is basically whooping the two guys (one of which happens
to be down to his undies).  Before you ask, no they wonít deal you in, if you
want to take a sneak peak, then shuffle from the 7th floor balcony over to room
number 705.


 --- Sea Food Diet ---

  Where: A Dance with the Devil

     Now, here's a funny little Easter Eggy-wegg that involves the sharks in
the Hell Party.  If you feed the shark at least ten bodies, it'll start to gain
weight.  Keep throwing bodies in and it'll eventually start to resemble a beach
ball (it'll literally grow to twice the size of the other two).  And yes,
you'll no doubt have noticed that this is the only shark in the tank that eats.


 --- River Dance ---

  Where: Amendment XXV

     Okay, this is one of the stranger ones that Iíve encountered.  First off,
you need to be dressed in the very heighth of army fashion and be in possession
of the suitcase belonging to the tourist from the beginning of the mission
(grab it from behind the back of the coach).  Take the case with you as you go
about your business until you reach the floor where the VP hangs out.  Do you
see that fireplace?  Take the case and throw it at the wall just to the left of
it [the fireplace] until the case seemingly disappears from view.  When you
finally get it right, the nearby Soldiers will all form a Flatley-esque river
dance line.


 --- Car Number Plates ---

  Where: Death of a Showman, A New Life, A House of Cards,
    A Dance with the Devil, Amendment XXV, Requiem

     It's not really at all special, but have you noticed that every vehicle
carries a weird registration?  All the ones that Iíve found are: 'BADBLOD'
(Bad Blood), 'M666', '1LMN3Y' (I L. Money), and 'IO Interactive.'


 ==============================================================================
      Frequently Asked Questions                                     07.00
 ==============================================================================

 === General Questions ===

 Q: At the end of level screen, it says that I was caught on camera.  what does
    that mean and how can I stop it from happening?

 A: When youíre on a mission, sometimes youíll see a green-tinted P-I-P, that
    means you have been caught on camera.  If you want a Silent Assassin
    rating, youíll need to locate the security room and steal the Videotape;
    failing that, you might be able to sabotage a camera with a well-aimed
    bullet before being caught.

    On some missions, like 'A House of Cards,' it can prove quite awkward to
    retrieve the Videotape after a certain point, so it's best to avoid routes
    with cameras, even if it takes longer to reach your destination.  Apart
    from CCTV cameras, there is a television crew on 'A Vintage Year.'  If
    youíre filmed in this way, youíll need to pacify the camera man and take
    the Videotape from the camera.


 Q: My cover keeps getting blown; I donít know how it keeps happening, why?

 A: It all depends on where you were and what you were doing at the time.
    When you get changed, a Civilian may sometimes spot you (even if youíre not
    immediately made aware), or you may have wandered into a restricted area
    (think Clowns in a private swimming area).  Like I said earlier, certain
    costumes allow you to carry certain weapons with impunity; however,
    carrying an item that youíre not supposed to will rouse the suspicion meter
    greater than normal.

    And like I already mentioned, a sure-fire way to lose your cover is if the
    body where you got the uniform from is discovered and identified.  It's not
    so bad if there happens to be plenty of people dressed just like you (like
    a Guard or Worker), but if your costume is one of a kind (Clown, etc), then
    your cover will be blown straight away).


 Q: How and where do I permanently dispose of bodies?

 A: Not every mission has a place to permanently remove bodies from the prying
    eyes of all.  For the sake of being thorough, hereís a good list for your
    bad self.  Disposing of a body is as simple as dragging it over to the
    hazard and waiting for the appropriate command to appear.

    A Vintage Year: There are vats of tasty vino sitting in the cellar, just
      going to waste.  How can we rectify this injustice?  We can dispose of
      bodies in them, as to what that will do to the taste, who knows?  Apart
      from this unorthodox method, there is also the harbour.

    A New Life: You can throw people down the manhole at the start (try it on
      the Jogger, if you like) or you can bundle people into the trash
      compactor at the back of the garbage truck (just like in the Turtles
      movie), closing the lid or waiting for a little while will activate it.

    You Better Watch Out: Basically, you just have the the harbour, push and
      throw people in to make them disappear for good.

    Death on the Mississippi: You have two choices in how you dispose of
      people.  The most common way is to just push people overboard and into
      the gator-infested waters of the Mississippi; the second, much more
      entertaining way is to bundle people into the furnace in the engine room.

    Till Death Do Us Part: More fun with gators *grins*, the glades that
      surround Pappyís mansion are literally swarming with gators.  A corpse
      dumped in the water doesnít stay where it is for too long.

