****************************************************************************** Hitman: Absolution Hard Mode Stealth Walkthrough ****************************************************************************** ============================================================================== Introduction ============================================================================== This is a guide written to help players through Hitman: Absolution on the "Hard" difficulty setting. Please be aware this does NOT cover "Expert" or "Purist" modes, as I have no experience with these difficulties as of this writing. This is also NOT a full guide; controls are not explained unless appropriate, nor is much else beyond what a player might need to know for the Hard difficulty setting. This guide will go through a few of the in-game challenges along the way, but that's about it. All difficulties are available immediately. Although this is shown in the game, Hard mode includes: -Instinct depletion does not regenerate over time -There are no Instinct hints -There are additional enemies with improved reaction times The first two are not that big of a deal. No Instinct hints can be problematic if you have never played through the game before, but that is what this guide is for. Since there are additional enemies, methods that may have worked on Normal or Easy may not apply on Hard. I prefer to run this game similar to the Metal Gear Solid series: minimum kills and alerts (preferably none). There are moments that I feel the player is forced to subdue a NPC, for a disguise and whatnot, but my guide tries to keep it fairly clean. Be stealthy, be careful, take your time, and be expected to reload a lot of checkpoints. So once more: **This is a stealth focused guide** This game does give options, and because of that it may be possible to simply run-and-gun and be fine. I have not done this however, so I cannot make any comments about it. This guide is simply how I approached and finished Hard mode. ============================================================================== Table of Contents ============================================================================== You can quickly jump to a section you are looking for by copying the section number on the far right, opening the search function (CTRL+F) and pasting it in the search box. Legal Stuff (0.20) About this Guide (0.40) Before you start (tips and advice) (0.60) Walkthrough (0.80) Mission 1: A Personal Contract (1.00) Mansion: Ground Floor (1.10) Mission 2: The King of Chinatown (2.00) Chinatown Square (2.10) Mission 3: Terminus (3.00) Terminus Hotel (3.10) Upper Floors (3.20) Mission 4: Run for your Life (4.00) Burning Hotel (4.10) The Library (4.20) The Library: Checkpoint 1 (4.21) The Library: Second Floor (4.22) Interlude (4.30) Rooftops (4.40) Shangri-La (4.50) Shangri-La: Checkpoint 1 (If at Option 2) (4.51) Train Station (4.60) Train Station: Platform A (4.61) Train Station: Metro Station Building (4.62) Train Station: Platform A - B Connecting Bridge (4.63) Train Station: Platform B (4.64) Mission 5: Hunter and Hunted (5.00) Courtyard (5.10) Courtyard: Checkpoint 1 (5.11) The Vixen Club (5.20) The Vixen Club: Target Elimination (5.21) Escape to the Second Floor (5.22) Dressing Rooms (5.30) Derelict Building (5.40) Derelict Building: Checkpoint 1 (5.41) Convenience Store (5.50) Convenience Store: Checkpoint 1 (5.51) Loading Area (5.60) Chinese New Year (5.70) Chinese New Year: Target Elimination 1 (5.71) Chinese New Year: Target Elimination 2 (5.72) Chinese New Year: Target Elimination 3 (5.73) Mission 6: Rosewood (6.00) Orphanage Halls (6.10) The First Fuse (6.11) The Second Fuse (6.12) Orphanage Halls: Checkpoint 1 (6.13) The Third Fuse (6.14) The Fourth Fuse (6.15) Getting to the Fuse Box (6.16) Central Heating (6.20) Central Heating: Target Elimination (6.21) Mission 7: Welcome to Hope (7.00) Great Balls of Fire (7.10) Mission 8: Birdie's Gift (8.00) Gun Shop (8.10) Stealing the Silverballers (8.11) Getting to the Safe (8.12) Mission 9: Shaving Lenny (9.00) Streets of Hope (9.10) Streets of Hope: Target Elimination 1 (9.11) Streets of Hope: Target Elimination 2 (9.12) Streets of Hope: Checkpoint 1 (9.13) Streets of Hope: Target Elimination 3 (9.14) Barbershop (9.20) Barbershop: Target Elimination 1 (9.21) Barbershop: Target Elimination 2 (9.22) Barbershop: Pacifying your Primary Target (9.23) Mission 10: End of the Road (10.00) Mission 11: Dexter Industries (11.00) Dead End (11.10) The Backup Security System (11.11) Getting to the Mill (11.12) Old Mill (11.20) Descent (11.30) Descent: Checkpoint 1 (11.31) Factory Compound (11.40) Factory Compound: Checkpoint 1 (11.41) Factory Compound: Checkpoint 2 (11.42) Mission 12: Death Factory (12.00) Test Facility (12.10) Test Facility: Target Elimination (12.11) Test Facility: Checkpoint 1 (12.12) Decontamination (12.20) R&D (12.30) R&D: Target Elimination 1 (12.31) R&D: Target Elimination 2, Checkpoint 1 (12.32) R&D: Checkpoint 2 (12.33) Mission 13: Fight Night (13.00) Patriot's Hangar (13.10) The Arena (13.20) Mission 14: Attack of the Saints (14.00) Parking (14.10) Parking: Target Elimination 1 (14.11) Parking: Checkpoint 1 (14.12) Parking: Target Elimination 2 (14.13) Reception (14.20) Reception: Target Elimination 1 (14.21) Reception: Target Elimination 2 (14.22) Reception: Getting to the Exit (14.23) Cornfield (14.30) Cornfield: Target Elimination 1 (14.31) Cornfield: Checkpoint 1 (14.32) Cornfield: Target Elimination 2 (14.33) Cornfield: Target Elimination 3 (14.34) Mission 15: Skurky's Law (15.00) Courthouse (15.10) Holding Cells (15.20) Prison (15.30) Mission 16: Operation Sledgehammer (16.00) County Jail (16.10) County Jail: Checkpoint 1 (16.11) Outgunned (16.20) Outgunned: Checkpoint 1 (16.21) Burn (16.30) Hope Fair (16.40) Outskirts (16.50) Mission 17: One of a Kind (17.00) Mission 18: Blackwater Park (18.00) Blackwater Park (18.10) You can Manage (18.11) The Penthouse (18.20) Mission 19: Countdown (19.00) Blackwater Roof (19.10) Blackwater Roof: Checkpoint 1 (19.11) Mission 20: Absolution (20.00) Cemetery Entrance (20.10) Burnwood Family Tomb (20.20) The Crematorium (20.30) The Crematorium: Target Elimination 1 (20.31) The Crematorium: Target Elimination 2 (20.32) The Crematorium: Target Elimination 3 (20.33) Contact Information and Version History (21.00) ============================================================================== Legal Information (0.20) ============================================================================== This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. You may use sections of this guide without my permission, provided you give full credit to me and cite/reference it properly by providing a link to the full guide. You may not uplift the guide in its entirety without my permission. The only site that is currently allowed to host this guide is: -GameFAQs (www.gamefaqs.com) It is only allowed here because...well it's the only guide site I use. If anyone sees it anywhere else, please let me know via a private message through GameFAQs (it is free to sign-up). The guide was fully written by me, without any help from any other guide; this work is entirely my own. ============================================================================== About this Guide (0.40) ============================================================================== As stated above, this is a stealth guide. Your goal is to finish Hard difficulty on every mission without being spotted, and kill only your elimination targets. This means that you are not allowed to kill any guards or civilians. So obvious question: Why exactly do this? Well there are a few reasons: -Trophy hunters need to complete the game on "Professional" difficulty for a trophy, and you may not want to engage in combat at all times. -Trophy hunters will also need to finish 100 challenges. There are by no means a lack of challenges to complete, but there is an "Infiltrator" challenge for each mission. The requirements for this challenge is to complete each section of the mission without being spotted. -It provides a decent challenge. Those that enjoyed other stealth games like the Metal Gear Solid series, Dishonored, and/or Deus Ex: Human Revolution may want to attempt a no alert/minimum kill playthrough. -Because you can. Now this may seem a little ridiculous to some, but just having the option to ignore combat completely and do things in a stealthy manner says something about how the game/missions were designed. It doesn't necessary mean it's done *well* but it does mean that the designers were trying to think creatively, and I for one appreciate that. I think it takes a lot more fine tuning when you're giving the player options, which shows some dedication (which we need more of this generation). Because there is a lack of a compass, giving directions can get a bit difficult. Since this will be on Hard, and dealing with guards becomes more obnoxious, it also may require a lot of specifics. Thus, you may find this guide to be really descriptive-heavy. I just find it necessary; I do not know who is going to happen across this guide (what part they will be on, what their intent is, etc.), so I want to try to account for everyone as best I can. I need to be detailed to describe how I did things: where I was crouched, where I throw things, etc. Sometimes it may seem a little obvious to some, but if it is to you, it doesn't mean it's that way to everyone. Because of the heavy description, I had to break up sections into sub-sections (as you could obviously see from the long Table of Contents), to make it an easier, more organized read. These sub-sections are made up by me, not by the game, so keep that in mind. ============================================================================== Before you start (tips and advice) (0.60) ============================================================================== There will be some weird looking box-like sections that start with either: --Option-- !!Important!! **Special Note** --Option-- obviously indicates a choice, or the game kind of plays out differently and you can approach the situation in a couple of different ways. Read your options and follow with what you need/like. !!Important!! if you ever come across this box, OR SOMETHING IN CAPS, it's probably important. It's meant to emphasize that it's a risky section, or a place you may easily get spotted, so you need to be extra careful. **Special Notes** are just that, notes. They might give some extra information that may not be 100% important, but you probably should just be aware of them in case something goes wrong. Just some advice on gameplay: 1) You should almost always be crouched. Being crouched is important because not only does it help to break line-of-sight from guards, but awareness (the yellow arrow/meter that comes up when someone notices you) raises a lot slower in comparison to standing. The only thing to note with crouching is that sometimes (mostly when you are disguised) you get asked to stop crouching or "stop acting strange" or whatever. Do not test them for too long if you can't get out of sight from them; it takes a little while (about a minute) but your disguise will be blown if they still can see you and you do not comply. 2) Disguises are very important. Whenever you see a new guard/NPC with a disguise (you can check your challenge list for the mission to get an idea of what disguises there are on a level), I almost always direct you to get it. Disguises allow you to move into restricted areas, and only the guards/npcs that share your disguise will raise their awareness. The best aspect however, is that in comparison to just wearing your suit, awareness raises slower (or at least seems to). 3) If you're new to a mission/area, you should always be aware of your health bar in the lower left corner of the HUD. If you ever see a "!" in a yellow triangle around it, that means you are trespassing or doing something (like stashing a body), that if spotted, will skyrocket the awareness meter. 4) Stashing bodies: Now *sometimes* this is completely unnecessary, but I like to do it regardless because it's just habitual and it is overall safer if you can manage it without getting spotted. If you just leave a body somewhere it's possible you'll upset the enemy AI, and sometimes they start moving in new patrols. If you can't stash, I'll direct you to move the body out of sight most of the time. 5) Radar is your BFF. It doesn't show much, but it's better than nothing. A white colored icon is an important NPC (typically a guard) that is on the same floor/elevation as you are. If the icon is in grey, that means they are on a different elevation. For the icon itself, the point indicates the way the NPC is facing. 6) Items: Further into the guide you'll notice I start distracting guards by throwing the random items you come across. Try to keep one on hand at all times just in case, but I'll point them out to you if I feel like you need one. ============================================================================== Walkthrough (0.80) ============================================================================== A few things before I start: 1) This is *mostly* spoiler free. Obviously there will be some minor spoilers as to what areas you will be in if you read ahead, but there is nothing in this guide that should spoil the story too much. 2) This guide will NOT cover collecting Evidence. The only reason why I don't is because there are a few spots that picking up Evidence might get you spotted, which I try to avoid. 3) Just to re-emphasize: This is just how I did it. It doesn't necessarily mean that this is the only way, and it's possible there may be an easier way (or I did something unnecessary). However, I did try multiple times to find different routes to find the easiest way. Most of the time you don't have to worry about split-second timing, and if you have to do something quick I point it out. I have double and triple-checked my own directions; I restarted almost each area multiple times to see how well they check out, and they seem to be okay (but you may not agree). ------------------------------------------------------------------------------ Mission 1: A Personal Contract (1.00) ------------------------------------------------------------------------------ The beginning of this mission doesn't really change much from Easy to Hard. It is meant to be a tutorial so you shouldn't really run into many problems. Follow the game's directions, remember there is a checkpoint in the Gardens, and I will pick up on Mansion Ground Floor. It may go without saying, but make sure you are wearing the "Mansion Interior Guard" disguise before heading into the Ground Floor. ++++++++++++++++++++++++++++ Mansion Ground Floor (1.10) ++++++++++++++++++++++++++++ As you enter, hopefully you'll have the disguise on, but you can probably make do without. You're going to want to head to your left as soon as you start but there is a guard coming down the stairs, so be mindful of that. Once he passes, head up the stairs and you should see a door leading to a bathroom. Head into the bathroom and pick up the Sleeping Pills next to the sink. Leave the room and go back downstairs into the kitchen, but keep crouched and take cover near the counter with the fish heads while you listen to the guard and chef converse a bit. Once the chef finishes preaching to the guard, the guard will leave. Stand up and when the chef is not looking, put the Sleeping Pills in the pot that is on the table in the middle of the kitchen (I think the prompt is "Drug Food"). If you did it quick enough he should taste it momentarily. Wait for him to meander around and pass out on a chair in the corner in the room. When he does, take the Chef disguise from him and drag his body into a freezer against a wall in the kitchen. Head out the exit near the Radio (there's also some First Aid on the wall) and take a left. You should see a bar, and you should also see a "Put Pills in Coffee" prompt as you approach the bar. Do so, and wait for the Security Chief to take a drink, then follow him until he passes out. Take his keycard, and then drag his body to a closet located in the room you are in. Head back to the kitchen and switch your disguise with the Mansion Interior Guard disguise, which should be next to wherever you were when you put on the Chef disguise. Head back upstairs to find the door that you need to go through, use the keycard, and you're done. There's not much left to this mission, so from here I'll consider it finished. ------------------------------------------------------------------------------ Mission 2: The King of Chinatown (2.00) ------------------------------------------------------------------------------ Note: This is a FANTASTIC place to get a really really easy "Silent Assassin" rank, for anyone who is interested in the trophy. Regardless of if you are interested or not, this is how I will be approaching this mission (as with my experiments I can't find any other way to finish it on Hard). ++++++++++++++++++++++++ Chinatown Square (2.10) ++++++++++++++++++++++++ From the start of the mission, just follow the alley until you get to the gate to the Square. As you enter, head straight, you should go down a flight of stairs, and see another flight of stairs to the left, head up them. At the top of the stairs you should see a very large pagoda, and an objective should be complete; King is currently located standing in this pagoda. Ignore him for now though and just keep heading straight, keeping to the left of the pagoda. There is an exit in the back (your view may be blocked by a food cart), head to this exit. As you exit you should see a chef doing some cooking in the distance, and a red lantern right in front of you. From here, go left and you should see a small truck with the words "Eazi Mart" on it, and just behind it are 3 cops. Stand around the cops and 2 of them should walk off after a little while. The last cop stays, but doesn't ever move, so just stay directly behind him, out of his view. Keep in mind the exit to the level is about 2 feet from where he is standing (the green door with the duck on it). Once you are behind the cop, just wait. It takes a little while (not too long though) but King will eventually come down here and "relieve" himself near the Lion statue/motorcycles that are in the corner, behind the cop. Have your fiber-wire equipped, and when King is busy, Garrote him. IMMEDIATELY DROP him, simply walk over to the green door about 5 feet away from you, and exit the level. Mission complete, easy trophy. ------------------------------------------------------------------------------ Mission 3: Terminus (3.00) ------------------------------------------------------------------------------ Things start to get more difficult from here on out. ++++++++++++++++++++++ Terminus Hotel (3.10) ++++++++++++++++++++++ From the start, just head straight to exit the alley. As you do, you should see the entrance to the hotel on the opposite side of the street, directly in front of you. Pan your camera left to see a purple/pink colored car and a street light, and head over to it. Once there, you should see a ladder that you can climb on, leading down into some sewers. Head down. Once down, there is a large pipe next to you that you can enter. Enter it and turn right, then head to the end. You should get a "Ledge" prompt that allows you to lift yourself up. Do so, and once you get up, you should see a hallway. Just to get you familiar with it, I have a few maps in this guide, here's the first: ------o * | ----o | | | | | -------------o o-------o < G ----------> | G = Guard ----------------o o----o -> = Where the guard looks/patrols | | S = Starting point | | * = Safe Cover | o----o | * | | S | o------o This is kind of how this area looks. Once you climb up, you should see a wall you can take cover. The guard takes a minute to start moving, but he does come into this small corridor about halfway down. You have options: -----------------Option 1: Going quickly------------------ Immediately after exiting the pipe, move through the corridor (crouched of course) and head up the stairs that are on the opposite side. BE AWARE that if you do this, as soon as you turn left at the top of the stairs you need to TAKE COVER against the INNER wall (denoted as the northern * on my map). --------------Option 2: Waiting for the guard------------- When you exit the pipe, just wait by taking cover on the wall directly in front of you (denoted as the southern * on my map). Simply wait until the guard turns around and then follow him until you know you can safely move up the stairs located in the connected hallway, on the opposite side. BE AWARE that you need to take cover against the INNER WALL as you turn left at the top of the stairs (denoted as the northern * on my map). ---------------------------------------------------------- Either way, at the end of this you should be crouched, taking cover against a wall at the bottom of a second flight of stairs. There is a NPC in the room at the top of the stairs that should be talking to another NPC. As soon as they stop talking and start walking off, head to the right into a small area with a chair in the corner. Looking at the chair, go left and up a few steps and you'll want to use the partitioned wall on your left as cover (the one with the drawer) as you head straight, to the opposite side of this area. As you approach the opening on the other side, take cover against this same wall, and watch for a guard in the distance with a flashlight. As soon as he turns around go down the steps and hook an immediate right. Go slowly as you enter, as there are two electricians talking in the adjacent room. You should see a Bottle here, on something like that kind of looks like an old stove. Take cover here, right next to the Bottle, and you should be out of line-of-sight from everyone. The square looking thing (it looks sort of fenced off) that the electricians are standing by is an elevator, and your exit. If you're looking at the elevator from the cover I told you to use, the button is on the left side (the side that is facing the large opening). *******************************Special Note*********************************** * Electricians (orange vest guys) will notice you, but don't care, so you * * will not be spotted if they see you. * ****************************************************************************** You need to be aware of two guards here. There is one with a flashlight that stops above the small staircase that is just beyond the elevator. The other walks by the large opening to the left (he has no flashlight). The one without the flashlight is a bit harder to spot since he has a long patrol route, so just pay attention to the guy at the top of the stairs, and wait until its clear on that end and hope for the best. It's a short walk, so just walk up, hit the "Call the Elevator" prompt, and then IMMEDIATELY go back to your cover next to the Bottle. You need to be back in that cover because there is a NPC that comes down the stairs right after you call the elevator. He'll stare at it for a few, then turn his back to you as he stands near the large opening, but he will turn around again to look at the elevator. So now you have 3 guards to pay attention to: 1) This new guy at the elevator. 2) The guy with the flashlight at the top of the stairs. 