    A Dance with the Devil: Weíve had gators and now we have sharks!  You may
      not have noticed this, but Vaanaís pyro state is actually set above a
      shark tank, youíll need to go down onto the dance floor to see some
      sharks, though.

      They're supposed to Great White Sharks, but to date, only one has ever
      been kept successfully in captivity, due to their habit of dying (worldís
      most dangerous predator, but as sickly as hell).


 Q: Why is it that when I kill my targets with accidents, on the end of mission
    screen - it says they were murdered?

 A: To be honest, there is no "committed suicide" or "tragic accident"
    headline.  It seems a little odd that the manual points out that you can
    "use veil of suicide to push people from high places," because you simply
    canít do that.


 Q: How do I make more money?

 A: There are five simple rules to follow when making money...

 1: Always retrieve your suit and any custom weapons that you take with you.
    You wonít make any money, but you will save yourself a $5,000 penalty per
    item left behind (a maximum of a $20,000 penalty).

 2: Achieving a Silent Assassin rating will earn you a $150,000 bonus.  Each
    time you re-attain this rank , you will receive the difference between the
    Professional and Silent Assassin ranks ($50,000).

 3: Minimising casualties will keep your clean-up bonus at zero - it's a $5,000
    penalty for every Civilian or Policeman killed.

 4: Be a speed demon, the faster you can complete a mission, the greater the
    bonus you will earn.

 5: Donít spend unnecessarily, avoid Intel and bribes altogether.  If you need
    to lower your notoriety, do it the hard way.  When purchasing weapons and
    equipment, try to avoid incremental upgrades (e.g. Flak Vests or Scopes) as
    you will be better off saving up for the final (and the best) piece of
    equipment.  It's no great exaggeration to say that this alone can save you
    a few million over the course of a game.

    The manual says that there are safes to rob and pillage for some extra
    cash - would you be surprised and amazed to hear that it's a load of old
    goat?  Not surprised, eh?


 Q: Why can't I achieve a Silent Assassin rating?

 A: You didnít follow the rules did you...?

 1: Leave no witnesses (Civilians/Police can be killed using accidents without
    affecting your rating).  Also, make sure to avoid CCTV cameras, if that
    can't be done, make sure you retrieve the Videotape.

 2: Always hide or dispose of bodies, if a body is discovered, it wonít always
    stop you getting a Silent Assassin rank (like bodies from accidents, but
    if it blows your cover, it WILL prevent a Silent Assassin rating.

 3: Avoid excessive violence, if youíre going to use a firearm to eliminate a
    target, use head-shots, as theyíre the 'least violent' method.

 4: Avoid using methods that create a lot of noise, explosions are cool but
    they can raise your noise rating, even a little means no Silent Assassin
    rank.  By the same standard, avoid using firearms that arenít fitted with
    a Silencer (it is possible to get away with using them, but it's rare).

 5: Donít leave your suit or any custom weapons behind (Expert and Pro only).


 Q: How do I change what the papers say at the end of each mission?

 A: --- How You Finish People ---

    Depending on how you finish your targets or any other character, you will
    alter the story accordingly.  Killing someone with an accident or with a
    melee weapon (with the exception of main targets) will always result in a
    "mysterious death" or "further examination," etc.  This is also used when
    you have killed a great number of people but the method hasnít attained
    priority (i.e. you killed more using another method, that means it has
    attained priority and warrants a full description).

    If you kill a majority of targets with silent kills, the Police will
    "insufficient evidence to profile" you - depending on what kind of silent
    kill you perform, itíll be listed accordingly.  When using guns, the
    story is dictated purely by how many shots have been fired and how many
    hit (head-shots are duly noted), what type of gun was used, and whether it
    was silenced or not.

    Depending on how good you are, the paper will make its own assessments
    about your ability ("an experienced shooter with limited skill," etc).
    Killing large amounts of people with 100% accuracy and a silenced weapon
    will result in comparisons being made with the legendary 47 himself.


    --- Who and How Many You Kill or Injure ---

    Depending on who and how many you kill, theyíll be listed under, "caused X
    number of additional deaths" (it's usually directly linked to your rating,
    but not always).  Itíll then list who you killed exactly, e.g. 3 innocent
    bystanders, 2 hired members of security, etc.  If you shoot or stab
    someone without killing them, they will be listed under, "surgeons are
    trying to save the life of..."