3) The guy that passes by the large opening on occasion. Once the coast is clear, just make a quick jump to the elevator once more and enter it using the prompt. Once you've entered, there is a checkpoint, and you're on to the next area. ++++++++++++++++++++ Upper Floors (3.20) ++++++++++++++++++++ You have a couple of options here, whether you want to get the disguise or not is up to you. The disguise will help for a brief period of time, but it is not necessary if you don't want it. However, if you want the safer route, I would recommend the disguise. ------------Option 1: If you want the Disguise------------ As soon as you start, you should see 3 guys talking directly in front of you. Pan your camera to the left and you should see a door right behind the guy on the couch; this is the door to the Restroom. Go into the Restroom and as you enter you should see a vent on your left. Use this vent but before exiting on the other side, make sure the maid is not there (she probably will be at first). Use Peek (L2) to get a better view. You don't have a view of the door from here, so it's kind of hard to tell when she leaves. You'll see her move towards the door, but wait for a just a little bit after she goes out of view. The problem is the door takes a second to close, and she can notice you if the door is still open as she exits. As soon as you drop down you should see the Janitor disguise on a shelf directly in front of you (it looks kind of like a white bag). Put it on, and exit the room. The maids shouldn't really bother you with this disguise, and you are free to exit this room normally. As you exit, turn left and head back to where you started (the elevator). The elevator should be on your right, and you want to continue straight until you pass it, and then turn right again. You should come to a hallway; there's a Wrench nearby, and further down you should see an opening with some candles by it. Since you are wearing the Janitor disguise, you will not be trespassing once you enter this area. Walk up to the speaker and choose to sabotage it. The guy in the room will come out and try to fix it, so head to the window at the end of the hall and just wait for him to come out. Once he does and has his back turned to you, walk into his room and turn left and you should see a window you can climb through. Do so and you will be at the exterior of the hotel. --------------Option 2: Without the Disguise-------------- As soon as you start, you should see 3 guys talking directly in front of you. Turn right, then turn right again to turn the corner to get into a hallway with a Wrench nearby, and an opening with some candles next to it. There also should be a maid near the end of the hallway, pay attention to her. Your destination is the opening with the candles, but you will be TRESPASSING if you enter. So you have to watch the single maid that patrols this route, she is the one that is currently in this hallway. She will stop and stare at this opening every once and a while. What you want to do is wait until she starts walking back towards the elevator, then quickly move into this restricted area. VERY QUICKLY sabotage the speakers, then head to the window and crouch down (there is a table nearby, not sure how much it helps). The guy in the room will come out, but you don't want to immediately head into his room; the maid will be showing up soon, if she hasn't already. Keeping crouched, and staying behind the table near the window, the maid shouldn't notice you, and the guy is too busy fixing the speaker. As soon as she turns to leave, you want to make your way into the room. As soon as you enter, turn left and head to the window that is open, crawl through it and you should be at the exterior of the hotel. ---------------------------------------------------------- Whatever you decided to do, you should be standing on a ledge outside of the hotel. Head to the right and you should see a stairwell you can climb on. Climb up, and you should see a checkpoint, activate it. Walk onto the next ledge, but don't go past the first window quite yet. This next part can get a little stressful. First off, there's a guy that patrols by looking out two windows, one of which is the one you are currently standing next to. As you are standing next to the window, try to survey the room; there is a piano, and your ultimate destination is just beyond it, straight ahead. There are also a few guards in this room, besides the one that looks out the windows. First thing you want to do is notice a particular guard within the room. As you are standing next the window, pan your camera to the right so you get a better view of the room (angle it so you can see a painting on the opposite wall), and you should eventually see a guard that stops in the middle of this room. This is the guy you need to be aware of, and **he always comes down as soon as the window guy leaves**. He will spot you and get very angry if you enter the room as he is looking. So here's how I did it, and it needs to be done in a VERY FAST SEQUENCE: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!! 1) Wait until the window guy leaves, then watch for the guard in the room. 2) Wait until the guard in the room turns his back, then IMMEDIATELY enter the room, and IMMEDIATELY crouch once you enter. 3) VERY QUICKLY head to the left of the piano. The guards may come very close to spotting you, but if you do it quick enough their awareness will drop back down. 4) PAY ATTENTION to the window guy, he should be passing the piano as soon as you get to the left of it. He should not spot you however. 5) As soon as you know the window guy has his back to you, head through the doorway you're right next to, there is also another guard in this next area, but he should start patrolling away from you as soon as you enter. 6) To the left should be a door, this is your exit. You have to pick the lock, and this is why you needed to be fast. The guard in this small area turns around and can spot you, but if you're fast you can get it done before he notices. So as soon as you enter this area VERY QUICKLY head to the door, pick the lock, and you're home free. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Once you enter the next room, there's a vent to the right to use. Listen to the conversation if you want, but if not just continue through the vent and its mission complete. ------------------------------------------------------------------------------ Mission 4: Run For Your Life (4.00) ------------------------------------------------------------------------------ +++++++++++++++++++++ Burning Hotel (4.10) +++++++++++++++++++++ As you start, just head straight through the doorway in the corner. You'll enter another room, and if you continue straight through this room, you'll see a window to exit out of. On the ledge, go right, and you can hop over the small gap in the ledge by just holding right, and continue on. Climb up the ladder onto the roof, and make sure you crouch once you're there. It's full of smoke up here, so you should be safe to just head down the stairs and straight into the first cover without alerting the cop (despite his awareness meter rising). There seems to be a bit of a glitch here with the first cop talking to someone on his radio. If you hear him talking before you get close to him (as you stand near the ladder) that means things are sequencing correctly. But if you are quick, or just simply reload the checkpoint and go straight to that first cover asap, sometimes he won't be talking, which changes his patrol (he will stand still). This is what seems to be the glitch, and I find it easier if he doesn't have his conversation so he just stands in place. But it may eventually get patched, or readers may want to do it legit, so I'll run two different options: -----------------Option 1: The normal way----------------- If you haven't reloaded the checkpoint at all, this first cop you see will be talking to someone on his radio. Once he is done he'll start his patrol route and he'll walk to the right. Change cover to the chimney looking thing to the right of where you are and hug it as you follow his movements. Someone should exclaim that the place is "going to collapse" or something, and he should start moving away from you. Keep tailing him but keep in mind there are other cops here so you may want to stick next to cover as best you can. As you follow the cop, you should be sticking to the right. Eventually you'll get to some cover that has 3 fans on the top of it, and right next to it there should be a Wrench (take cover on the side with the Wrench). Swap your knife for the Wrench. This is where it gets a bit tricky. Right next to where you currently are (near this 3 fan thing) you should see a railing surrounding the next area. This area also has some large piping going above it. You should also see a wooden/metal board standing upright, next to the railing. Go here and use it as cover. While here, you should take note of a few things: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! 1) There are a grand total of 4 cops in this next area: a) One is preoccupied with a door. b) One is patrols a path just below where you currently are. c) One patrols a path near the wall opposite of where you are. d) One is currently a bit out of sight, but he's off to the left. 2) Your exit is the doorway in between cops (b) (c) and (d). 3) There is another wooden/metal board off to the left, right next to a small set of stairs. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! So to start, cop (d) pointed out above is the most dangerous out of these patrols. Be VERY CAREFUL and maneuver yourself to the other wooden/metal board that is located right next to the stairs. You want to position yourself so you are taking cover on the part of this board that is FURTHEST from the stairs (or the part that is closest to the big pipe). The reason why is because of cop (d). Once you know you're safe, aim your wrench (L2) and pan your camera left. You should see another building with a glass sky roof on top of it. Throw your Wrench (R2) at this building. This will distract one of the cops, and which one that investigates depends on when and where you throw the Wrench. It shouldn't really matter though, as you just need one distracted to make a break for the door. Once one is distracted, get your timing correctly so the other two cops aren't looking at you, and bolt for the door. This opening may occur right after the other cop starts moving to the Wrench, so be on your toes. Once you're through the door, keep going and you'll be safe for a bit. Go open the next door, and you're on to the next area. ------------Option 2: If the cop isn't talking------------ If you reload the checkpoint and bolt straight to the first cover you see, sometimes (most for me) the first cop won't talk into his radio. As a result, the whole sequence of events kind of gets thrown off. This changes patrol routes and kind of makes the last part easier, but also as a result there are more cops patrolling the middle part of this area. Anyway, from that first cover, you should see the first cop. He won't turn or move at all, or at least he shouldn't. Change cover to your right to a chimney looking thing, and move long it to the right. Always stick to the right here. There will be 2 cops patrolling back and forth as you move forward, but between cover and the smoke, it shouldn't cause you much problems. Continue forward (sticking to the right wall) and eventually you should hit some cover that has 3 fans on the top of it. There should be a Wrench on one side (you should be on this side), take cover here and watch the cop that eventually stops at the top of the stairs. These stairs lead down into a lowered area, where your exit is. The exit is directly across the stairs, on the opposite side. While you're here in cover, take note of your mini-map; there is a cop patrolling in the lowered area, but he's tough to see from here. So watch the mini-map and find your opening (the guy in the lower area will eventually turn his back). You need to evade the cop that stops at the top of the stairs, as well as this other cop that is in the lowered area. You need to be fast, but it's fairly doable. Make sure you head straight to the stairs; do not get caught on anything, and then as you walk down them just keep heading straight for the exit, don't stop. You might raise some awareness here, but if you're fast it should drop before they spot you. If you're having problems you can also switch your knife with the Wrench that you're next to, and throw it to hopefully distract one of these cops (use L2+R2). I didn't find it necessary to do this, but it might be safer. Once you are past the doorway, keep going and you'll be safe. Head to the next door, which leads to the next area. ---------------------------------------------------------- +++++++++++++++++++ The Library (4.20) +++++++++++++++++++ There are a couple of tough spots here. There are a lot of cops and you have to be extremely cautious. So start out by climbing down and using the wooden railing as cover. Head to the right first and go all the way to the end, but don't turn the corner. Wait until a cop moves up the stairs and turns his back to you. Subdue him, and take his disguise. Stash him in a closet that should be right next to you. In your cop disguise, get back to the wooden railing but this time head left, all the way to the end. Try to eye the area below you; there is a cop almost directly below you. Also notice a "Climb Down" option nearby. The cop below you will move in your direction, then turn to face the middle of the room. Once he's faced away, you'll want to climb down, and quickly take cover. When you can, climb down and as soon as you land, pan your camera around to see 3 bookshelves in the form of a "U" right next to you. Use this for cover, and do it quick. Fairly soon after you land one of the cops in the middle of the room will tell another (the one that you were above) to go "check over there" where you landed. If you're at this cover though, you're safe. Now before I go further, this is a bit difficult to describe, so another map may help: -- ------ ------------- D | | o- G ----o o----- o--o | G = Guard | \ / | | L = Landing (where you climb down) | o---o o o | | * = Safe cover | | | | | o------o D = Destination (cover) | | | | | S = Starting point | | | | | G | o---o o---o | | L | *| | | o----o | | G | S | | o---------------------- | o----o o------------------------ The "S" (in the U shape) indicates where you should be. The lone cop (G) in the northern part of the area won't ever turn to face you until you approach him, but you won't be going that way. Once the cop is done "checking" right next to you, pan your camera so you can see him turn away, as well as the other guard that is probably staring in your general direction. He will turn away momentarily. Once he has, move to the next safe cover, indicated by the * on the map. Once here, what you want to do is make a dash to "D", by maneuvering through the large middle area while the 2 cops in the area have their back turned. Now you can wait here a bit to play it safe, and in my trials I have never seen these two cops move much, but I could be wrong if you wait long enough. The third cop that was originally in this area has moved, so don't worry about him. From the * location, pan your camera to the left to see the general area of where you want to go; you're looking to be on the opposite side of that shelf with the white tarp (it's a tarp!) on it. The opposite side of this white tarp is denoted as "D" on my map. As you get there you may raise a cop's awareness, but you should also be right next to cover so if you are near it, it will drop. If you're in the spot you should be, you should see a cop directly in front of you, messing with an electric panel (he'll start complaining). Wait until he's done and he will walk over and talk to the cop on the left. These two shouldn't move. Next, hug your cover and move to the right, until you're using a body container as cover. From here, you should see a cop that has a short patrol from the container to an area only a few feet in front of it. Pan your camera to the right, and see a staircase. Wait until the cop moves away from the body container and stops at his other stop point, and if it's clear, head up the stairs. At the top of the stairs turn left into a doorway. Use the wooden railing once more as cover, and notice that there's only a single cop up here, and another "climb down" option. There is another cop down below, so be careful! He should check out the hole in the floor first, so use that opportunity to climb down and activate the checkpoint that is to the right. +++++++++++++++++++++++++++++++++ The Library: Checkpoint 1 (4.21) +++++++++++++++++++++++++++++++++ You should be back in cover after getting the checkpoint, watching the cop stare at the hole. Once he's done, he'll come right next to you, but he won't see you. As soon as he is leaving scale the cover you are in and head straight forward to the opposite wall. Once there, you should see an opening to get to the next area. Be careful here, as there are many cops walking around. You are mostly out of line-of-sight, but you still want to be cautious. Head through the opening and you should see yet another body container, use the wall next to it as cover as soon as you get to it. Move towards the end of the wall to change cover, and pan your camera to survey the room. As you are in cover, take note of the hallway of bookshelves that is directly in front of you. Notice the tarp to the right; the opening between the shelf and the tarp is your goal. Also note there is a cop that patrols the far end of this hallway, he is currently the guy to mostly avoid. As soon as the cop at the end of the hallway is gone, quickly move along the wall with the tarp on it, and move into the opening and keep moving until you're in a small alcove. There is a hole in a wall here, climb through it and take cover immediately. You should see a desk, and there are two cops that move in and out of this room. One leans on the desk (facing you) for a bit then leaves, while the other comes and goes from the area you want to go to. If you are looking at the desk, there are two openings, but you want to go through the one that is CLOSEST to you. As soon as you have your opening, QUICKLY get to the opening and stand ON the staircase. Head NEAR the top of the stairs (not all the way!) and hug the wall that has the railing on it. If 47's head is leaning against a cabinet on the opposite side of the railing, you should be safe. +++++++++++++++++++++++++++++++++ The Library: Second Floor (4.22) +++++++++++++++++++++++++++++++++ The problem here is that there are a total of 3 cops in this next section (if you got here quick, you may want to wait for the 3rd), and you don't want to just walk into view. Once you know it's safe, keep hugging that wall/cabinet and turn the corner so you get to the top of the stairs. You should see another cabinet to your left, a bit ahead of you. This is your next cover, so wait until the coast is clear and head over to it. While you are here, survey this area, as this is the hardest part of this section. There are a total of 3 cops: 1) One is walking back and forth near the outer railing. 2) One walks about halfway down, looks around the area with the couch and then heads back up. 3) One is guarding the door. Cop (3) is the biggest issue, for he does not move and is guarding your exit. So you have some options: ---------------Option 1: Blend in using R1---------------- In the cop disguise, and if you have enough Instinct, it is possible to just approach the cop covering the door (crouched of course) while the other 2 cops are turned away. As he starts to notice you, hold R1, and just get through to the other side. If you are low on Instinct, but can blend to some degree, you can save a little by using some cover before approaching the door. From the starting cover, you should see a green couch straight in front of you and a cabinet to the right of the couch (it forms a "L" shaped cover spot). As the two patrolling cops have their back turned, bolt to this cabinet so you're taking cover really close to the doorway. Use whatever Instinct you have to slip past the cop at the doorway. -----------Option 2: Getting by with no Instinct---------- This is a bit riskier, but it's doable. From the starting cover, you should see a green couch directly in front of you, and a cabinet to the right of the couch (you should notice it forms a "L" shaped cover spot). This is where you need to get to. As soon as the two patrolling cops have their back turned, get to this very small "L" shaped cover, and you'll be only a few feet from the doorway. It's a narrow space, but it is possible to sneak by the cop guarding the doorway. Watch him for a second here, and eventually you'll see how he turns his head away from you; he also has a sequence where he sweeps his flashlight at the other end of the room. You have to time it so all 3 cops are facing away from you, then make a very quick bolt through the doorway. It may take some time to get the timing right, but it is possible. ---------------------------------------------------------- +++++++++++++++++ Interlude (4.30) +++++++++++++++++ I call it an interlude because it's not really an official section, just kind of an action sequence (although you're hiding throughout all of it, which is weird). As you climb (fall) down, just sprint to the next room, but I don't think getting spotted matters here. Use the cages as cover, and there will be a lot of "Cover Change" options; use them every time you can and you shouldn't really have any problems. ++++++++++++++++ Rooftops (4.40) ++++++++++++++++ And we're back. So head into the first room, and take cover on the wooden board in the middle of the room. You should see the door from here, but don't go out. See that cover right next to the door, jutting out for the wall? Use the cover there instead, and wait. You'll hear a guy yelling, and a patrol is coming. Watch this cop and he'll aim his gun towards a small alcove in the corner of this room. Once he's done, he'll turn away and head to the left. This is your opening to get to the alcove. Book it and there is a vent, use it asap. Head through the vent and exit it. There's some cover right as you exit, so use it. There are two cops out of view (see mini-map) but they don't move yet. Look to the left and you should see more chimney things for cover. Quickly move to their left side for proper cover from the helicopter. There should be another chimney directly ahead of you. Move to the edge of your current cover and use "Change Cover" to move to this other chimney. Keep moving up the small wooden ramp, and chill for a second at the end of this broken wooden fence thing. You should see three cops, and then there is the helicopter to worry about: 1) One cop goes from side to side of your next piece of cover to use. 2) One cop talks a bit, then moves to the area to the right. You can ignore this one. 3) One cop meanders a bit at the second piece of cover you need to get to 4) As for the helicopter, its light just goes back and forth. The light is obvious because it pretty much illuminates the entire area it is looking at. If you're not in the light, it doesn't spot you. So first part is to get to the cover that has the 3 fans on top of it. It is fairly easy to time. Wait for the one cop to stop talking and move to the other area, watch the helicopter light, and then pay attention to the cop closest to you. The further one shouldn't give you any issue. Next part is a bit more sketchy. Before heading out, notice your next cover has three...things...sticking out on top. Also notice the pile of sacks laying next to it. You can use the sacks as partial cover from the cop that is currently closest to you. Time it right (remember the helicopter) and move when it is safe. Next cover is another chimney. Now you should only really have to worry about one cop and the helicopter. Move when it's safe. Remember to get to the correct side; it is the side that is NOT in the nearest cop's line-of-sight. Don't stay here long, because the helicopter can see you some when it moves back. So as soon as you get there, you should be able to see a purple/blue door next to some wooden fencing stuff. That's your exit, and the end to this area. ++++++++++++++++++ Shangri-La (4.50) ++++++++++++++++++ Just head straight from the start, turn the corner and you should hear some commotion. Wait here by this next wall (with the "F cops" poster on it) for a second to see one of the guys grab a plant (he bolts to the bathroom). Once he is gone keep crouched and keep moving forward; you'll see the bathroom in front of you. You're going to want to head to the bathroom, and then either go left or right. Left is the really easy way, right is the much more difficult way. Left does require Instinct, and at this point you should have plenty to get past. But if for some strange reason you want to go right (or if by another strange reason you don't have any Instinct) I will list them as options: ------------------Option 1: The Easy Way------------------ So head to the bathroom (the guy in it won't bother you) and head to the left to see a couple of cops, a guy on the couch, and a guy in the corner. Also notice at the opposite end of this room there's an opening on the right. That is where you are going. When you're ready, hold down R1 and start moving to your destination. You should have enough to make it past the cops. As soon as your through the opening, you should be safe to drop out and crouch back down. Head through the doorway and you'll be in a short hallway. Head down it and take a right. You want to do this as quick as you can, because there will be a cop patrolling through here shortly. You should see another opening on the left, take it. You'll pass by a big hole in the wall that leads to another room. Get into the next hallway, and you do not want to take the first open door, but the second door you see that is closed. Open it up and head into the room. There's a cop in the adjacent room, so be careful. He'll walk away in a second. Look around this room you are in to see a "Flower Power" poster. Right under it is a shelf, head to it and pick up a Notebook. Now, look around for the "F cops" poster. This will be your hiding spot in a second. Get into the adjacent room via the hole in the wall, and open the safe in the corner. Next, there should be a Radio right next to you. Use it, and quickly move to the "F cops" hiding spot I just mentioned. Just wait here for a while, and you should see a large group of cops move into the room, and stare at the safe. Once they all are standing at the safe, exit the door you first came in. As you exit the door turn right to get to the other end of the hallway. Then turn left, and your exit will be on the right wall. Call the elevator and you are done. ------------------Option 2: The Hard Way------------------ Head to the bathroom, then head through the opening to the right, then turn right again to go through another opening. You should see a broken wall covered by strings of beads. Beyond lies a large field of plants. This area sucks: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! Start out by taking cover at the first broken wall (in between two bookshelves). This area is a little iffy to get through, so don't be surprised if you get spotted. Apparently you can "hide" in the plants if you don't move, but it never really worked for me that well. 1) First, scale this cover to hop into the field. Notice there is a pillar almost directly in front of you, and there are 3 guys being held up by 2 cops right next to it. 2) To the right of the pillar, there is a cop that looks in various directions. He is out of view at first, but he'll show up momentarily. Make note of him and he is your cop to watch for now, ignore the two that are holding up the 3 civilians. 3) Watching that cop that goes near the pillar, head to the pillar and use it as cover. If that cop is facing you, you will need to QUICKLY move around the pillar, towards the civilians to break line-of-sight. 4) Keeping an eye on that cop, make sure he's not facing you and continue to move around the wall (again, on the civilian side). You will not be spotted by the two cops. You will also not be spotted on the current celebrity cop (if he looks your way) if you are taking cover on this very small piece of broken wall. 5) Pan the camera to the left, and your ultimate destination is in the corner, but there is a cop patrolling nearby. He can be hard to spot if your camera isn't adjusted properly, but look for the flashlight. 6) In order to avoid him, you need to go through the opening right next to you (remember to avoid the cop that's next to you), and head to an "L" shaped wall that is near the corner of the room. Its looks like it's colored green from here (everything does...) but you can also see the top part of a bright green Peace sign painted on it. 7) Before you go, know this can get VERY awkward, and you have to move as the situation dictates. The cop in the corner can spot you in a number of ways at this wall, so try to maneuver around this wall to get the best spot: a) If the cop moves away from the corner, you are free to use the side of the wall with the Peace sign on it, BUT ONLY FOR A FEW SECONDS. You NEED to move behind the cop if it's open, because he DOES MOVE BACK TO THE CORNER AND WILL SPOT YOU. b) If he hasn't moved away from the corner yet, go to the opposite side of where he is patrolling (to the right of the Peace Sign, the other side of a partially broken wall). As soon he starts to move away: i) Keep moving around to turn the corner so you're close to the exit. You cannot stay on this side for long because the cop will move back into the corner and spot you. 8) Quickly move through the hole in the wall in the corner, and activate the checkpoint. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +++++++++++++++++++++++++++++++++++++++++++++++++ Shangri-La: Checkpoint 1 (If at Option 2) (4.51) +++++++++++++++++++++++++++++++++++++++++++++++++ At the checkpoint, turn back around and follow the wall to the right. Hug the bookshelves on this wall, but don't go fast; there are two cops talking at the entrance to the next room. They leave quickly, so you're free to follow them as they start moving. Go through the bead-curtain into the next room, and you should see a vent between two painted flowers on the wall (one is yellow, other is green). Use the vent, and head through it. Exit it, and look left. There should be a "Notebook" on the shelf. Pick it up, you'll need it in a sec. Take cover on the wall next to the bathroom, because there is a cop in the next room. He'll exclaim something, then walk out of the room. Wait until he's out (wait for the door to close...) and head over to the safe that is in the corner of the room he was in. Open up the safe (you need the Notebook to open it) and notice the Radio on the ground. Once the safe is open, pick a spot in the previous room to hide (the wall next to the bathroom is fine) and get ready to turn on the Radio. Once you turn it on, head to your hiding spot asap. As the cop comes back to investigate, look around the room to notice there's a door you can use. Once the cop turns off the Radio, he'll notice the safe is open. He'll say a few things and then call in even more cops (they were previously in a hallway outside) and they will all just stand around the safe. Exit through the door in this room to enter the hallway. Turn right, head to the end of the hallway, and turn left at the corner. Keep heading straight down and you'll see the elevator on the right. Call the elevator (it shouldn't alert anyone) and once it arrives, enter it to exit this area. +++++++++++++++++++++ Train Station (4.60) +++++++++++++++++++++ Once you start, look left, you should see a door. Be quick as you open this door: go straight to the cover in front of you. There is a cop that comes very quickly once you enter this room, so you need to be in cover. He approaches the cover you are using, and you want to attack him, then subdue him. If for some reason you don't have a cop disguise, take his. Stash him in the nearby container. Start heading forward but stop at the top of the staircase where you should watch a bunch of SWAT members move forward. Wait until the last SWAT member leaves, then search to find a Metal Pipe in the corner next to the doorway. Pick this up, and head back to the room you came from (with the cop in the body container). You may have noticed that the large SWAT team is just on the opposite side of the door, and you're going to distract one of them. So with that Metal Pipe, L2 to take aim at the trash bin in the corner of the room right next to the door. Throw (R2) your Metal Pipe at the trash bin, and one of the SWAT members should come to investigate. Make SURE the door closes, and once it does go use Subdue on the SWAT member. Take his clothes, and stash him with the cop in the body container. Now you are set to make the rest of the area a lot easier. Head back to where the SWAT members were first entering the area; the door they came from is your exit. +++++++++++++++++++++++++++++++++ Train Station: Platform A (4.61) +++++++++++++++++++++++++++++++++ You'll be in a subway area here. There is a cop directly in front of you with his back turned to you, and there is another cop to the right standing by a group of civilians. Head to the cop by the group of civilians. Here you can kind of use the crowd as cover. It's kind of "meh" normally, but your SWAT outfit helps a ton. Cop awareness will raise a number of times here, and if it gets bad you need to either: 1) Turn away so you're not facing any cops. 2) Use R1 to blend in. This can use a lot of Instinct though, so be aware. 3) Try to get into the middle of a big crowd. There are also a few certain places where you have the option to "Hide". This gives you perfect cover from all cops, with the only drawback being you are immobile until you cancel it. Use it if necessary. Notice your surroundings as you are in the first big crowd you come into. There are 3 cops hovering this side of the platform. Two stay stationary (but they do turn), and one moves back and forth between them. Try to keep away from all of them as best you can, but use the suggestions above if awareness starts to rise. Once you move past the 3 cops, stick to the right (where the trains are coming from), because there are less cops. Keep heading straight and you should see a building at the end of the platform. It has an electronic message board that says "All Trains Are Cancelled" on it. Head to it, there should be a large crowd right in front of it if you need some cover. ++++++++++++++++++++++++++++++ Metro Station Building (4.62) ++++++++++++++++++++++++++++++ Get to the right of this building, right next to the "No Smoking" sign, and you should see a "Ledge" prompt, use it. Move along the ledge and you'll get to a window, go through it. Crouch behind the walls here (the two people shouldn't turn around much) and you should notice a small closed-off area with a ladder in it (it's right next to where you came in, but you have to move around the wall). Climb up this ladder. There's a guy on the phone so while he's talking use the control panel to get your first objective completed. After you do that you can just move to the area behind him (you should see a door) while he's still on the phone. You can take him out too and put him in the container I guess. Anyway, just exit out of the door in this room, and head into the crowd. +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Train Station: Platform A - B Connecting Bridge (4.63) +++++++++++++++++++++++++++++++++++++++++++++++++++++++ There are lot of cops in this small area, so be careful. You might want to wait a bit to try to spot them all. There are two that patrol the middle of the area, and there is one leaning against the wall next to a pipe, he may be hard to see. There are another two at the end of the platform that move left and right. Again, either use R1, face away, or use crowds to maneuver past them all. You have to get to the opposite end and head down the stairs. I found the outer edge of the area (the edge with the hiding place on it) is the best way to go here; follow it and hug it, then hug the corner and the chairs as best you can, turning away from cops when necessary. MAKE SURE you keep your distance as best you can, for even in the SWAT disguise, if you're too close you'll see their awareness shoot up. +++++++++++++++++++++++++++++++++ Train Station: Platform B (4.64) +++++++++++++++++++++++++++++++++ Once you get down the stairs to Platform B, you'll be notified that the train will arrive in 60 seconds, so all you have to do is avoid cops. The way I did this was fairly easy: As you get to the bottom of the stairs, look to your left, there should be a trash bin. Move to the other side of this trash bin (slowly to not alert the cop) and turn to face a pile of...concrete slabs. As long as you face these piles of slabs, you shouldn't raise awareness too much. Readjust if necessary and just wait it out. Once the train arrives, navigate the crowds and continue to avoid the cops, it's not a far walk. Enter the train and the mission is over. ------------------------------------------------------------------------------ Mission 5: Hunter And Hunted (5.00) ------------------------------------------------------------------------------ +++++++++++++++++ Courtyard (5.10) +++++++++++++++++ Once in control, exit through the only doorway in this area. You'll make a U turn, then head to the end of a hallway with a bright light behind a fence. Once you're here, take cover on the wall before entering the next room, there is a cop. Once he turns his back, you want to head through the doorway to the left, past the pillar (not the hallway that the cop came through). Be careful as you enter the area beyond the pillar, there is another cop in the connecting hallway to the right. Wait until it's safe then head into the smaller hallway on the left, which there will be another cop with his back turned. Move up to him, and he'll move into the room more. He'll walk up to a wall and start to talk into his radio. This is when you want to subdue him. Do so and take his disguise, hide the body in the container right next to you. Head back to the area where you saw the very first cop. You're going to want to walk down to the opposite end of this hallway. When you get to the end, there is a checkpoint, so go on and activate it. +++++++++++++++++++++++++++++++ Courtyard: Checkpoint 1 (5.11) +++++++++++++++++++++++++++++++ Walk out of the checkpoint room, and turn left, there are some stairs. Go up these stairs to get to a parking lot with a lot of cop cars. Like always, use R1 every once and a while, keep your distance, and face away from cops when you can. If you're at the top of the stairs, notice 3 garbage cans near a wall. Take cover on this wall to survey the area. Notice the cop in the back with the flashlight, just standing around? Your exit is just beyond him, down a flight of stairs. There are a few ways to get to this spot, but I just moved around the outer edge of the area in a U formation: Go towards the cop car to the left, then to the area with the big pillars, then to the flashlight guy. Cops move all around here, so just move where its safest. Use anything you can to break line-of-sight to reduce awareness. Try not to use too much Instinct until you get to the flashlight cop, as you will more than likely need to blend in as you pass him. Once you get down the stairs, there's a door, and the entrance to the next section. You shouldn't have any issues picking the lock. ++++++++++++++++++++++ The Vixen Club (5.20) ++++++++++++++++++++++ As you enter, take a right through a doorway. Then take an immediate left to go down some stairs, then go left again. There's a vent in this room, use it. You'll be back on the street, and there is another vent to go through. Use this second vent to get into the club. You're trespassing at first, but don't worry too much. Keep crouched and just sidestep the woman at the counter (the column to the left will break her view) and once you get to the main hallway you're free to stand up again. The two men conversing in front of her don't care about you. Take a left to start heading to the main room of the club. Enter the double doors, and you'll spot your target shortly. ++++++++++++++++++++++++++++++++++++++++++ The Vixen Club: Target Elimination (5.21) ++++++++++++++++++++++++++++++++++++++++++ He starts off at the bar and moves around the entire area a bit. What you want to do is go beyond the bar and hook a right to get into a corner where you can see some slot machines in a nearby room. Don't go in quite yet; there is probably a cop walking out (and there is one in a nearby corner) so just face away and wait until the moving cop has moved away. Once he has, go into the slot machine room then take a left into the bathroom to see one of the bouncers. You're free to subdue him, so get behind him and do so. Take his clothes and his keycard, then stash him in the nearby closet. For this next part, you can either pick to hide in the closet you just dumped the body, or you can go outside to the slot machines and find another container to hide in. Either way, pick your spot and wait for your target to enter the bathroom. It'll be a little while. Once he's in and...preoccupied, bust out the fiber-wire and Garrote him. Hide his body in the closet where the staff guy is. Time to exit. ++++++++++++++++++++++++++++++++++ Escape to the Second Floor (5.22) ++++++++++++++++++++++++++++++++++ Exit the slot machine area and take a right to head towards the main stage. Keeping on the right side of the stage, you should see a small hallway with a staff guy leaning on one wall. You have to get past this guy, and the only way to do it is to use R1 while in the Strip Club Bouncer disguise, which you should have on. Before you start, notice the end of the hallway. There are two pathways, left and right. You're going left, but before you go realize three things: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! 1) There is one bouncer with an incredibly short patrol route. He will be in your way, and you will have to use R1 some more. Chances are, he will be standing directly in your way, so just keep R1 held down as you pass the leaning bouncer, and move your way behind him. 2) There is a checkpoint on the way to where you need to go, you can activate it if you want. Avoiding the bouncer mentioned above takes top priority here, so if you can manage to activate it while avoiding the bouncer, do so. 3) Your goal is a door that leads into the dressing room area. It's at the top of a small staircase, right next to the checkpoint. *********************************Special Note********************************* * If you do activate the checkpoint, and reload afterwards, the bouncer that * * patrols the area will be more or less right next to you after you reload. * * So be aware of it, you may need to use R1 immediately after reloading. * ****************************************************************************** !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! So again, approach the leaning bouncer, and start holding R1 to move past him. As you are holding R1, watch for the other bouncer, and if he's in your way, just keep holding R1. You should have enough Instinct at this point to get past both. Activate the checkpoint (if the bouncer isn't standing on it) and get through the door. Once through the door, there is a bouncer and a stripper having a conversation. Make note of them, and head straight into the next room. There is a closet on your right, enter it and wait. Watch your radar, and listen to the conversation that the bouncer and stripper are having. Once they are done, they will leave the area, but don't go immediately. There is a bouncer that patrols this back area, and he should be closing in on the room you are in. Once he enters this room, he'll take a smoke break. That's your cue to exit the closet and go back into the previous room, where the two were having the conversation, to go up the stairs. Head up the stairs and you'll see a door. This is your exit, pick the lock and you should be fine. This is the end of this section. ++++++++++++++++++++++ Dressing Rooms (5.30) ++++++++++++++++++++++ So start off by taking cover on the wall to your left, and approach the corner in cover to look at a couple of people talking. Once they are done, wait until they walk off and you want to continue to hug the wall to move forward. As you hug your cover, you'll get to a couch. Change cover here to get to a chair, then change cover once more to get to the next wall. Continue to take cover as best you can and move until you see some dancers. Change cover when you can to keep moving forward. As you turn the corner you should see a lamp to the right. At the end of this hallway (where the mannequins are) you can turn right, so get down there as you avoid the strippers (I don't think they really care, but be safe anyway). You can just continue to hug the wall and change cover. Once there, you should see some stairs leading up. Go up them, but don't go all the way. Take cover on the wall to the right as you near the top of the stairs; there are two bouncers, and both may be looking your way. They both eventually move, but the closer one moves first. The other bouncer will move away as soon as the first one leaves the area. This is your cue to get to your destination: the office to the left. Check the answering machine on the desk, and this section ends. +++++++++++++++++++++++++ Derelict Building (5.40) +++++++++++++++++++++++++ As you enter the first big area, you should notice a fairly long hallway with some lights on the ceiling, and some wood laying upright in the middle. There is a part of the wall jutting out to the left, take some cover there and wait for a cop. This is the guy you need to mark and pay attention to for now. Once you have him in mind, move to the first room (via the hole in the wall) and you should see a Knife. Take cover on the wall right next to the Knife so you can take a look at the adjacent room. The cop-to-watch enters this room but he won't do it until *you* are in the room. You see the sledgehammer propped up against a support pillar? Take cover where it is. When you do, the cop should enter the room, and he'll circle around this support wall, starting on the opposite side of where you currently are. So when you know he has his back to you, slip out of the room. He will come back to the hallway, so once you're in the hallway you want to go left into another hallway, and then take an immediate right into a room with a sink and chair in it. So now you should be in this odd room and there should be a cop to your north, and that previous cop that wanders the hall to the south. The north cop with the shotgun is the guy to watch. You see a wooden pallet standing upright in the corner? Go to it, then angle your camera towards the cop, you should see the next checkpoint. There is another cop that briefly enters this hallway (where the shotgun cop patrols) but he shouldn't spot you if he's there. Just be careful, watch that radar. Activate the checkpoint once you are there. +++++++++++++++++++++++++++++++++++++++ Derelict Building: Checkpoint 1 (5.41) +++++++++++++++++++++++++++++++++++++++ You are in a broken stairwell. Attempt to move up the stairs, and angle the camera so you can see the wall, it's partially exposed. If you face it, you will notice the "Ledge" option, so climb up. Go into the room up here, nothing to worry about. It's fairly obvious, but there is a dead stripper up here with the option "Dump" available. Choose to dump the body, and you get your distraction to move forward. Go through the small corridor next to you, and at the end wait until the cops are all staring at the stripper (watch the radar) before climbing down. You may notice two cops on the radar to the far right, they are your next obstacles, so don't expect them to move to the stripper. Climb down and head right, up the stairs. Don't go into the first opening, but you should see a small fridge to the right. Take cover against the dividing wall once you pass the fridge. Wait here, and watch the stairs. You should see a cop moving down the stairs. There is another cop that patrols the second flight of stairs, so this needs some direction: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! Wait until the first cop moves down the stairs, and he'll move to the boxes that are stacked up. Don't focus solely on him however, watch the second cop, he may be currently at the top of the stairs the first cop just came down. If he is: 1) You have a very small window to work with, but it is doable. Eye the second cop at the top of the stairs, and as soon as he leaves, scale your cover and subdue the cop in front of you. 2) If you subdued him here, just leave him for now. Remember that cop at the top of the stairs, and if he has turned around to move up the 2nd flight of stairs, follow him up. Subdue him at the top, take his clothes, and drag him down to the first floor to stuff him in a nearby closet located in a corner. Once done, do the same for the other cop you left by the boxes. Head back to the top of the 2nd flight of stairs. If you lost your window: 1) The first cop may have turned around too fast for you, and he will start inspecting the area that you are taking cover at. Remember that opening in the wall next to the fridge? Get there asap, and take cover on a wall so you can't be seen from the hallway. The cop looks into the opening, but doesn't go into it. 2) After he's done looking, he will move on, and you can dash out of the opening and subdue him from there. Drag his body over to the closet located in the corner of this hallway and dump him in there. Be careful of the second cop at the top of the stairs. 