    The interesting bit is that it sometimes throws in a little extra info,
    like whether or not the target knew them or that they specifically worked
    for them.  Main targets that are technically 'not supposed to exist' will
    not be mentioned, or will simply be put down as "unknown" (like the Albino
    assassins, Mark Jr. and Mark III).


    --- Who or What You Leave Behind ---

    If you left any witnesses behind, itíll mention that "X number of
    witnesses that fled the scene are being questioned" - leaving witnesses
    alive will also add a 'supposed likeness' of you to the front page (I say
    "supposed," but Iíve had everything from Napoleon to Sawyer from Lost).
    Leaving behind your suit and weapons will be noted as "evidence" (means
    nothing really).


    --- Where You Go and What You're Wearing:

    Taking a costume and then trying to enter a restricted area or having your
    cover blown will result in you being referred to as a "chameleon," due to
    your frequent changes of clothes (duh).  Also, what youíre wearing seems to
    directly affect the description given by witnesses (47 was wearing the
    Santa suit when a Barry Burton look-alike appeared in the paper).  Some
    outfits are better at obscuring your features than others, each one will
    affect the description given in a different way.


 Q: What are the other rankings... ya know, rankings?

 A: Okay, for your eyes only... yeah, and anyone else reading, too.  Remember,
    folks, some ranks are separated by teeny tiny amounts, so you may not be
    able to get the one you want on the first few tries.


  [A] ...

     Armed Madman: (noise: 6 - violence: 6 - $0).  You have to be ever-so
       slightly righteous here and not kill anyone that's unarmed, I guess if
       Civilians arm themselves, they become a legitimate target.

     Assailant

     Assassin


  [B] ...

     Beelzebub

     Berserker


  [C] ...

     Cleaner: (noise: 3 - violence: 2 - $15,000).  If you kill your targets
       with the RU-AP Mine and cause a teeny little bit of collateral damage
       (innocent bystanders), everything will work out.

     Clumsy Killer

     Contract Killer: ($5,000).  Like with the 'Cleaner' rank, plant some bombs
       and take out your target and a few innocents, just don't blow your cover
       or leave any witnesses or bodies to be discovered.


  [D] ...

     Deranged Slayer: (noise: 2 - violence: 6+ - $15,000).

     Dr. Death: (noise: 2 - violence: 6 - $100,000).


  [E] ...

     Electrocutor: ($100,000).  Using the Stun Gun a lot is the order of the
       day, I think it may help if you don't blow your cover.

     Eraser: (noise: 1-2 - violence: 3-4 - $15,000).  As a general rule, I used
       the Tactical SMG to waylay my targets; witnesses don't matter, keeping
       your cover doesn't matter, and eliminating Guards/Police doesn't matter,
       just don't get too carried away and overdo it.

     Exhibitionist

     Expert

     Evil Eye Gouger: ($100,000).  Stab lots of people with a Screwdriver, go
       on, do it *looks away*.


  [F] ...

     Fierce Offender

     Frenzied Fire-Fighter: (noise: 4 - violence: 6+ - £55,000).  Have you ever
       really wanted to batter lots of people with a Fire Extinguisher?  Good
       for you (I think).


  [G] ...

     Gangster: (noise: 4 - violence: 0-2 - $25,000).

     Garrotteer

     Ghost: (noise: 0 - violence: 2 - $50,000).  Don't get caught and don't
       leave any bodies behind.


  [H] ...

     Hired Killer: (noise: 0 - violence: 2 - $75,000).  Basically, just kill
       anyone, anyway you want, just so long as you don't exceed 2 violence.

     Hitman: (noise: 0-1 - violence: 0 - $100,000).  You need to use a silenced
       pistol, leave no witnesses or bodies to be discovered.

     Hoodlum: (noise, 1 - $75,000).


  [I] ...

     Insane Florist: ($100,000).  Can you waste people with the Hedge Cutters?
       Of course you can - get to it, baby.

     Insurance Agent: (noise: 2 - violence: 0 - $100,000).  You need to kill
       lots of people with accidents and make sure you make some noise,
       otherwise you'll just net yourself a Professional rank.

  Invisible Killer


  [K] ...

     Killer: (noise: 4 - violence: 5 - $5,000).  Only kill Guards and other
       armed security.  If you need to eliminate witnesses, you can.


  [L] ...

     Lean Killer: (noise: 1-3 - violence: 5 - $10,000).  Kill people using a
       gun that isn't silenced, avoid witnesses, and kill at least a dozen or
       so people in total.