3) Take cover at the dividing wall once more, and wait for the second cop to come to the top of the stairs. Once he has his back turned, follow him up the 2nd flight of stairs and subdue him at the top. Take his clothes, drag his body back to the closet, and head back to the top of the 2nd flight of stairs. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You should be at the top of the 2nd flight of stairs. Notice the "Ledge" option and use it to get to the door. Open the door, and you're finished with this section. +++++++++++++++++++++++++ Convenience Store (5.50) +++++++++++++++++++++++++ You start on some rooftops. Head over to the right and you should see a "Climb Down" option, do so and you'll be standing on a ledge. Don't climb into the building, but watch the cop. When you can, shimmy to the right so you can traverse the wooden board nearby. Cross the board to get to another roof. Go to the next set of windows to see another "Ledge" option. Use it, and you should see a Store Clerk. He doesn't really care if you are out there, but he will make a comment if he sees you. Once he has his back turned, hop into his room and subdue him. Take the Store Clerk disguise and stuff his body in a nearby closet. Head down the stairs but be careful. Slowly head down the stairs and make sure no one is facing you. There's a guy at a counter in the middle, and another guy who may notice you some as he walks to the corner. Wait until both of them are turned away, and head to the left, through the doorway with the blue rectangular sign above it (use R1 if necessary). You should be in a room with fireworks. Make note, and look to your right to see a doorway covered in some plastic. Head through this door and activate the checkpoint. +++++++++++++++++++++++++++++++++++++++ Convenience Store: Checkpoint 1 (5.51) +++++++++++++++++++++++++++++++++++++++ Head back into the room with the fireworks, and there is another doorway with plastic directly across the room (the shelves block the view). Head through that doorway and once you're there keep going into the next room. You should see a valve in this room. Use it to turn off the sprinklers. Once it's done, head back to the fireworks and ignite them. Before you light, make sure there no one can see you. Once they are ignited, head back to the room with the valve. There is a door right next to the valve, use it. The place should shortly fill with smoke, so the cops shouldn't bother you at all. You're looking to leave the store, so just find the exit and walk out (it will be illuminated with red lights amongst all the smoke). There are a couple of store clerks outside, so keep your distance and face away when you need to. There are a couple of store clerks against a wall in a corner that you may brush past, so be careful as you navigate this area. You may want to try to keep to the interior rather than the exterior. Just make note of where the exit door is with your radar, and move to it as best you can. Use R1 if necessary. Everything here stays pretty stationary at least. ++++++++++++++++++++ Loading Area (5.60) ++++++++++++++++++++ This is a very short area that is very easy to get through. While in the Store Clerk disguise, the cops don't bother you at all, so just walk on into the next building, and you should see a cop just standing next to a shelf. Your exit door is just behind this cop, but it needs to be picked. They will spot you if they see you pick the lock, but there is only one cop to worry about. He patrols in and out of this building (he comes through the larger door), so if he's not there or not approaching you, pick the lock and you're out of here. ++++++++++++++++++++++++ Chinese New Year (5.70) ++++++++++++++++++++++++ You have 3 elimination targets. It's not too bad, since they all eventually move to locations away from the crowd. Let's get the first done: +++++++++++++++++++++++++++++++++++++++ Chinese New Year: Elimination 1 (5.71) +++++++++++++++++++++++++++++++++++++++ This entire area is the area that "The King of Chinatown" was in. You remember seeing the King's car in a small side area? Not so much? Okay, that's fine. If you do, get there. If not: 1) From the start, go through the gate. Keep going straight through the crowd and go through another gate with some red lanterns above it. 2) Once past that gate, head left and go through the next opening you see. 3) Keep going straight (you should see a big pagoda on the left), and go through yet another opening. As you approach this opening, you should see a big neon "Tattoos" sign. 4) Just after you pass that opening, pan your camera to the right. You should see a side area with no one in it. That's where you need to be. In this small area, there is a check point but !!!do not!!! activate it yet. Go up the stairs instead, and you should see an option to "Climb Down" at the end of the catwalk. First, see the note below: *********************************Special Note********************************* * If you have gotten here slow, there actually may be two people conversing * * here (or moving into this area) just below you, one being your target. * * He's threatening a Store Clerk, so once the Clerk is on the ground, equip * * your gun and shoot your target in the head. It doesn't matter if the gun is* * silenced or not because of all the fireworks. Afterwards, jump down and get* * rid of the body. You may get raised into "suspicious" status, but if you * * just sit and wait where you are, it should clear momentarily. * ****************************************************************************** If the note does not apply to you, jump down and head into the dumpster just a couple of feet away. Sit and wait and one of your targets should come directly in front of you with a store clerk. Wait until the clerk is on the ground, then exit the dumpster and Garrote with your fiber-wire. Dump his body using either the hole or the dumpster. +++++++++++++++++++++++++++++++++++++++ Chinese New Year: Elimination 2 (5.72) +++++++++++++++++++++++++++++++++++++++ Now that your first target is down, climb back up that ledge you came from to go back and activate the first checkpoint. Remember the exit from "The King of Chinatown" mission? The green door right next to where you killed the King? Sorta....but not really? If not: 1) From the checkpoint, go back to the main area, and turn left to up the stairs and through the opening (the big pagoda should be on the right). 2) Keep going straight through this area to go through yet another opening. 3) After passing through, head left and you should see the green door with the duck on it. Remember the Eazi Mart truck? Sure you do. There's a blue box on the ground next to it. Stand next to the box and pan the camera around to see a brick wall with a gigantic hole in it. Chances are, your next target is just awkwardly standing in the area back there. This is sloppy, but it works: 1) Crouch down. 2) Angle yourself so you can see your target through the hole in the wall. 3) Equip your gun, aim at his head, and shoot him. You will definitely alert some cops here to "suspicious" but they shouldn't spot you. Quickly holster your gun, and head back to the building with the "Tattoos" on it, which is next to the area with the checkpoint. +++++++++++++++++++++++++++++++++++++++ Chinese New Year: Elimination 3 (5.73) +++++++++++++++++++++++++++++++++++++++ Once you're at the "Tattoos" building next to the checkpoint, head beyond it and go up some stairs. You should see a couple of cooks doing their thing. This is where you started in "The King of Chinatown". Looking at the cooks, you should see a ramp leading down to your left. You should also see a white sign with red writing, and a wall that is partially fenced. Next to the partially fenced wall is an opening, and there may be a cop there guarding. If there is: 1) Your target hasn't come to the area yet. Find him on your radar, and just follow him until he does. The cop will move to the alley in the back, allowing you to follow your target downstairs. If there isn't: 1) Your target is in the basement area, and the cop is in the back alley. You should be free to move down into the basement area. If you think your target has been there a while, be careful because he does come back out eventually. If he is coming back out: 1) Wait until he comes back out to this main area. Follow him and he should eventually make his way down a flight of stairs to a secluded area. Wait until he's on the phone, Garrote him, and dump his body in one of the dumpsters. If he is in the basement: 1) Make sure you're in cover as you move down into the basement. He's talking to a cop here. There are a couple of places to use "Change Cover" do so to get to the other side of the room. When you're at the other side, you should notice a wall with a window. You can take cover against this wall and wait until the target and target start to leave the room. 2) Once you're in the clear, you may have noticed the vent that is beyond the nearby doorway. Use it and crawl through, but don't exit quite yet. Your target will walk into this area you're looking at through the vent and start talking on his phone. Once he starts talking, exit the vent and Garrote him. Put his body in the dumpster next to you. You should be done, so follow your radar to find the green duck door once more and exit the area. Mission complete. ------------------------------------------------------------------------------ Mission 6: Rosewood (6.00) ------------------------------------------------------------------------------ So this first part isn't really a section, but I still messed up on it (lol). If you didn't notice like I did, once you get to the elevator hallway you can move to your left, past the curtains, and into a small side area. Wait until the guys pass you, and head into the elevator. +++++++++++++++++++++++ Orphanage Halls (6.10) +++++++++++++++++++++++ Okay, so you got to know: This is ridiculous to do in stealth. There are so many people wandering around with scripted scenes. I am going to do a very slow, methodological sweeping of a lot of thugs, so bear with me. Let's get started: Jump up onto the ledge but don't pull yourself up. Let the two guys talk, then they will start walking back. One guy will start to talk on his phone, as he is finishing his conversation, the other guy will walk out of view. Once the phone guy is alone, subdue him and make sure to grab his disguise. Stash the body in the container close to the elevator. ++++++++++++++++++++++ The First Fuse (6.11) ++++++++++++++++++++++ Down on the opposite end of this hallway are two doorways: one to the right, and one straight ahead. In the corner, between these two doorways, is a Fire Axe. Pick it up, then look at the doorway into the smaller room (the one without the piano). You need to distract a thug here, so throw the Fire Axe into the smaller room (aim for the chair in the corner) and the lone thug will come investigate. Use this opportunity to subdue him, and toss him into the container in that same small room. Exit the piano room via the large doorway in the corner (towards the Fuse objective), and take an immediate right into another room. Pick up the Syringe in this room, it is VERY useful for subdues. So if you grabbed it, make sure it's equipped, and use "Attack" whenever you want to subdue someone. You don't have to get this, but it makes things go a bit faster. Your first Fuse is in here. Pick it up, and immediately head back through the doorway you came from and get back to the elevator. *********************************Special Note********************************* * If you are too slow, the two thugs at the stairs will be done talking. One * * will start moving, just move when it's clear. * ****************************************************************************** There's a doorway next to the elevator. Go through it and you should see some stairs, but pay attention to your radar: There is a guy at the bottom of the stairs. Slowly move down and wait for him to leave. +++++++++++++++++++++++ The Second Fuse (6.12) +++++++++++++++++++++++ You should see a closet here. Next to it, there is a doorway, before heading through, you have options: ------------Option 1: Fast, but somewhat risky------------ See the doorway next to the closet? Going through this doorway leads to a room with some thugs in it. The Fuse is in here as well, on a counter in the middle. If you are crouched, the only guy that will raise his awareness is the guy standing alone, next to the elevator. However, if you continue to crouch, and keep your distance (you can also use the counter to break line-of-sight) he shouldn't raise his awareness enough to spot you. Carefully (and/or quickly) move to the Fuse, pick it up, and go back to where you came from. ---------Option 2: More work, but much much safer--------- See the doorway next to the closet? Through that doorway you should be able to see another doorway directly across from you. Throw whatever item you have (there is a Fire Extinguisher near the stairs if nothing) into this doorway across from you, as far as you can, into the area beyond. This will alert the thug who is standing separated from all the others in the connecting hallway. Once he's out of sight from his friends, run up to him and subdue him. It gets kind of weird here sometimes: if you don't have the subdue option, try pressing (Square) DIRECTLY behind him anyway, and 47 might falcon punch him instead. See the area lit up in the back? There's a room back there, drag his body into it. You're going to repeat the process. Pick up your item, go back to where the stairs are, and throw your item again into that same hallway where you just were. Another thug will come and investigate, subdue him as well once he's out of sight of everyone. This time, you can pick him up and drag him to the closet located by the stairs. You COULD NOT do this with the first guy, because this second guy would have spotted you as you dragged him. Now that those two are out, you have very easy access to the Fuse in the room they were previously in. Go pick it up, then head back to the stairs. ---------------------------------------------------------- You have done a lot of work, so let's get to a checkpoint. Head up the stairs. Go to the OTHER flight of stairs that you ignore previously (the one close to the first Fuse) but BE CAREFUL, there may be guys up here. If you took Option 1 above, and the guard is still being beat up, just wait and they should finish. If you took Option 2, they are probably gone by now. Go to the room that had the first Fuse in it. There's a guy near the stairs. You may not be able to subdue with how he's leaning, so if not, just go down. If so, do so if you can't avoid him. There's a closet here too. Down at the bottom of the stairs, there is a checkpoint. Activate it. ++++++++++++++++++++++++++++++++++++ Orphanage Halls: Checkpoint 1 (6.13) ++++++++++++++++++++++++++++++++++++ *********************************Special Note********************************* * As unfortunate as it is, if you reload the checkpoint, you will lose all * * your great subdue work you did; all thugs will have respawned to their * * normal locations. * * * * Yes it's very discouraging, but in reality you don't ever have to go to the* * 2nd floor, and if you took Option 2 for the Second Fuse, the thugs near the* * elevator are unnecessary to subdue again. It is VERY EASY to mess up this * * last part, so I'll assume you messed up like me, and you had to reload. * ****************************************************************************** ++++++++++++++++++++++ The Third Fuse (6.14) ++++++++++++++++++++++ Next to the checkpoint, you should see a place where you can "Hide" look to the floor next to it, and you should see a vent. Use this vent, and crawl through, but you should see a guy's legs once you reach the other end. Gauge when he turns away, and exit the vent. Needs to be done QUICKLY: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! 1) As soon as you exit the vent, take cover at the counter right next to you. Hug the counter, move to the end, change cover. You should have noticed a lone thug in the corner, who should now be moving away from the large group talking in the middle. 2) Follow this thug, using your current cover. You'll go through a doorway to enter the hall he is in. 3) Once he reaches another corner, he'll stop. This is your chance to subdue him, do so. 4) See the dividing wall right next to you? Move to the other side of that, and you should see a doorway leading to a room with a body container. Stash him there. 5) Once he's hid, you can start to move towards the third fuse (the closest one to you at the moment). 6) There will be two thugs patrolling the room it is in, but if you enter from the hallway you followed the thug in (the one you just subdued) no one should spot you as you swipe it. Once you get it, exit right back out. 7) Head back to the hallway that you dragged the subdued thug through (the one with the dividing wall). !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Once you're in this hallway with the two dividing walls, notice there is a cabinet with a light on it at the opposite end. You should also be able to see a heater in the corner, as well as two benches. Keep to the wall with the windows, and head to the corner. You'll notice a doorway leading to another room, and you might be able to see the back of a thug with a yellow jacket. Enter the doorway and immediately go right to find some cover to use. The thugs will start moving momentarily, so make sure you're out of sight. +++++++++++++++++++++++ The Fourth Fuse (6.15) +++++++++++++++++++++++ This is the most difficult fuse to get, so be careful. The scripted scene will probably be ending by now. Hold where you are for now, there is one patrol that comes through this room and into the previous hallway (where he stays). Once you get a chance, you should cover change to the shelves with the Syringe on them. Once there, here are your directions: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! You should be using the shelves with the Syringe on them for cover. Next to you should be a freezer to put bodies in. Right next to that should be two shelves that form an "L" shape. 1) Grab the Syringe if you don't have one already. 2) The thug (should have a red shirt on, if not, wait a sec) will stop in between the two shelves that form an "L", and face the wall, so he is COMPLETELY out of view from the others. This is your chance to subdue him, but **use the Syringe to ATTACK him** instead of your regular subdue. This is still a pacification, and it is much faster. Quickly stash him in the freezer next to you. 3) There are now two thugs to watch: a) One is patrolling back and forth next to another thug collecting drugs. b) One is patrolling close to you, but towards the doorway you entered from. 4) Equip the Syringe and get back to cover. You need to distract the closest patrolling guard, but he can be tricky to get. You are going to use the corner that is nearest to the freezer, BUT you have to time it right so you subdue as the FARTHER guard is either stopped, or just about to stop, near the guard that is looting the drugs. You do not want to try to subdue as he stops at his other stopping point (facing away from the looter) because as he turns around to move again, he faces you. a) When you think you have an opening, aim the Syringe at the corner that is near the freezer. b) Once thrown, maneuver around cover as you need to. c) Subdue as the closest guard gets in a good position. The closer to the corner, the better. d) You may need to just let him leave and try again. 5) This can be a bit risky but you need to drag this thug into the freezer. a) Watch the patrol guy next to the looter. b) As soon as the patrol stops at the spot FURTHEST from the looter, quickly drag and stash the body in the freezer. 6) You do not need to subdue anymore, so carefully work your way to the middle of the room. Using the drug shelves as cover, you should: a) Have the looting thug to your right. b) Be able to see the drug shelf directly in the middle, behind the looter c) Be watching the other patrolling thug 7) The Fourth Fuse is on that middle shelf that is by itself, behind the looter. The Fuse is on the side of the shelf that is DIRECTLY behind the looter, but you CAN REACH IT FROM THE OPPOSITE SIDE, so that's what you should plan to do. 8) Once the patrol stops, make a VERY QUICK dash to the Fuse and hold (Triangle) to pick it up. If you're nervous about making it back, you can use this same shelf, just move to the narrow end of it so you're out of view. 9) Head back to the cover that the Syringe was on (back near where you came in at) but don't go out the doorway quite yet. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Before heading out of the drug room, remember there's a new patrol back in the hallway. We have to take care of him, and you can get a decent view of him if you take cover near the doorway. He stops when he's in the middle of the two dividing walls, and that's where you should get him. Drag his body to the room in the corner, where the blue container is that you used before. +++++++++++++++++++++++++++++++ Getting to the Fuse Box (6.16) +++++++++++++++++++++++++++++++ This can get very stressful to get back to the fuse box from here. But you have another choice to make: --------Option 1: Using Blend In (fast, but risky)-------- Okay, so you're in the room with the blue container, since you just hid a body. Head to the connecting room (has a drug shelf in it) and prepare yourself to walk through the hallway. Prepare yourself at the doorway leading to the hallway. Notice on your radar: 1) The room that had the Third Fuse. You should be able to see the doorway to it from here. Once you try to walk through the hallway, the two thugs in here may notice you. 2) There are two thugs in a room right next to yours (other side of the wall) that do not move. These two are the biggest threat. 3) There is one patrolling thug that covers one of the exterior walls of the room that had the Third Fuse. He walks back and forth, so you can time it to avoid this one. 4) There is one more thug further down, he does patrol, and you may need to blend to get past him if he's facing you. 5) Your destination is at the end of the hallway. 6) Once you pass the furthest guard (who may or may not be there) you should be in the clear. What you want to do: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! 1) First, if you're crouched, stand up. 2) Wait until the patrolling thug (No. 3 above) is turned away, then QUICKLY move into the hallway. 3) BLEND IN (R1) as SOON as the two immobile thugs to your left start to notice you. 4) Stay in the MIDDLE OF THE HALLWAY (green carpet) in order to keep your distance from the various thugs. 5) Get to the end of the hallway. You can use most of your Insight, just make sure you have at least one brief use. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Hopefully you got there okay. I know it's a lot of work if you messed up. -----Option 2: The slightly more safe, but longer way----- Okay, so you're in the room with the blue container because you just hid the gas-mask guy. Head back to the area with the two dividing walls. Grab an item if you don't have one (there's a book nearby) and prepare yourself by hiding behind one of the dividing wall. 1) Toss the item at the wall with the windows. A thug will come and investigate. Subdue, put his body anywhere that is out of sight (blue container room is fine). 2) Move into the room that had the Third fuse. There is one patrol in here, and he keeps near the wall that is by the main room. 3) PAY ATTENTION to the doorway that leads to the big main room (which is in the corner). Double-check with the radar to make sure no one is going to see you through this doorway. 4) The patrolling guard on the other side of the doorway is your main threat. As soon as you know it's clear (they can't see through the windows) subdue this thug in the room. 5) Getting rid of the body: You can use the ball pit to stash his body, but do NOT use the side that is closest to where the Third Fuse was; someone may spot you through that doorway I told you to pay attention to. 6) Preferably get rid of the body on the side closest to the drug room where the Fourth Fuse was. 7) Once disposed, your target is that patrol I told you to watch (patrolling the exterior wall). From this same room, throw an item at the wall he patrols, he should come into the room. Subdue, dispose using the ball pit once more. 8) Two left. Head back to the room in the corner with the blue container. There is a connecting room with a drug shelf in it. Looking at your radar, you should notice that there is a wall between you and the two thugs nearby. 9) Throw an item against this wall to attract a thug. If one does not come, that means they're not close enough to the wall. One should move back closer to it to give you a chance. Subdue if successful, move the body away. 10) The last is tough to get. You can make an attempt to sneak by him if you like (potentially using R1, your destination is at the end of this hallway) but you can subdue him at the right spot. Go out of the doorway that leads to the hallway, so you are in the hallway. 11) You see the columns that jut out of the wall? You want to toss an item at one of them, as close as you can to the room you just exited out of so you can hopefully get this thug to move (out of view from anyone in the main room) to subdue him. 12) If you got him, or moved past him, head back to the end of the hallway where you should see a door surrounded by some glass windows. There is one more patrolling thug at the further end of this hallway, but you can time it so you avoid him. ---------------------------------------------------------- Whichever way you chose, you should be waiting at the door to the entrance to the chapel. To make this easier on yourself, head back up the stairs near the checkpoint. Remember the guy at the top of the stairs, you should be able to sneak past him. The second floor should be mostly clear, but be careful. Head down the other flight of stairs that is close to the elevator. Go through the doorway near the closet, across the hall into another doorway, then head all the way down and enter the room where the red light is shining. Use the Fuses, pull the lever, section (finally) over. +++++++++++++++++++++++ Central Heating (6.20) +++++++++++++++++++++++ You start off hiding from a couple of a thugs talking. I really hope you are wearing the thug disguise at this point. Do not wait until the thugs are done talking, just move immediately (crouched), using the outer walls, through the door. THERE IS A THUG AT THE DOOR but he should not notice you...I think he might be sleeping or something. Next section: You should see a thug standing in place near some concrete slabs. Wait until he starts moving, then use the slabs as cover. Take a look to your right, and you should see a hallway with red lighting (and the thug that just moved is probably there). Wait until he moves further down and then move into this hallway. When you're next to the big pipe on the right, pan your camera above you. You can get to this catwalk, and there is a "Ledge" prompt that you can use if you stand up. Do so, and you should go unnoticed. Crouch once more when you're on it, and follow the catwalk down all the way to the end (ignoring the first "Climb Down" as well as the stairs leading down). At the end is another "Climb Down" option. Go ahead and use the 3 pipes as cover. There is 1 moving thug here, and your exit is the lit doorway to the left. Time it right and move safely through the doorway. Follow the corridor, use the door, and you're at your target. +++++++++++++++++++++++++++++++++++++++++++ Central Heating: Target Elimination (6.21) +++++++++++++++++++++++++++++++++++++++++++ This is really easy if you just do the challenge kill. Head down the stairs to the bottom, and head into the far corner of this room (don't go towards the target). There should be a valve here, use it. Look to the right of the valve, on the floor, to see a vent. Use the vent and crawl through, ignore the target's comments and just keep going. Exit when you are at the end. You'll have to go right to loop around all the piping. As soon as you loop around though, you should notice another valve. Use it, target down. Mission complete. ------------------------------------------------------------------------------ Mission 7: Welcome to Hope (7.00) ------------------------------------------------------------------------------ +++++++++++++++++++++++++++ Great Balls of Fire (7.10) +++++++++++++++++++++++++++ After what you just went through, this is quite the relief of a level. So as you start, take a right through some swinging doors to enter a bathroom. As you go through, turn around and you should notice a lever right next to the swinging doors you just came through. Use it (the cops don't care). Head to the back of the bathroom. There's a vent in the corner, use that as well (the cops didn't bother me as they were relieving themselves). Go through the vent, and the guy who was previously in this next room should not be there now. Walk out of the door to your right. You can either try to navigate the crowd to avoid fights, but it's no big deal if you get into one, just do the QTE's. You don't need to stand here, just get to the small set of stairs in the back that leads into the area with the Bartender. You will notice there is a bouncer just standing there, and he got quite mad at me when I was crouched near him. As I just normally walked past the bouncer though he didn't get mad at me, so you should be okay to just walk up to the Bartender. Mission complete already? Yep. ------------------------------------------------------------------------------ Mission 8: Birdie's Gift (8.00) ------------------------------------------------------------------------------ ++++++++++++++++ Gun Shop (8.10) ++++++++++++++++ The shooting contest can actually be a bit difficult on Hard. The big problem is your lack of Instinct, which kind of kills the Point Shooting. But if you're confident in your abilities, by all means. It certainly is the faster way to get this level over with. But for those that cannot shoot worth a darn thing (like myself) there's the oh-so sneaky way to steal the guns instead, but it can be difficult: ++++++++++++++++++++++++++++++++++ Stealing the Silverballers (8.11) ++++++++++++++++++++++++++++++++++ As you start the mission you should be staring at the counter. Take note of swinging doors close to the cashier. As soon as the cashier starts talking to one of the customers, you want to go right to get to the other end of the shop. While walking down there, you should see a place to "Sabotage". Make sure no one is around, and do it. The cashier should start moving. This is your chance to get behind the counter, so do so, and pick up the Keycard that is behind the counter while you're at it (the customers don't care). Head through the double swinging doors. The reason why you waited in the first place was because of a patrol, and he wanders back here and up the stairs. He should be upstairs right now (or heading there). He's tough to see otherwise though, so try to eye your radar and gauge if he is there or not (remember grey icons mean they are on a different floor). Don't go up the stairs, but go right instead and hop into a container. Wait for the guy who is currently upstairs to come down, he should stop in the corner right next to the container. !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! QUICKLY subdue and put him in the container. VERY QUICKLY move up the stairs. The owner is going to be coming by soon, that is why you need to hurry. Once up the stairs, head to the ledge directly in front of you and climb down. If he spots you, unfortunately you're screwed. Reload the checkpoint. I tried to wait in the container to wait until the owner passes, but unfortunately for some reason the double swinging doors stay open (and the cashier will spot you once you leap out). I don't know if them staying open is a glitch or what. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Once you drop down, you should be near a trench. Head to the left to the outer wall to move around it. Notice the cannon close to a black couch. There is a pathway to the left of the cannon, covered in brush. Use it, then at the end climb down into the trench. Take the left path to move further away from the gun shop. In just a few feet, you'll see a path off to the right with a door. Use the Keycard, walk into this room, and see a desk to the right. Grab the Notebook on the desk and head out. +++++++++++++++++++++++++++ Getting to the Safe (8.12) +++++++++++++++++++++++++++ You should still be in the trench. This time, head left to take the pathway that leads back to the shop. Be careful as you reach all the people shooting, they will raise their awareness. What you want to do is hug the RIGHT wall so you will eventually be moving directly BELOW the shooters; they can't look directly down. If you're doing it right, your wall hugging should lead you to a door, but you want to ignore it and continue on in the trench, keeping directly below the shooters. At the end of this hugging section, there should be a "Cover Change" you can use it without the staff guy noticing completely (his awareness will climb fast though). He does eventually talk to the shooter closest to him, but I'm unsure if he does this more than once. If you want to wait to be safe, just wait for him to move. After the cover change, you should see a window. The owner walks into this room, so take a quick look around to see if he's there or approaching. Once clear, hop on in and you should see the safe in the back. Since you have the Notebook, you can open it to get a Key. There's a vent right next to the safe, near the floor. Use it and exit out to see a couple of cops. You should be fine, so head through the doorway back to the shop. Now I'm a little unsure if you can just open the case, since it triggers a cutscene, but let's be safe: 1) You have to Sabotage again, but you'll want to look around for the owner first (he is sometimes around the counter), so look for him first. 2) If clear, Sabotage when no one is looking. Cashier will move to it. Once you're safe, open the case. 3) Cutscene will trigger, but you'll regain control afterwards. Just walk out of the shop using the doors behind you. Mission complete. ------------------------------------------------------------------------------ Mission 9: Shaving Lenny (9.00) ------------------------------------------------------------------------------ +++++++++++++++++++++++ Streets of Hope (9.10) +++++++++++++++++++++++ You have three different targets to eliminate. Much like the previous three, they do some scripted stuff and you can catch them alone. Let's get to work. +++++++++++++++++++++++++++++++++++++++++++++ Streets of Hope: Target Elimination 1 (9.11) +++++++++++++++++++++++++++++++++++++++++++++ Your first target is not the guy(s) directly in front of you as you start the mission, but the other one who is further away. You're free to keep an eye on him for now, and as he enters the "Green Mountain Convenience Store" (it's on the corner near where you start), follow him in. He goes behind the counter to talk to the store clerk. Just wait at the other end of the store (you can use the shelf in the middle, on the side with the Radio, for cover) and wait until they are done talking. The clerk will move afterwards, and you should see a Radio to use. Use it, and the clerk will come turn it off. Use this chance to sneak by her (using the side of the shelf the clerk is not on) to get behind the counter, through the doorway, and up the stairs. If you were fast enough (and you should have been) you'll see your target talking on his phone in the corner. Use your Fiber-Wire, Garrote, and stash him in the closet. Remember the store clerk. She should move eventually, so use that opportunity to sneak past her and out the store. +++++++++++++++++++++++++++++++++++++++++++++ Streets of Hope: Target Elimination 2 (9.12) +++++++++++++++++++++++++++++++++++++++++++++ The target isn't terribly difficult to get, but there is one iffy part. I suggest grabbing the Checkpoint: As you exit the convenience store, you should notice a garage area directly across the street. There's an alleyway that leads further into the back, past the garage. Head into this alleyway, but you are TRESPASSING as you get close to the end, so start to crouch. There is a cop and a mechanic that are probably standing in a garage opening to your right. The mechanic leaves, but the cop stays. Your destination is in the small garage to the left, you need to get to a door. As soon as the mechanic leaves, you should be able to move yourself to the small garage and keep mostly out of view using the pillars and the red car. Right next to the red car, within the garage, is your door (blue door, not green). Open it to find a checkpoint, activate it. +++++++++++++++++++++++++++++++++++++ Streets of Hope: Checkpoint 1 (9.13) +++++++++++++++++++++++++++++++++++++ Head back to the main street, where the convenience store is. You want to head to the opposite end of this street, to a small house on the left with a garden in front (it's directly across the street from the Donut Shop, where all those people are). On one side of this small house with the garden, you can climb through a window. Do so and grab the Radio inside. Hop back out and place THROW the Radio in between the dumpster and the cardboard box near the corner, but try to throw it closer to the box. This is the iffy part. Depending on where you subdue, you may get spotted by a guy on a bench across the street (dumb...) so I managed this by using the nearby dumpster to break the view. If you managed to get him into a good spot, you can subdue without issues. Put him in the dumpster. *********************************Special Note********************************* * If you take too long, there is a civilian that moves around the street. He * * has a very long pathway, so you should be okay. But try to be aware of it. * ****************************************************************************** Climb on through that window again, and as you go through the doorway, hook an immediate left so the other cop ignores you. I do not believe you are trespassing here, so the mechanics shouldn't bother you, but you'll still need cover from the cop ahead. Keeping to the cover on the side you are currently on (left side) you should eventually see a Brick to pick up. *********************************Special Note********************************* * The target may walk back while you're here. If he does, just grab some * * cover; he walks through the middle. I'm not sure if he'll notice you in the* * disguise though. * ****************************************************************************** You need to distract the cop in the back, so use the van he's next to as cover and toss the Brick to the other side, making sure it's close enough to the cop so he turns his back to you. Assuming the area beyond him is clear, head back there to see a generator you can interact with, and a fence. You're going to BBQ your target: 1) Use the "Rig" option on the generator first. 2) Do not use the lever quite yet, it has a timer. 3) The best way is to flip the lever as your target is approaching from the OTHER side of the fence, to walk into this area you are currently in. 4) He first goes through the side you're on, stops to talk to a cop on the other side of the fence, heads into the garage beyond (which you can't see), stops there and talks on the phone, then comes back. 5) As he comes back, wait until he's close to the cop (see radar) and pull the lever. To be safe, use the generator as cover. 6) If timed correctly, he should open the fence and get electrocuted. This will obviously alert the cop right behind him, but just wait until the cop kneels down next to the body. 7) Once the cop is kneeled, just walk by him to get through. *********************************Special Note********************************* * If you end up being REALLY unlucky (like I have been) the cop may block the* * entire way through the fence. More importantly, if he is facing you while * * kneeled, Do NOT approach him UNLESS you have R1 held down. Chances are, he * * will spot you otherwise. He may be really tricky to move behind depending * * on where he is. * * * * You may need to go the long way and go back around. There's a metal pipe * * nearby to distract the cop that you saw earlier. Head back to the * * checkpoint, and you'll need to enter the garage where the mechanic/cop you * * saw earlier were standing. * ****************************************************************************** +++++++++++++++++++++++++++++++++++++++++++++ Streets of Hope: Target Elimination 3 (9.14) +++++++++++++++++++++++++++++++++++++++++++++ If you're still staring at Target 2, you can walk past the cop as he is kneeling with no issues to get to the other side of the fence. Do so, and head into the garage up ahead. Again, in the cop disguise you should be okay here. Take cover somewhere (like around the spot with another lever) and take a look around. You should see a door in the corner, with some stairs behind it. Pay attention to your radar, your target may be around here just now. If he is, he goes into a small room by himself, and you can get to this small room by using the door in the corner and going up the stairs. If he's there and has his back turned (careful! he may turn around), bust out the Fiber-Wire, Garrote, stash him in a closet nearby. If he is not, you can simply sit and wait in the garage until he goes into the room. Another option is to wait until he leaves this small room, then follow him up the stairs to another room. He should be alone here, but he doesn't stop walking. You can Garrote and stash him in a nearby closet. Once dead, your level exit is near Target 2, right next to the fence. Head there, pick the lock, and the section is over. ++++++++++++++++++ Barbershop (9.20) ++++++++++++++++++ Two more targets to eliminate before you get to the last guy: ++++++++++++++++++++++++++++++++++++++++ Barbershop: Target Elimination 1 (9.21) ++++++++++++++++++++++++++++++++++++++++ First off, head to the left (preferably crouched) to see a place where you can climb down. There are two cops down here standing, so watch for them. There is a table nearby with a Bottle on it. Use it for cover and take the Bottle. Throw the Bottle in a way that has the cops turn away from you, so you can go left to the other side where some dumpsters are (pan around if necessary). There's a "Ledge" prompt here, on the wall of the building. Stand up so you can climb up and shimmy across to the end, then there is another "Ledge" prompt. Climb up once more, shimmy to an open window, and climb in. Watch your radar. There may be one of those two cops heading up to where you are if they noticed you. If there is, he'll check out the window that you just came out of. Find a spot to hide, subdue him, but realize there's a cop outside of this room as well (he could spot you with unlucky timing). If you're okay, stash the body in the nearby closet. If he didn't come then that's okay too. Either way, your next target is this cop outside, he has a short patrol route. First, head into the adjacent room (it has a leather chair and a hammer in it). Look for the door, then wait for the cop to turn his back. Subdue him here, then stash him in one of the two rooms you were just in. Head back out and take the pathway that has the First Aid nearby. Go down the stairs and you should see a cop having a smoke break. You should also see another disguise, change into it. This is the Barber disguise, and you should have pretty much free range of the entire house. There's a doorway near the disguise you just picked up, take it, then go through this next hallway, exit out and take an immediate right down a flight of stairs into the basement. There may be a random guy here, subdue him (try to stay away from the door) and you can drag his body to a nearby container in a small alcove in the corner of the room. There's a bunch of random stuff in the basement, so pick something up to throw. You need to distract the two (or one) cop outside, just beyond the door. So throw your item in the alcove that has the container to get someone to move in. Subdue this cop, put him in the container. Repeat this process if there is another cop outside. Do make sure to hide the body out of view though (alcove should be fine) as your main target may walk through the door in a bit. Once the area beyond the door is clear, you need to wait for one of your targets. Your primary target may come by, if he does, as long as you're in this Barber disguise, just ignore him for now. A message will say he's going to the barbershop, and he'll wait for you. Your target will eventually come down here and relieve himself on a wall. This is your time to Garrote him, then stash him in a nearby dumpster. ++++++++++++++++++++++++++++++++++++++++ Barbershop: Target Elimination 2 (9.22) ++++++++++++++++++++++++++++++++++++++++ Head back into the building via the basement door. Head back up the stairs to the first floor, but once you get to the top move into the main large room. Again, Barber disguise should be fine here. In the corner, you'll see a couple of guys standing in a kitchen, there's some pizza here too. Right next to the kitchen is an adjacent room with a container and some shelves. Your next target passes through this small room, where you can safely Garrote him while he's moving. The two people in the kitchen should be facing away, so you just need to make sure the door in this room is CLOSED so no one sees you. Try to get him while he's in the middle of the room. Once he's down, there's a container nearby. +++++++++++++++++++++++++++++++++++++ Pacifying your Primary Target (9.23) +++++++++++++++++++++++++++++++++++++ This is easy if you saved him for last. If he's not waiting for his haircut, just wander around until you see him, he should head down to the barber area. Once he's in the chair, just walk up to him and use the "Pacify" prompt. Yes, you can even do it in front of the cop just chilling there, because if you saved him for last, it