     Loose Cannon: ($15,000).  Kill plenty of armed Guards and leave plenty of
       bystanders in a critical condition (use the Air Rifle for the last bit).

     Lunatic: (noise: 5-6 - violence: 4 - $5,000).  Kill a dozen or so armed
       Guards and have some bodies discovered, oh yeah, and you need some
       witnesses.


  [M] ...

     Mad Butcher: ($15,000).  Just go crazy and kill scores of people and leave
       plenty of witnesses.

     Madman

     Maniac

     Mass Murderer: (noise: 6 - violence: 8+ - $0).

     Messy Murderer: ($0).  Knock everyone out except your targets (kill 'em
       with only accidents), leave lots of witnesses, and get caught on CCTV.

     Mobber

     Mugger

     Murderer


  [N] ...

     Needle Pumper


  [P] ...

     Perpetrator: (noise: 4-5 - violence: 1 - $15,000).  Simply sprint up to
       your target and kill them without even thinking twice about it.

     Phantom Killer: (noise: 1 - violence: 3-4 - $25,000).  Leave no-one to
       tell on you (yeah, you know what I mean).

     Piano Man: ($90,000).  Kill scores of people using the Fiber Wire.

     Prince of Darkness

     Professional: (noise: 0 - violence: 1 - $100,000).

     Psychopath: (noise: 5 - violence: 6-7 - $0).  Kill squillions of people
       and be indiscriminate about it.


  [R] ...

     Raging Blue-collar: (noise: 5 - violence: 6+ - $40,000).  Go to town with
       the Hammer in a completely nasty, yet stealthy way.

     Russian Hare: (noise: 3 - violence: 6+ - $75,000).  The Sniper Rifle is
       the order of the day, make sure you're packing something that makes some
       noise - every shot must (pay attention) be a head-shot.


  [S] ...

     Serial Killer: (noise: 0-1 - violence: 6+ - $5,000).

     Shadow Killer: (noise: 0 - violence: 3-4 - $50,000).  The secret to this
       one is to be violent and stealthy.  How?  The Fiber Wire can add to the
       violence rating quite a bit when used on Civilians.  Do bodies matter?
       To me, the rank seems more likely with one discovery than it does with
       none (although, I have gotten the rank with no bodies, just less often).

     Silent Assassin: (noise: 0 - violence: 0 - $150,000).  Avoid any
       unnecessary kills, don't have a cover blown, and don't have any bodies
       discovered (although, target bodies and bodies that are discovered after
       accidents are okay).  On Expert and Professional settings, you must
       finish the mission with your suit (and with any custom weapons that you
       brought with you).

     Slugger: (noise: 2-3 - violence: 6+ - $55,000).  On 'A New Life,' grab the
       Baseball Bat from Vinnie's garage and kill everything (but not the dog,
       even Mike Penance has his limits).

     Skull Splitter: ($100,000).  Get mad and bad with Hammer - waste as many
       people as you can with the Workman's favourite.

     Sociopath: (noise: 0 - violence: 10 - minus $60,000)

     Specialist: (noise: 1 - $75,000).

     Stalker: (noise: 0 - violence: 1-2 - $75,000).  Eliminate your targets and
       anyone who is foolish enough to try and stop you.  Make sure that there
       are no bodies discovered and that you have no covers blown.  Witnesses
       are a no-no.

     Sushi Chef: (noise: 3 - violence: 6+ - $100,000).  Overuse of the Kitchen
       Knife is the only way to be a true Sushi Chef (it's hardly fish that
       you'll be filleting, if you savvy).

     Swashbuckler: ($100,000).  Go all shiver-me-timbers down on the dance
       floor on 'A Dance with the Devil' with the Cane Sword for this pirate-
       like reward.


  [T] ...

     Terrorist: (noise: 4 - violence: 6 - $0).  Kill a few armed Guards without
       the aid of a Silencer and leave one or two witnesses.

     Thug: (noise: 5-6 - violence: 1 - $15,000).  Go and kill a small amount of
       people (anyone you have a mind to) - witnesses are groovy.


  [U] ...

     Undertaker: (noise: 1 - violence: 5 - $75,000).  Kill 15 or more people
       using only silent weapons and leave no-one to tell.


  [V] ...

     Violent Criminal: (noise: 2 - violence: 6+ - $5,000).  Keep your
       statistics low (i.e. the number of bullets fired, etc), but you are
       allowed to leave a high amount of witnesses.

     Violent Thug


 Q: Why am I getting witnesses when I've been so damn careful about things?