triggers the end of the mission. Mission complete. ------------------------------------------------------------------------------ Mission 10: End of the Road (10.00) ------------------------------------------------------------------------------ Wow. Shortest. Level. Ever. Okay, so being the nice guy I am, I didn't kill him. Subduing him doesn't really do anything, so don't bother getting up next to him and doing that. Actually, if this is your first time through, do not subdue him. Although he is technically still alive, for whatever reason you will not be rewarded with the trophy for letting him go. What is funny though is if you just drive away you'll hear him complaining at the mission results screen. Mission complete I guess? ------------------------------------------------------------------------------ Mission 11: Dexter Industries (11.00) ------------------------------------------------------------------------------ Sigh, after that wonderfully easy mission, we have a tough one. +++++++++++++++++ Dead End (11.10) +++++++++++++++++ From where you start, walk to the second jeep that is just in front of you. Use the car alarm to alert the nearest guard. He should come in between the two cars, where he is safe to subdue. Take his disguise, but you can't stash him unfortunately. Just put him out of view. Head up to your first objective. There might be a guard leaning on the building, so keep an eye out. climb through the window, then disable the first security system. +++++++++++++++++++++++++++++++++++ The Backup Security System (11.11) +++++++++++++++++++++++++++++++++++ Climb through the next window, and then take cover at the three oil drums. Pick up the Hammer for later. At the oil drums, pan the camera to the right a bit to see some low wooden fencing, that's your next cover. If he's not there, you need to wait for a guard that stops at the jeep right in front of you. If he is there, wait until he starts to walk to the right, then follow him to your next cover. Using these big tree trunks on the ground for cover, keep an eye on that guard I told you to follow, he should stop up ahead pretty soon. Pan the camera to the right, right around where he is (he should be out of sight though) and you should see another car in the distance. That's your next target. Keep the camera on the guard as he moves back, but also look for another guard that may be patrolling on the other side of the dirt road, next to the small shack. He shouldn't give you problems, but keep out of his sight as best you can. As soon as the jeep-guard heads back and passes you, hug the right wall and move to the car. You want to stop and take cover on the right DOOR of the jeep. Stay here and watch the next security building, a guard will move, notice you a bit, but shouldn't spot you. He'll start talking to another guard. While he's talking, pan the camera to the left to see a bunch of guards, there should be a few moving. One is heading to you, but he'll stay on the other side of the road. He'll face you, so keep that in mind when you're clear to move into the security building. As soon as the two guards at the security building are done talking, change cover to the three oil drums. You should see that guard I was talking about facing you. Wait until he turns his back, then climb through the window of the security building. Slip past the guard, and disable the security system. ++++++++++++++++++++++++++++ Getting to the Mill (11.12) ++++++++++++++++++++++++++++ Climb out the next window to see a body container, and a wooden fence that is to your left. Use the fence as cover, and eye this guard standing directly in front of you, staring at a locker. He'll leave after a while, and when he does, move to where he was, moving up the stairs and find the nearest cover at the top of the stairs. Make sure to hug the outer wall as best you can as you move to the top of the stairs. You should be at a small piece of wooden cover. Change cover to the next slightly larger piece of cover, and then pan your camera around to see a large opening. Move through it and the door is your exit. You should be fine to pick the lock. +++++++++++++++++ Old Mill (11.20) +++++++++++++++++ Head up the stairs, and try to subdue the guard there because he leaves really quick. If you don't get him, just reload, since you hit a checkpoint. Take his disguise and stuff him in a locker. There's an electric panel to sabotage nearby. Do so, and go to the stairs to get out of sight to wait for a guard to come up and fix it. Subdue him, stash him in the locker as well. Next, head to the area where the next two guards are. Wait for one of them to move and he'll start looking at the floor. First target is the guy next to the TV/console crouching down. See the metal fencing he's crouched next to? You can move to the other side of this fencing, cover, then grab him, pulling him over to subdue him. Move his body to the nearest dumpster; the one furthest from the other guard. You'll need an item for this next guy. -----------------If you don't have an item---------------- If you don't have one, go back to the part of the metal fencing you pulled the last guy over. Notice the test dummy sitting down, but hold on, a new guard may have just arrived. The Metal Pipe is right next to the test dummy, and this new guard will hover the area near the stairs, so you're free to use cover right next to the dummy. Make sure you are safe, pick up the Metal Pipe and then move back to the electric panel you sabotaged. ---------------------------------------------------------- Item in hand, back at the electric panel you sabotaged, throw your item at the electric panel. The guard looking at the floor should come up so you can subdue him. Can't use the locker to stash him, but there's another container in the area, right next to the locker, in a corner (on the other side of the wall). Last guy, just watch his movements and subdue when you get a chance. He stops at the table for a second or two. Pick a container to put him in. Make sure to grab the Keycard from the table. Head up two flights of stairs, use the "Ledge" prompt, and head through the door at the top. Section complete. ++++++++++++++++ Descent (11.30) ++++++++++++++++ This can get a bit tough towards the end. You've got some ledge climbing to do, get to it. Your first stopping point will be a window with a guy talking on his phone. Don't kill the poor guy and just wait until he leaves. Move past the window once he does, and you should see another ledge to climb down. Do so. The floor should shake some when you climb down, but you're fine. Continue down some stairs and pick up that Bottle! It'll make things easier. Do a bit more climbing down and you'll get to another doorway with a couple of guys talking. Take cover and survey them. They talk for quite a bit, but wait and while you're at it take a look at the guard with the flashlight in the back; he's staring straight in your direction and I don't think he ever moves. Also pan your camera left to see as much into the room as you can. Notice the short wall, you're headed in this direction next. As soon as they stop talking, one guy will go back looking to a desk, while the other moves to the far side of that short wall to the left. Once the guy at the left stops, head into the room, hugging the left wall. Keep going until you reach a Checkpoint. Activate it. ++++++++++++++++++++++++++++++ Descent: Checkpoint 1 (11.31) ++++++++++++++++++++++++++++++ Pan the camera around the room to notice some stairs leading down. Go down slowly, as there are two more guards talking. Wait until they are done and let them go through the fenced door. I really hope you picked up that Keycard. ---------------If you don't have a Keycard---------------- If not, you're going to have to hook a right and move around. Go through the doorway to head outside (mindful of any guards, it should mostly be clear). You should notice another shack out here. Head into this shack to see a Radio, pick it up if you have no item. There's a ladder here too, climb down it, but there may be a guard walking in circles down here, so be careful. Once you climb the ladder, go left (don't go towards outside) and you'll be past the Keycard door. Go inwards towards the cave, and you should see a container with a red light above it, get to it. ---------------------------------------------------------- Keycard and Bottle in hand however, use the Keycard on the door and follow those two guards. They'll get to a big area with some mining carts. As soon as you are next to the Proximity Mines. Turn the corner left, then another immediate left to find yourself in a small area. Head down all the way into this small area, and take cover against a "window" so you have a perfect view of the meeting. *********************************Special Note********************************* * If you're slow I think it's possible to miss the meeting. If you do, * * reloading is quick if you have the Keycard and Bottle. But you can always * * try to avoid the guards and move into this small room here. * ****************************************************************************** As the meeting ends, you need to wait. The guard directly across from you (who is unfortunately facing you) never moves. The big opening he is in front of is your destination. Here's the plan: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! 1) Keep waiting at your window until a guard moves up and leans on it. Keep waiting. 2) As he moves away, you should see the other moving patrol coming towards the large opening. Start to ready your item to throw, aiming towards the left, as far as you can manage. 3) That patrol that is near the opening will walk back. Let him turn around, take a few steps away from the immobile guard, then toss your item to the left, wherever you're aiming. 4) The immobile guard should come to inspect. As soon as you get behind him, do so. Scale the cover, keep crouched, use the mining cart as best you can to break view of you. 5) As soon as your through, head right and stop at the corner where the red light is. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Stop at this corner with the red light (it's a flare) and wait for two guards to talk a bit, then start moving. There may be a third guard leaning against a pillar in the distance. If he's there, wait for him to start moving as well. There's a group of 3 guards somewhere in the middle, but if you keep your distance they won't bug you. Keep to the exterior of the pillars and try to follow the two guards. The third one patrols up and down near where they ultimately end up, so you have to watch him. Don't try to slip past him as he is leaning on the wooden railing; instead, wait until he patrolling back, and get behind him. You can use the outermost pillar as cover as he walks back. As soon as it's clear, use the left path (the path the two guards are not on) and take a left as soon as you can. Go down two flights of stairs (you should get the "Restore Power" objective), and just wait until the two guards' conversation is over. Once they're done, they'll start walking back. But hold on, that patrol may be coming back now. Wait until he's done leaning on the rail, have him head back, and head to the objective marker to restore the power. Once you have, head back down the stairs. All the way down to start up the generator. It calls a lift. Enter it, and the section is over. +++++++++++++++++++++++++ Factory Compound (11.40) +++++++++++++++++++++++++ This section sucks. Only one way to go, so go for it and you should see a guard at the tunnel exit. He'll move as you approach, but you may need his disguise if you haven't changed in a while. If you don't have the Factory Guard disguise on (but you probably will) follow him. He'll relieve himself at a tree, then you can subdue. !Carefully! drag him back to the container near the stairs. You only have one path here. There's a long bridge with a bunch of guards. Keeping out of view as best you can, use the first mine cart on the bridge as cover. You will notice a "Climb Down" option right next to you. When you have a chance, climb down. Shimmy, shimmy, and shimmy some more. The guards can actually spot you here, if you are directly below them. So if there is a guard coming up, wait until he turns around. Raise up when you get to the end, assuming it's clear. Pan the camera right as soon as you can, to see a red colored fence. Head to this fenced off area, and in the back is your first Checkpoint. +++++++++++++++++++++++++++++++++++++++ Factory Compound: Checkpoint 1 (11.41) +++++++++++++++++++++++++++++++++++++++ From the Checkpoint, you should be able to see a big truck, and some black piping nearby. There is also a red fence, that's your target. You want to get to the left of this red fence for another "Ledge" prompt. Move when you know it's safe. On the ledge, move past the window and keep going to the other side. Once there, take cover against some pipes, directly behind a trucker looking down. Here, wait until the trucker moves to another big truck to the left. Mind the guard, and hug the left (the metal railing by the cliff) to avoid him. Once you are past the truck, you should see a window to climb through. Use cover on this wall with the window, hug it and move to the other end. Cover change when you can to get to a small roofed area with some pipes, an oil drum, and some boxes. Take cover on the pillar here. Pan your camera and you should notice a guard in front of you, and he's standing in front of a door. If he's not there, that means he is the room that the door leads to. Wait for him to come out if he's not there. If he is outside, wait for him to go through the door and follow him into the room. He'll stand for a bit before heading back out, so here's your chance to subdue him. Make SURE the door is CLOSED before subduing. There's a container right next to you to stash him in. Open the other door, and just wait to see if there are any guards around. There is one right next to you, but he's at the corner where he can't see you. While you're surveying here, pan the camera left to see a small portion of a jeep windshield. You're going to head towards this jeep, and turn left at the corner when you get to it. Before going, read below, you have to be very careful (and/or quick) around here since there are so many guards: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! Like I said, you need to turn the corner where that jeep is, your destination is a short brick wall just beyond the corner (next to some stairs) but this is NOT safe cover, so you're going to a different location: 1) When you think it's clear, head to the jeep, turn left at the corner and keep hugging the wall to get to the short brick wall next to the steps. 2) If you think it's clear, Change Cover to move quickly to the other brick wall cover on the other side of the stairs, keep hugging that wall. 3) From here, you should be able to have a view of a bunch of boxes stacked up near a wall. That's where you're going. 4) If you think it's clear, move. Keep to the short brick wall to break view of the two guards at the top of the stairs. 5) This is safe cover, you can take a breather. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You should notice a 2 story building with a bunch of windows next to you (not the building with the guards at the top of the stairs). Move along this building's wall and eventually you'll turn a corner (watch for patrols!). As you turn the corner you should see a small security building (like the ones that were in the first area). When the guard in the building is not looking, climb through the window, then just keep going and climb through another window. You should be in a corner, at a jeep. Look directly across the road and you should see an opening in a wooden fence, this is your next destination. Make sure it's clear (you can sabotage nearby to get the nearest guard to move if you want), and hug the exterior wall as best you can to get into this small fenced off area. Once there, you'll see a doorway into a garage. Get into the garage, and take a left. You should see another opening to the back area of the garage. Go through it and there's a Checkpoint in the corner. Activate it. +++++++++++++++++++++++++++++++++++++++ Factory Compound: Checkpoint 2 (11.42) +++++++++++++++++++++++++++++++++++++++ There's a guard nearby, standing near a table, but you can ignore him. Head back to the entrance to the garage, and you should see the Arms Dealer wandering around his car. This is your next target. There is a jeep in the garage, so use the car alarm and he should come to inspect. Assuming there are no patrols directly outside, you're free to subdue. There's no real good place to stash him though, try to keep him somewhere out of sight. *********************************Special Note********************************* * If you reloaded the last checkpoint, the Arms Dealer is harder to subdue. * * Hit the car alarm to get the nearest guard to move in, then subdue him. * * Move his body out of view so the Arms Dealer doesn't see it. Hit the alarm * * once more, and the Arms Dealer should come. * ****************************************************************************** This is a near-perfect disguise. You can stroll around freely with it on, so head back to all those stairs with the two guards at the top, and enter the building. As you enter, just keep going into the next room, and head for your exit. Call the elevator, and there may be a guard there talking on his phone. Be patient and wait for him to leave the elevator, then get in. Section complete. ------------------------------------------------------------------------------ Mission 12: Death Factory (12.00) ------------------------------------------------------------------------------ ++++++++++++++++++++++ Test Facility (12.10) ++++++++++++++++++++++ Head down the hallway and turn right when you can. You're okay to enter through the door, do so. There's a Keycard on the table, pick it up and head back out. Use the Keycard on the big double doors nearby. There's a fire alarm on the wall in this room. Plan where you're going to hide, then walk up and activate it. A guard will come out. Subdue, take his disguise, and you can just leave him there (I didn't see any containers around). In your new disguise, just keep crouched and enter the room he came out of. The other guard is REALLY focused on his notepad. The files are literally right next to you on a desk (although the door may be blocking the view of them) as you walk into the room. Just pick them up and head out. Head back to the room where you got the Keycard. Access the computer in the corner and some doors will open outside. Head out, turn left, and keep going until you get to an elevator. Ride down, you got your first Checkpoint. ++++++++++++++++++++++++++++++++++++++++++ Test Facility: Target Elimination (12.11) ++++++++++++++++++++++++++++++++++++++++++ Once the elevator is at the bottom, first edge up to the doorway on the right. Pan your camera your camera and you should see some red double doors in the corner. That's your exit when you've eliminated your target, so make note of it. You want to go the other way though, so head left and you should see a yellow ladder you can climb up. Do so and take cover on the box at the top of it. There's probably a patrolling guard headed your way, so wait until he's clear and you're going to want to keep going straight. Your destination is the other end of this walkway. You'll pass a place to hide, use it if you need to. As you get close to the corner, you'll notice a guard and a scientist. The scientist is on his phone, take cover on the tall wooden crates near the wall, and just wait for him to be done. While you wait, notice where he's standing, there's an opening with some stairs he's standing in front of. Once he's done, he should move as well as the guard. When the guard is leaning on the rail next to you, that's your time to move to that opening the scientist was standing in front of. Get there and head down the stairs. Hey a Checkpoint. Activate it. ++++++++++++++++++++++++++++++++++++ Test Facility: Checkpoint 1 (12.12) ++++++++++++++++++++++++++++++++++++ So this next area is a bit small so it's harder to move around in, and there are a few guard patrols. The scientists don't care about you, but given the small area you don't want to walk right next to a guard (unless you're ready to use R1). Head down the next flight of stairs next to the checkpoint, through the doorway. Not far from the doorway there is a grey door on your right. Open it and you should see a scientist looking at something. This is where the security system is. So we're going to do something different here. First a preview run: In this room, there's a window to climb through in the dividing wall (it's right next to a place to sabotage). Climb through to get behind the two guards. You'll want to wait here until the two guards leave, then disable the security system. You can do it now, but if you want to make it easier on yourself... Reload the checkpoint. Now that you know where to go and what to do, head right back to it and disable the security system when you have a chance. Equip the Fiber-Wire while you wait for the two guards. When the security system is disabled, just wait. Your target will be coming into this room, and while he's in here that's your chance to Garrote. Do so and try to put his body out of view. I used the cover I was at while waiting for the guards. Now you just need to exit. Retrace your steps to get back to the elevator. Exit this room and get to the checkpoint. Before you go upstairs, realize you will need to wait for the scientist on the phone to move again. Wait until the guard is leaning on the railing once more, and head across the walkway. Use the hiding spot if it helps, then get to the ladder you climbed up when you started. Head down to the elevator. Your exit is close by, take the red double doors. ++++++++++++++++++++++++ Decontamination (12.20) ++++++++++++++++++++++++ Head down the hall but stick the to the right. Make sure you're crouching and you should eventually come to a door with a bunch of windows around it. Change cover to safely move forward, take a right at the corner. Enter the doorway here and then go right, between some blue lockers. There is a disguise on the ground, you want to use it. You're in a Scientist disguise, but you have to be really careful of the other Scientists that walk around here. Your destination is a small room nearby with 3 guards in it watching TV. There are 2 windows to climb through so check with R1 to make sure there are no Scientists in your way, and climb through. Making sure there are no Scientists, just use the security computer to disable the security system; no one should bother you. Once it's down, head into the bathroom you're right next to. In the bathroom there's a vent up on the wall, in the corner. Use it and move through it. Drop down and quickly go to your right, up the stairs and through the double doors. Section complete. ++++++++++++ R&D (12.30) ++++++++++++ You are going to need the Researcher disguise. Go down the stairs and head through the first double doors to find a couple of researchers. Be careful in here; the guy in the corner never moves, but the other one does raise awareness while you're in the Scientist disguise. Use the table in the middle for cover. Pan the camera to the right wall of the room and you should see a Radio on the counter; it's underneath a painting, and next to a coffee machine. Also note the door in the nearby corner. When you're clear of the 1 moving Researcher, pick up the Radio and head out that door in the corner. Drop the Radio just outside the door, as close to the railing as you can manage. Your hiding spot is going to be the staircase you're right next to. Turn on the Radio, then head down the stairs to get out of sight. The moving Researcher in that room should come investigate. If you think he's in a good