 A: Youíre experiencing what is known as 'phantom witness syndrome.'  Ever-so
    occasionally, youíll do something or kill someone in a way that the AI
    deems to be 'impossible,' and as such, itíll magic up a witness report
    (or allow people to see through walls and doors in order to find bodies).
    If the game wants to throw a spanner in the works from time to time, then
    there is very little you can do about it, bummer, eh?


 === Questions About Weapons ===

 Q: When I take a weapon to the exit, it wonít let me keep it, why?

 A: Melee weapons, like the Kitchen Knife, Stun Gun, Baseball Bat, etc. cannot
    be collected.  Incidentally, you canít keep any weapons taken to the exit
    of 'Death of a Showman' or 'Requiem.'  Also, while weíre at it, certain
    firearms, like the WWI Pistol and the Custom 1911 also can't be collected.


 Q: Why can't I retrieve my knife from its target, you said I could?

 A: Admittedly, you either can or you canít; I think it's all about whether you
    move the body before attempting the retrieval.  Another sure-fire way of
    losing your knife is to take the victimís clothes while they have it in
    them, youíll still see the knife, but itíll become permanently lodged.


 Q: How do I collect the larger weapons (example: Shotgun) without having to
    complete the same mission several times?

 A: You see those ICA Cases scattered throughout the missions?  They work both
    ways, placing a weapon inside the case will mark it for retrieval once the
    mission is over.  You wonít always be able to get away with it, but it
    should help you out more often than not.


 Q: Why can't I shoot through doors?

 A: Hmm... it all depends on what ammo the gun takes.  Heavy ammo, like Magnum
    rounds, Armour Piercing rounds, and Bull ammo, can shoot through wooden
    doors with ease.  Regardless of their power, they still can't shoot through
    steel doors, though (Armour Piercing rounds that can't pierce armour).


 Q: You missed a weapon on Curtains Down, the Mark III Rifle, do I win?

 A: It's true that there is a 'Mark III Rifle' thatís carried by the 'Guards'
    in the execution scene, but it's totally fake, a lifeless piece of wood
    that canít even fire blanks (you canít even draw it, it remains permanently
    holstered).  Nice try, though.

    However, there is a genuine Mark III Rifle that can be had by entering the
    'All Weapons' Action Replay code, because this is the only way to get it, I
    wonít be including it in the weapons section.  However, it does seem to
    have a place in the Hideout (between the Shotgun and M14 Grand), so maybe
    itíll turn up.


 Q: What is the difference between a single and a double-action revolver?

 A: The difference between a single-action and a double-action revolver is how
    many moves it takes to fire it - you savvy?  With a single-action revolver,
    you need to manually cock the hammer before the trigger can be pulled.
    With the double-action revolver, an extended pull of the trigger will
    automatically cock the hammer and release.  One should be faster than the
    other, (in Blood Money) that doesn't seem to be the case.


 === Questions About Missions ===

 --- Death of a Showman ---

 Q: Is it possible to score a Silent Assassin ranking?

 A: Ah, well, it IS possible, but the only way to do it is finicky and rather
    horrid.  It involves grabbing the hidden TMP from the start of the mission
    and then making excessive use of the Coin or SLP.40 to lure people from
    rooms to knock them out.  It also requires the use of a highly unreliable
    tactic, basically, using the Dragunov to distract the snipers on the roof
    of the office (remember, it isnít silenced and someone may hear it).


 --- Curtains Down ---

 Q: How come I can't access the Rat Club with my Keycard?  I keep getting the
    "invalid card" message whenever I try.

 A: Hey, thatís speed readers for you, if you keep getting the "invalid card"
    message, thatíll be because youíre trying to open the light control room.
    The Rat Club door is also located on the second floor, but it can only be
    accessed via the stairs near the dressing rooms.


 --- Flatline ---

[Q] Why should I wait until near the end before I kill the targets when I can
    do it straight away?

[A] The reason you should save the targets until after youíve been briefed is
    because occasionally, the game will fail to recognise the optional targets
    as legitimate targets and you may well end up ruining your ranking.


 --- The Murder of Crows ---

 Q: Can I run out of time, will the Politician actually be assassinated?

 A: Yup, if you leave all three alive for long enough, the Politician will have
    an extra large hole where is face used to be.  Angelina is the spotter,
    Raymond is the sniper, and Mark Purayah Jr. is there to finish the job
    should Raymond fail.  The hit will not go down until the payment is placed
    safely on Mark Jrís desk, if the chain of payment is broken (i.e. you blow
    Raymondís head off or waylay the Delivery Bird), the hit wonít go down as
    planned.

    If the payment is successfully delivered and Mark Jr. and Raymond are
    killed soon after; their femme fatale friend, Angelina, will finish the job
    at knifepoint (eventually).


 --- A Dance With The Devil ---

 Q: Is there a way to avoid the totally melodramatic showdown with Maynard John
    in the torture chamber?

 A: Well, there is, but it's an incredibly tricky thing to do.  The gist is
    that when Maynard leaves the bar to watch Vaana perform, youíre supposed to
    sneak behind the bar and poison his glass.  The tricky bit is all in the
    timing, it's virtually impossible with all the party-goers and Hell Guards
    scattered everywhere.

    The stupidest part of this method is that there tends to be a glitch where
    Maynard actually starts his conversation with you (and walks away) while
    youíre near the bar - when he isnít anywhere to be seen.


 --- Amendment XXV ---

 Q: Is there any way to avoid the battle with Mark III?

 A: Yeah, make fun of his name until he dies of embarrassment, well thatís what
    I would say if his surname wasnít so hard to find a rhyme for.  Seriously,
    there is a way to avoid fighting him, but itíll wreck your chance of a
    Silent Assassin rating.  When youíre out on the lawn, you can take a sneaky
    peak through the Oval Office window; when Mark Parchezzhi sees you looking,
    heíll take off and hide in the adjoining room (the square one on the map).

    If you go about things like normal, you can plant a bomb-shaped present in
    the aforementioned 'square room,' just head back to the window and heíll
    run right into blast range.


 === Questions About This Guide ===

 Q: Can I use your guide on my site?

 A: As of this moment, no you cannot host my guide.  Why?  Because I believe
    that the number of sites that Iím allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ-reading public.


 Q: I have this guide, would it be okay if I used a part of yours?

 A: *Chokes* part of mine?  What would be the point of that?  You can use my
    guide as reference for all the things that I canít own (i.e. facts), but
    you canít go lifting entire paragraphs, even if you credit me for it.
    Just read the copyright notice at the top of this guide, and then think
    twice before 'borrowing' anything from me.


 Q: If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

 A: You could take it, turn it sideways and shove it... *ahem* just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, youíll
    win a cookie, a kudos cookie (great on calories, lousy on taste).


 ==============================================================================
      Credits and Outro                                              08.00
 ==============================================================================

     Everything has well and truly been found and everyone has well and truly
been assassinated (ya might wanna do something about that pile of bodies), and
with style, too (can't often say that).

I've been Mike Penance (still am), and this has been the Hitman: Blood Money
- Walkthrough and FAQ.  It has been fun, well kinda.  If you have anything that
you want to send or ask me, then feel free to do so, because as far as I'm
concerned, contributions are still welcome (and credit is still given).

And remember, there never really is an end to things like this, just hiatus.
I will return to this guide at some point (hopefully later rather than sooner),
and I promise you one thing - Iíll bring the strippers next time, just so long
as you bring the booze...


 === Special Mentions and Thanks ===

  Andy: He had kindly informed me of the 'Naked Bayou' Easter Egg an eon ago,
    but me being a lazy sod, didn't get around to adding it until now
    [6. Cheats, Codes, and Easter Eggs].

  Angus Hiscoe (Gus): For clarifying a few things concerning my deep-seated
    fear of gas appliances on 'Flatline.'  The exploding stove indeed does not
    add to the noise rating in any way.  Also for sending me his rather
    interesting take on the mission itself.  And for convincing me that I
    should highlight the fact that weapon upgrades are affected by your
    rankings [4. Weapons].

  Wiley Miester: For pointing out that Angelina Mason can in fact be a
    murderous little cow and assassinate the Politician in 'The Murder of
    Crows' [7. Frequently Asked Questions - Questions About Missions].

  The layout of this guide is based upon the layout used by Dalez in his Breath
    of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html].

     If for some strange reason, you would actually like to thank me, feel free
to pay me a visit and leave a comment [http://mikepenance.tumblr.com] and
pledge to serve as my vassal - too far?  Well, just sign it and leave out the
"serving me for all eternity" bit (if you like).


-------------------------------------------------------------------------------
No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes, sir, understood.
-------------------------------------------------------------------------------

===============================================================================
     Hitman: Bloody Money (C) 2006 IO Interactive
          Hitman: Blood Money - FAQ/Walkthrough (C) 2012 Mike Penance
===============================================================================