position, subdue (but have him turn off the Radio first!). Take his disguise, but you have to leave him for a second. Go in the previous room and subdue the other researcher. Stash them both in the locker located in this room. ++++++++++++++++++++++++++++++++++ R&D: Target Elimination 1 (12.31) ++++++++++++++++++++++++++++++++++ You'll keep the Researcher disguise for the majority of this. When you have it, go back to the main large circular stairwell you started in. Head down to the second set of double doors (Test Chamber) and pick up the Fire Extinguisher there. You may see your target, but just ignore him for now and continue down the stairs. Ignore the first double doors that says "Chemical Lab" and instead go to the second double doors (it will also say Chemical Lab). There should be a guard leaning against the railing here, enter this room. DO NOT activate the Checkpoint yet, we'll get the target first. Just walk a bit beyond the Checkpoint so you can turn around and look at the doors you just came through. To the left is a window covered in blinds. Toss the Fire Extinguisher somewhere in the corner to get the guard leaning on the railing to come inside. Subdue, stash him in the nearby closet. Pick up the Fire Extinguisher again. Your target passes this room you are in. You want to do the same thing as your target passes the room: Toss the Fire Extinguisher in the corner to get him into this room, then Garrote him, then stash him in the same closet. No worries if you miss him the first time, you'll just need to be patient. He walks back and forth, but he does have a long patrol route. Once eliminated and stashed, activate the Checkpoint. ++++++++++++++++++++++++++++++++++++++++++++++++ R&D: Target Elimination 2, Checkpoint 1 (12.32) ++++++++++++++++++++++++++++++++++++++++++++++++ This guy is quite easy, but you might get some awareness grief by the guards. Head out to the main stairwell once more, go down the stairs until you see the next double doors you see ("Special Weapons"). Be careful about entering, you just need to be mindful that there is a researcher that moves in the middle of the room. You should be safe to enter, just carefully. Watch the researcher in the middle here, but also pan your camera around to see an opening in the corner (move a bit closer and you should see a guard in it). Get to the guard safely. Get behind him and subdue him. Take his disguise, and just drag him up the stairs he is next to a bit. Head back into the room with the researchers, pan around and you should see an opening that leads down into another room, go into it. Hey there's a Checkpoint. Sure, go activate it. ++++++++++++++++++++++++++ R&D: Checkpoint 2 (12.33) ++++++++++++++++++++++++++ From Checkpoint 2, head back to the main stairwell, go until you hit some stairs. Do NOT go down the side with the guard at the bottom. Instead go down the other and you should pass a Syringe. Head to the large opening in the middle with all the electrical stuff. You want to move around the left side of this circular opening, so you stay on the side with just the 2 researchers that are currently talking. Once past the 2 researchers, there is a valve. Get your Fiber-Wire equipped, and watch for your target (R1 if you wish). As soon as he gets close to you (he will stop by a chair), use the valve. You'll have 30 seconds of free activity. Get behind your target to Garrote, and just drop him there to leave him. Head back to the valve to see that there is a button nearby for you to press, it activates a bridge. Use the button if you haven't already, and just wait for the bridge to extend. Once it has cross and use the double doors. In the next room just use the prompts. Listen to the guy talk if you want, but you don't have to. Once done, head on through the next set of doors, and you're done. Mission complete. ------------------------------------------------------------------------------ Mission 13: Fight Night (13.00) ------------------------------------------------------------------------------ +++++++++++++++++++++++++ Patriot's Hangar (13.10) +++++++++++++++++++++++++ Be careful as you walk forward, there's a bunch of guards in the next area and they could spot you as soon as you walk into view. Find a spot out of view to just sit and watch for a second. The guards will talk a bit then start to spread out. A group of 3 goes off to a corner to the right, and there is 1 of those guards that you want to be careful of. Ignore the door to your left for now. You should see some light brown boxes stacked up in front of you (there's a test dummy right above them). Take cover directly below the test dummy, against these boxes. Your first goal is to get an item. Pan your camera to the right and you should see 2 more identical stacks of light brown boxes. There is a Metal Pipe on one of them, so get to it by moving along the cover (making sure the guard in the far corner I pointed out before isn't watching), and then change cover to get to it. Pipe in hand, head back to the cover right underneath the dummy, and you should see a body container to your left. Move into this small corridor and just after you pass the small light on the floor, the guard that was standing right next to the Metal Pipe should move. Head back to your previous cover once more. Aim your Metal Pipe somewhere close to the body container (the wooden crate right next to it is fine) and that guard should come to inspect. If he doesn't have his back turned to you, wait until he is moving back to his patrol, then subdue him as he is walking back. Take his disguise and stash him in the container. Get back to your previous cover (again, underneath the dummy). Make sure you picked up your Metal Pipe again before you start this next part (although there are some other items around you can pick up). You're going to want to move around the room using Change Cover, so start by heading to where the Metal Pipe first was. Remember the 3 guards in the corner and start heading to the RV. Eventually you'll get to a corner (the corner with the toy duck on a crate). Look around a bit, and you should see some more of those light brown boxes in 5 different stacks, along the exterior wall. Your ultimate goal is the Patriot, the wrestler who is nearby, to get his disguise, but you have to isolate him. This can get a little weird since you have to try to get him (and the guy next to him as well) out of view to subdue. Right across those 5 stacks of light brown boxes, should be some more cover and you should see two tires leaning against it. You need to maneuver around this cover depending on how the NPCs approach to investigate. That in mind, let's start: 1) Standing next to the two tires, aim your item to throw at one of the MIDDLE stacks of the light brown boxes. 2) Throw your item and watch the NPC. Move around the cover with the tires as the situation dictates to move behind your target. 3) The trainer should come first. If he's out of view, subdue. Drag him to a container in the corner where the toy duck is. 4) Repeat the process. The Patriot should come next. Subdue if safe, and take his disguise. This is a perfect disguise; no one will spot you with it. Now that you've been promoted to Wrestler, head back to around where the mission started and look for your exit (the double doors). Head on through and the section is complete. ++++++++++++++++++ The Arena (13.20) ++++++++++++++++++ This is really straight-forward with the Patriot disguise. Just follow the hallway down. You'll be fighting your target hand-to-hand, which means it's a QTE event. Your target hits particularly hard, and on Hard mode you can only survive about 3 hits. Fortunately however, the QTE plays out in a very predictable sequence, if you want to read ahead: (Circle) to start, (Square) <----Mash this until you see, (Triangle). That's it. Once you hit triangle, he'll stagger, then it repeats itself. Once he's down, just exit the arena, pick up your guns, and then exit through the doors. Mission complete. ------------------------------------------------------------------------------ Mission 14: Attack of the Saints (14.00) ------------------------------------------------------------------------------ I don't know about you, but I thought that cutscene was kind of cheesy. ++++++++++++++++ Parking (14.10) ++++++++++++++++ You start off in a vent, but there's nothing to worry about for a bit. Just continue until you get closer to outside. You should see an Iron as well as your suit on the ground, before heading outside. Pick it up if you wish, and head on out to see your next objective. +++++++++++++++++++++++++++++++ Parking: Elimination 1 (14.11) +++++++++++++++++++++++++++++++ Head down and you should see a body container on the left wall. Hop into it and watch the 3 people coming down (one is your target). You'll be waiting for a bit, so equip your Fiber-Wire. As soon as they pass, hop out. Let them continue for a second, and the 2 guards will go into the room you started in. Once the first guard moves in, Garrote your target, drag her back to the container you were hiding in. Too easy. Too bad the rest aren't that easy. Head down the next hallway and activate the Checkpoint at the end. ++++++++++++++++++++++++++++++ Parking: Checkpoint 1 (14.12) ++++++++++++++++++++++++++++++ Careful walking down the stairs, there are a bunch of guards in the parking lot. They'll talk a bit, just wait until they are done so they spread out. Keeping along cover so you're out of view, change cover once and look for a Brick if you don't have an item. Brick/item in hand, head back to the Checkpoint. You need to distract the closest guard, so toss your item somewhere near the wooden/bamboo railing (corner is good) to get him to come and investigate. If he's in a good spot, subdue him, then take his disguise. Unfortunately getting to the container is too risky, so leave him. Head back down the stairs taking cover. You want to get to the other side of that car just in front of you. When you think it's clear, move to it, and then move beyond to the bus area, where you should see some items. If you need another item, pick up the explosives, just don't trigger them. There should be a gun on the other stack of cases. Use this for cover, you are going to distract that guard that is right next to you, standing by the bus. Throw your item near the rear tire of the bus, then sneak behind the inspecting guard to subdue. Toss his body in the dumpster nearby. Look at the area beyond the totem-pole gates, you should see a guard and a civilian. Unfortunately you cannot save the civilian without killing the guard or having the civilian spot you. Go through the gate when it's safe, and get to the wooden pole fence on the right for cover. Just let the civilian die (T_T). Pan the camera to the left to see a wall with a surf board on it. Take cover on this wall, and move forward so you're at some more wooden-pole fencing. You should see more guards. ++++++++++++++++++++++++++++++++++++++ Parking: Target Elimination 2 (14.13) ++++++++++++++++++++++++++++++++++++++ Continue to change cover to move through the first part of this section. When you hit a cover with a large green plant, stop and wait for the two guards to start moving. Pick up a Golf Club nearby if you don't have an item. You just wanted to get those two guards moving. Once they do, head back to the surf board. So you have three guards standing nearby. 1 patrols, the other 2 don't move. You have to do some item tossing to subdue them one by one, and you need to subdue them in this area. So find an item nearby if you don't have one, and let's get started. You need to throw at the surf board on the wall to get them to move. Since more guards will be moving into this area by distracting them, you need to move the bodies. You can either: 1) Drag them to the area by the bus. You have 1 space left in that container, and there is another container around, but it's too risky to get to. You can just drop extra bodies near the bus, just try to keep them out of view as best you can. REMEMBER there are TWO guards that patrol nearby, and you need to make sure you don't get spotted when dragging to the bus area. --or-- 2) Look around in the surf board area and you should see an opening in the corner. There should be a long wooden-pole fence near it. You can drop the bodies out of view here, but make SURE they're not in line with the opening; there is a guard in the previous area that can see through it. Get to work, and when you're done, your target is pretty easy to access. Go to where all those 3 guards used to be standing, and take cover so you can survey the bar up ahead. Your target moves really close to this bar, but so does another guard. When it is clear, head to the bar and hop into the container that is there. Watch all 3 from here (using your radar too). The two guards generally have line of sight of your target, but eventually, you'll get your chance to Garrote. Notice the further guard, in the golf course: I didn't risk trying to Garrote as he stopped near the water/bridge, I waited until he stopped at the other end of his patrol. When you think you have your chance, Garrote her and quickly stash her body in the container. Depending on where the bridge-guard is, use the appropriate cover to make sure you stay out of view. You're right next to your exit, but you have to pick the lock. So you need to wait until the bridge-guard stops at either end of his path, then head for the door. Pick the lock and this section is finally done. ++++++++++++++++++ Reception (14.20) ++++++++++++++++++ If you thought that last one kind of sucked, this one might be worse. ++++++++++++++++++++++++++++++++++++++++ Reception: Target Elimination 1 (14.21) ++++++++++++++++++++++++++++++++++++++++ Notice your radar and see that your first target is already nearby. Take cover against the First Aid and edge towards the door to get her and a guard to start talking. Quickly take cover using the counter they are right next to. From here you can "Attack" your target and kill her safely, without alerting the guard. Drag her to the freezer that was right next to your starting point. Grab an item (Hula Girl nearby, lots in the area with the counter) head back to the First Aid and take cover there. Throw your item in the corner where the door is to get the nearest guard to move, subdue if he's positioned correctly. Stash him in the nearby container. Your next guard (you may have gotten him while trying to distract the first actually) to get comes into the room with the bar counter and stands almost right next to the body container in the middle of the room. He makes an "L" shaped patrol, through another small room you can access from here. So what you want to do: 1) Wait until the guard stops next to the body container. 2) Enter the small room. 3) As soon as you enter the room, you should see a door and a window to your left. 4) Take cover against the wall, so you're right next to the door. 5) As he enters the room, attack him and subdue. 6) Can't stash him quite yet, so just drag him so the door can close. Leave him in this room. Okay now that this area is cleared, we'll start working on the next target. ++++++++++++++++++++++++++++++++++++++++ Reception: Target Elimination 2 (14.22) ++++++++++++++++++++++++++++++++++++++++ You need another item, go grab it. Head back to the starting room with the First Aid. Remember that door you tossed that item near? Use it to go outside, and edge up towards the guard and hotel owner to get the conversation started. You don't want to move far from the door though, so just take cover on the wall that has the coconut-drink on top of a small wooden bar stool. Edge closer to the two if the conversation hasn't started. As they talk, there is another guard (he patrols) nearby, watch him too. After the poor owner gets shot, the guard will move back. He will start moving again eventually, so you need to do this now or wait until he moves, comes back, then stops again: 1) When he's at this closest stopping point, aim your item at the door you came through. 2) Toss your item, then VERY QUICKLY move through the door, and take cover on the other side, so you can look out the door (if the door closes, just watch your radar). 3) As SOON as he turns around, get up behind him and subdue. 4) Be CAREFUL of the patrolling guard I mentioned earlier, if you took too long to get behind the guard, this other guard might spot you. 5) If the patrol isn't around, drag the body to where you started this area. Your next goal is the patrolling guard. Move forward a bit so you can see an enclosed area (where the owner was shot), there's a tire swing here, a table, among other things. The patrol goes through here and stops. You want to wait until the patrol exits the area, then you want to move into it. As soon as he's gone, move into the area and take cover along the backside of the wooden bench that is right next to the table (table with a Radio on it). Note the body container right next to you, and wait for your target. You can subdue him when he stops here, just be careful. At least your last target is a cinch. Notice the Radio on the table? Turn it on, and she'll come turn it off. As soon as she turns away, there's your chance to Garrote. Put her in the same container as the previous guard. +++++++++++++++++++++++++++++++++++++ Parking: Getting to the Exit (14.23) +++++++++++++++++++++++++++++++++++++ Remember the small room where you subdued that guard? The one right next to the area with the large bar area close to where you started? Head there. If you wish, if you have any free bodies lying around, you can now safely move them to the container in the middle of that building, but you have to make sure you drag them behind the bar counter and through the small room. If you don't feel like stashing, that's okay too. Once ready, get to the small room so you can open the door you haven't opened yet (it leads outside). Take cover at the wooden fence near the torch, and wait for the guards' conversation to be over. Unfortunately, I cannot seem to find a way to get to the exit without use of R1 to blend in, so that's what you'll be doing. While you're here, notice there's an opening just beyond the trunk of the yellow car, that's where you're going through, but there is a guard. You can take a look at this guard if you hit R1 for a sec, and you'll see he's facing you. So after those two guards are done talking, edge on over there, and prepare to use R1 to move past. You can stop as soon as you get behind him. Take cover near the next opening to watch the next 2-3 guards. There is one more conversation to wait for, and depending on how long you waited, it may already be done. Wait until you see a guard checking the bodies of the dead civilians. The exit is right in front of you, but the door needs to be picked. There are three guards to watch: 1) One just stands near the exit, but he doesn't move. 2) One is checking the bodies. He moves from body to body. 3) The other patrols, and he stops near these other two guards. He has a fairly long patrol route, so he's the last to worry about. First, we need to distract and subdue the guard standing in this area with you (the guy right next to the tires). Right behind him is a Screwdriver if you need it. Toss your Screwdriver in the corner of this area (at the palm tree next to the dumpster) to get him to a safe place to subdue. Subdue then stash him in the dumpster. Next, one of the 3 guards around the exit. Pick up an item again and look to the right of the dumpster to see 2 trash cans. Throw it at these trash cans. Try to get one of the two guards at the exit. You should be safe to subdue, stash him in the same dumpster. Repeat the process to try to get the second guard at the exit. If the exit is not cleared, you do not have to stash the body. If you want to, or if it's not clear yet, there's another dumpster in this area. Be careful about using it however, you want to make sure the last guard near the exit can't see you. If you still have the patrolling guard moving around, you can either repeat the process once more or wait until he turns away to get to the door. Pick the lock as soon as you get to it. Section complete. ++++++++++++++++++ Cornfield (14.30) ++++++++++++++++++ This place is actually kind of interesting. It seems kind of daunting with all the guards, but there are 2 Checkpoints, and the corn field actually is pretty good cover. ++++++++++++++++++++++++++++++++++++++++ Cornfield: Target Elimination 1 (14.31) ++++++++++++++++++++++++++++++++++++++++ You'll notice your first target as soon as you start. Wait until all of them move away, and you should see one solitary guy crouching. Also note the body container next to the yellow car, near the wall. You need to do it quickly, so as soon as you know you're clear, get up to the crouching guy and subdue, quickly drag him back and stash him. The next closest guard walks back, so you need to be quick. Use the car alarm for the next guard, and make sure you navigate around the car to properly subdue him. Stash him in the container. Into the fields we go. You should see two guards near you on your radar, head towards them, but don't get too close. The fields give pretty good cover as long as you keep your distance (and crouched obviously). Heading all the exterior (where the fence is) is the safest. Your target is near a small shack close to the middle of the field. The shack has a tree in front, a tractor, a red SUV, and a few guards. Keeping in the fields and avoiding the guards, just try to look for the entrance to this shack, you need to locate something before approaching. Looking at the entrance, you should be able to see a large tire leaning against a wall, and a window to climb through right next to that. Next to the window is one side of the shack, and on that side is a generator. That is your destination. Maneuver yourself to that side, but keep away from the guards. You can swiftly move out of the corn fields to cross the dirt path, but you're going to want to move back into the fields to approach the generator. As you get close to it, you may notice you can use a prompt next to it to "Rig" it. If you think you can get to the generator without being seen, do so and use the prompt. It does not work automatically, because like a previous electrocuted target, you need to wait until the target comes to a certain location. You may have noticed that the target goes into the shack on occasion. When you think she is at the right spot (she should be right next to you, but in the shack) turn on the lever. Target eliminated, back to the field. You may have noticed the Checkpoint next to the shack. Activate it when you get a chance. ++++++++++++++++++++++++++++++++ Cornfield: Checkpoint 1 (14.32) ++++++++++++++++++++++++++++++++ Next two targets are practically right next to each other. One is very simple, the other is slightly more difficult. We're doing the easier one first. ++++++++++++++++++++++++++++++++++++++++ Cornfield: Target Elimination 2 (14.33) ++++++++++++++++++++++++++++++++++++++++ Head in the direction of the next two targets, using the corn fields to avoid guards. As you get closer to the house, you may notice that one target is lurking around in the fields. She is a very easy target here, so just make sure you're not going to get spotted by one of the guards near her, and Garrote. You can just leave her body. ++++++++++++++++++++++++++++++++++++++++ Cornfield: Target Elimination 3 (14.34) ++++++++++++++++++++++++++++++++++++++++ Close to where you just snuffed the last target, there's a small brownish RV. Across the RV is kind of a mill-looking building (you can see a pallet hanging by a crane if you pan up). You want to head to the opposite side of this mill-looking building, where the corn field is. There may be 1 problematic guard in the way. He seems to stay stationary, crouched, looking back and forth. If he's there, since you're going to the corn field right next to him, try to beeline it towards the exterior fence, and he shouldn't notice you. Move through the corn field and you'll notice a very small, partially destroyed shack, right next to a water tower that's seen better days. Your destination is this shack. There is 1 patrol (uses the "L" shaped dirt path), so go when you think it's clear. Take cover in this shack, next to the "Dog's Bone". Pick up the Dog's Bone if you don't have an item. Three targets to look for: 1) Your main target, she comes close to the shack. 2) The guard patrolling along the "L" shaped dirt path. 3) The guard that patrols the deck of the house you are next to. First, you want to get the guard along the dirt path. So with item in hand, make sure it's clear to head back into the corn field you just came from. Throw your item somewhere in the field so the guard investigates, and subdue him in the field, as far away as you can from everyone. Leave the body here. Pick your item back up and head back to the shack. Second, your main target. You should be in cover, looking at the dirt path and the water tower to your right. When your target is nearby, toss the item near the water tower for a chance to Garrote. There is a container nearby you can put her in if you want (you can "use" the container afterwards for a fairly gruesome disposal). Now you just need to exit. The exit is really close, in the middle of a bunch of junk. Even though it's a short walk, there are a number of guards, and it's not a direct exit. Before going, read on: 1) You need to walk to this area, but you'll need to break line-of-sight multiple times. 2) A new objective comes up as soon as you get to this area, and you will have to activate a prompt. 3) Walk back and forth as best you can to break any guard's view, and when the prompt presents itself, use it (it's on the ground, on the mat in the middle). Mission complete. ------------------------------------------------------------------------------ Mission 15: Skurky's Law (15.00) ------------------------------------------------------------------------------ +++++++++++++++++++ Courthouse (15.10) +++++++++++++++++++ This is actually kind of fun if you know what to do. From the start, turn around go through the double doors to exit the court. To the right is a flight of stairs, take them up, then head left, to go through another set of double doors. You're back in the court, but on the second level. Proceed to just wait for the court hearing. On the left side of this area, you'll see a cop standing by a table. Don't go by him quite yet, since it's roped-off it's considered trespassing. Eventually, some video "evidence" will be shown on a screen. Soon afterwards, the cop next to the table will leave the restricted area, and head outside. Once he's gone, quickly head up to the table and there should be a prompt available (it's only available after the video is playing). Use the prompt to turn off the video. Quickly head back downstairs and go open the double doors to the court (where you first started) to hear when the judge calls for a recess. As soon as he does, turn around and face the stairs. You should see a hallway just beyond the stairs, go into it and go into the Men's restroom BEFORE the "Tin Foil Hat Man" gets close to it (if he goes in before you, it's considered trespassing). Once inside the restroom, you'll see a locker. Head into the locker and wait for the tin foil guy. He'll be near the window, and you have a great chance to subdue. Do so and take his disguise, put him in the locker. Head back on out and just follow the cop as he leads you back to court. Go to the defendant's desk when asked and you'll be forced to stop as the judge carries out the sentence. Once he does, follow the cop back to the door in the corner (the keycard door), he'll open it for you. Go through the door and open the next. Section complete. ++++++++++++++++++++++ Holding Cells (15.20) ++++++++++++++++++++++ Start off by opening the next door and waiting for the cop to lead you downstairs. Just keep following him and he'll lead you to an open cell. Get into the cell, and wait for a minute. The cop that led you down will leave. The cop sitting on the chair doesn't move, so you have 1 cop to watch. The patrolling cop will stop and look at the shelf in front of you. As soon as he stops, pick your lock, then head to where he was. DO NOT go for the exit quite yet, instead go left and hop into the container. The exit is locked, and needs to be picked, this is why you went into the container. It is possible to pick the lock of your cell, head to the exit, pick that lock and exit before the guard turns around, but it's a real close shave. Heading into the container is much safer. Once his back is turned, hop out and pick the lock. Next section. +++++++++++++++ Prison (15.30) +++++++++++++++ This place SUCKS for being such a short, confined area. Slowly move towards the stairs, but don't go down. Watch the cop in the hall and when he moves, take cover towards on the wall next to the first cell's door. Three cops will be in this cell for a minute, so from here change cover so you can move to the next cell. See the locker across from the next cell? Hop in and wait. Eventually, 1 of the 3 cops in that first cell will move over and stand right in front of you, back turned. When he does, exit out and believe it or not, you can subdue. You can also stash his body in that same locker you came out of, but just be careful. Make SURE to take his disguise. For whatever drug-induced reason, these cops' awareness spikes up SUPER fast. So you want to try to keep your distance at all times. This next part needs to be done VERY QUICKLY because you only get one real opportunity: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! Take cover on the corner (move along until an objective marker pops up) so you can see the square looking room, the current objective marker is in that room. There should be a cop inside this room leaned over talking or if he's done, moving back and forth. If he's talking, wait for him to start moving. There are 3 cops near the corner talking. There is 1 other cop patrolling back and forth along the wall, just beyond the square room. So what you have to do is subdue the cop in the square room while ALL FOUR cops are next to each other. The things to note: 1) You have to do it quickly, for once the 3 cops' conversation ends, they all become problematic. 2) The patrolling cop does stop for a while, but it could be a little too long, and it's possible that once he moves to the spot with the 3 other cops, their conversation will be ending. You want to try to take the first opportunity to subdue that you get. 3) The only entrance to this square room is on the left. There is some cover right next to the door though (it has a Screwdriver on it), so use it. 4) The cop in the square room should be subdued next to the button you are supposed to use. 5) It is ENTIRELY possible that your first opportunity occurs as soon as the cop in the square room stops at the button for the first time, right after he's done talking. 6) Once subdued, quickly stash him in the locker, and if the patrolling guard can't see you, press the button. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! A cell right in front of the button opens, that's where you're going so when you think it's safe, head out of the room and into that cell to get to a hallway, and there will be 2 guards here, one is leaving. The other is on the phone in a small room next to you. Just ignore him and follow that cop that just left. You should see him as you turn the corner, leaning against a wall. Right next to him is a place to climb. As soon as he leaves, climb up the ladder. On the small catwalk, just walk around to the other side. Before climbing down be prepared to quickly turn left into another hallway to avoid the cops here. In this hallway, you'll see a door, and there should be an opening on the left. Head through the opening to get into a small room, and in the corner is kind of a strange wooden vent-like thing. Use it and exit out the other side. Pick the lock to the door in this room, exit out. Exit is right next to you, and you should be safe to pick it. Mission complete. ------------------------------------------------------------------------------ Mission 16: Operation Sledgehammer (16.00) ------------------------------------------------------------------------------ ++++++++++++++++++++ County Jail (16.10) ++++++++++++++++++++ Not many options to start with. Break free first then hit the fire alarm on the wall, then you can go back to your chair to hide. A cop will come up, subdue when you get the chance, take his disguise. There's a container in the next hallway, stash him there. Head up the stairs in the hallway and just keep going; only one pathway here. There's a cop here on the phone, either sneak past or subdue, there's a container in this room to put him in if you want. Exit this room and you should see a Checkpoint in the next hallway. Activate it. ++++++++++++++++++++++++++++++++++ County Jail: Checkpoint 1 (16.11) ++++++++++++++++++++++++++++++++++ From the Checkpoint, head back into the room you came from. On the wall next to the body container is a vent, use it and head down to the other end. There is a cop at the other end, so wait until he moves. When he does, subdue and put him in the locker. You should notice your objective marker in a room next to you. There are 2 cops in this room, and one kind of stands in a corner, and the other moves back and forth. Your objective is to the left as soon as you enter through the door, but you want to wait until the moving guard is turned away (use R1 if you're having problems seeing him). Pick up BOTH of your guns, and quickly exit the room. As you exit the room, you should be right next to another door. Open it and you should see a civilian talking with the cop behind the counter. Wait until they are done, and the civilian will leave. Move yourself to the counter and take cover there, so the cop can't see you. Your exit is close, but there's a lot of cops in view. Keep moving along the cover but do it quickly. As soon as you turn the corner try to head for the exit to quickly open the door (use R1 to blend in if necessary). DO NOT move along the counter to the door; there are some small swinging doors that will lead you right next to those two cops. Hopefully you got out safe. Next section. ++++++++++++++++++ Outgunned (16.20) ++++++++++++++++++ Head straight for the pillar that should be right in front of you and take cover. You're going to want to head right, so change cover and keep changing until you reach the other side. Use anything to break any view, and get to the right side of the truck. Pan your camera to the right and you should see a grassy area. In this grassy area there is a dumpster along a wall, near a corner. Look around this corner and you should see a "Ledge" prompt, climb up and edge yourself to the next cover. There is a guard up here, but he'll eventually move. Once he does, subdue when you can, take his disguise, and put him in the container located near where he was first standing. There's a Checkpoint up here, so go and activate it. *********************************Special Note********************************* * Be aware if you reload the checkpoint you will need to take this guard out * * again. * ****************************************************************************** ++++++++++++++++++++++++++++++++ Outgunned: Checkpoint 1 (16.21) ++++++++++++++++++++++++++++++++ There's only one pathway out, and that's the stairs nearby. But there are two guards down below, and you need to take them out. If you don't have an item, go get the Brick located next to the body container up here. Item in hand, toss the Brick in one of the corners near the big round metallic thing on the roof. One of the guards should come up, use the big round metal thing as cover and navigate around it to get your subdue. Stash him in one of the containers around. Repeat the process for the other guard. Once you're done, head down the stairs and take cover near the opening so you can see the street. There is a group of guys to your right, 1 immobile guard across the street, and 1 patrolling guard on your side of the street. When you have an opening, head out the opening and go right, and take cover at the black cases. You should be safe if leaning against the single one that is parallel to the street. The group of guards will eventually start moving. Wait until they pass, and if that one patrolling guard has his back turned, scale the two cases so you land on the sidewalk. Keep on the sidewalk and just head to the mailbox. Once there, cross the street into the shoe shop where your exit is. +++++++++++++ Burn (16.30) +++++++++++++ Not much to do but go forward for the first bit. Once you get to an area with a bunch of shelves, there will be a lot of guards. This isn't too bad since it's foggy, and there's plenty of cover. But it helps if you get a disguise first. Just observe these first two guards. When you can catch one of them alone, subdue, and take his disguise. Leave his body for the moment. Catch the other one to subdue, and once he's down you can take him (and the other guy) to one of the containers in the corners of the room. Mind the large opening to the next area though, as there are a lot of guards. One option is to actually take all the guards out for the "Misty Eyes" challenge, but as you can imagine this can take quite a while. Instead, observe the next large area for a second. You should see a red ladder, and a guard facing away from you right next to it. As you approach the ladder, the guard will move away. So when you think you're okay (remember the smoke helps a lot to reduce awareness), move to the ladder and climb up. Just head all the way to the other end and you should see a spot to climb down (the spot should be red on the floor with "Dexter Industries" labeled on it). You're free to hop down safely, do so. Continue to observe the various guards and keep moving along the exterior wall. When you get to the next opening, you should see another guard with his back turned to you and another red ladder in the distance. Wait for the guard to move, and head to the ladder to climb up once more. Once up, you're free to climb down immediately, but sit tight once you're back down to watch for a single problematic guard. I think he's the same guard that was in front of the ladder you just used a second ago, and he comes nearby to where you currently are. Notice two things: a body container right next to you, as well as a Gasoline Can against the wall. Make note of the Gasoline Can's current location, and then pick it up. Take cover on the stack of boxes right next to the ladder and the body container. As the guard comes near, throw the Gasoline Can at the wall where you picked it up. Use the "Attack" prompt from your corner as the guard comes down, subdue. Make SURE no other guard can see you as you stash the body. Now you can head straight down this hallway, but take cover at the "L" shaped boxes that are near the door, there may be 2 guards nearby, and one may be blocking the door somewhat. Just wait until you have an opening, slip by and through the door. The next area has a solitary guard that you can ignore if you want. Get behind him to open the door, and through another door to get outside. There's a civilian outside, just ignore him. He certainly doesn't care if you're in the Heavy Trooper disguise. Go up the stairs, into the building, up two flights of stairs, and finally your exit door to lock pick. ++++++++++++++++++ Hope Fair (16.40) ++++++++++++++++++ There's a single guard here. Wait until he starts moving and then move towards the exit he went through. Instead of going through, turn around to see a large set of stairs. There will be a guard coming in here soon, so exit this building as quickly as possible. Stay to the left exterior wall. You should go up some stairs to a stage-like area, and then head back down some more stairs. Continue to move forward while watching guards, using Change Cover as much as possible. Every guard directly in your way should move, so if there is one stopped, just wait. You will need to Scale Cover once. Eventually you'll get up near the end where there are two guards talking about Agent 47. Wait until they are done, and move to the large stack of barrels up ahead. The guard that is directly in front of you doesn't move, and there is a patrolling guard that comes next to him, then circles the stack of barrels you are at. When you get a chance, sneak behind both of them safely, use R1 if necessary. The exit is almost directly behind the immobile guard. Quickly open the door and get out of here. ++++++++++++++++++ Outskirts (16.50) ++++++++++++++++++ I'm not sure how Agent 47 changed clothes that fast, but whatever. Not much to this section, but it's sadly the first place I died. I died 3 times in a row in fact lol You'll get a cutscene as soon as you enter the church. When the scene ends, you need to QUICKLY aim and shoot your target. You start in Point Shooting mode, so as soon as you can press L2 to aim, R2 to mark, and (Square) to shoot. Again, this needs to be done VERY VERY QUICKLY, like less than 5 seconds I think. Mission complete. ------------------------------------------------------------------------------ Mission 17: One of a Kind (17.00) ------------------------------------------------------------------------------ This is not much of a mission. Suit up as directed. You can use the door by the counter to go downstairs for some random stuff to find, including some disguises if you didn't know. Have to have your suit on to exit the level. So when you're ready, head out the exit. ------------------------------------------------------------------------------ Mission 18: Blackwater Park (18.00) ------------------------------------------------------------------------------ ++++++++++++++++++++++++ Blackwater Park (18.10) ++++++++++++++++++++++++ As you start, don't head into the building yet. Instead, when you're near the two guards by the car, look around for a spotlight. Head back to it and there are 3 guards talking nearby. Get close to them, but don't go past the metal fencing that is set up. One guard will eventually split off, follow him. He'll move to the two guards by the entrance to the building. He'll talk for a bit, then split off again, follow him some more. He relieves himself in a garden area, you can subdue him safely here. Take his disguise, and unfortunately there is no place to stash him. Head down the stairs right next to you for an easier approach. Head towards the building's stairs and take cover at the seahorse statue. Slip around the corner, head up the stairs, and wait. Before you go in, there will be a guard that is facing you because he's talking to a couple of people. You have to be very careful in here, because there are a lot of guards. Once you head (crouched, as always) in take a right and immediately cover at the furniture. Change cover to move around the furniture to close the distance to the next area. By now, you should be behind a couch. From here, you should see the reception desk in the area beyond. What you can't see is your destination: it's a large opening on the right wall. So when you're ready, QUICKLY head around the nearest wall and get through this large opening to break view. Take cover in the corner by the plant. +++++++++++++++++++++++ You can Manage (18.11) +++++++++++++++++++++++ This is a somewhat tough challenge to do on Hard, but I think it's worth it. You need a particular NPC's disguise, and we're going to go get it. The receptionist guy behind the counter doesn't care about you, so your biggest concern is the patrol walking back and forth on the far side of the multiple orange couches. You want to keep on this side of the room, but head back to where he is. Continue to hug the exterior wall as you move down, head straight down and you'll see a door. Take cover next to the door, right below the window. You need to worry about 2 guards here. Do NOT edge to the left along the window quite yet. Instead, pan the camera around to see a vase, it should be directly behind you from here, assuming you haven't knocked it over. Take a couple of steps so you're next to it (and you'll probably knock it over). From here, you should see another vase next to another doorway. Look directly across from the vase, and on the wall, there is a vent. That's your destination, but like I said there are 2 guards to watch: 1) The one on the other side of the window, he moves back and forth. If you are at the first vase area, he should not see you. 2) A stationary guard that is mostly out of view. He's guarding another doorway nearby, use R1 to spot him. Do not move if the guard on the other side of the window is facing you. When he turns, head straight to the vent and enter it. Go through this vent, and at the other side, peek out and wait. There is a single guard that moves through this room. Wait until he moves through, then exit when it's clear. There is only a single guard to watch here, and you can potentially see him through the window. If he is facing your general direction, you should still be okay. Keeping crouched, head through the door and just go straight, and you should see another door on the left. Head through that door on the left and you should be in a bathroom. There's a vent in here, use it, but before exiting take another look. Make sure the guard is not currently blocking that opening you see. If he is not there (or approaching) exit the vent, and head into that small area with some lockers. Head behind the lockers to get out of view of the guard. There may be a receptionist guy in red here as well. If he is, that is the guy we need. If he is not, just wait until he shows up. There is a Bottle near the lockers, pick it up. This is where it gets kind of risky. You need to isolate that guy (he's the manager) by throwing the Bottle at the corner, so he moves out of view of all the nearby guards. Before doing so, there are a few threats: 1) Your primary threat is that same security guard you passed a second ago. You need to distract the manager and subdue while this guard has his back turned. 2) Look for another doorway in this area. In the room beyond, there are two others, another guard and a reception guy. These are less of a threat, because they don't really stop in line-of-sight, but you should keep aware of them. Throw the bottle at the plant in the corner, and the manager should come to investigate. If he got pretty much right in the corner, he should be safe to subdue. Take his disguise, and if that patrolling guard isn't looking (and keeping an eye on that doorway nearby) carefully drag and stash the body in the yellow locker in the other corner. *********************************Special Note********************************* * If the manager didn't get in a good spot, you may need another item. Head * * back to the vent and go through it once more to get back to the bathroom. * * Then head out the door (being careful of any guards) and look for a counter* * along the wall; there should be a Knife there. * ****************************************************************************** Once in the Manager disguise, it's just about near-perfect. You can wander around pretty much freely (the large windowed room we passed before where a few cops were is TRESPASSING though). Head through that doorway I told you to watch. Head straight through this room and at the other end there's a doorway on the left. Go through it to see a familiar hallway. There should be a door to your right, go through it to get to a small laundry room. Head straight through the next door, and then take a left into the main reception room. Before you head to the elevator, PLEASE READ: !!!!!!!!!!!!!!!!!!!!!!!!Important!!!!!!!!!!!!!!!!!!!!!!!!! There is a woman in a suit that is supposed to open the elevator for you. Unfortunately, she is quite glitchy, and I have had her stand around the elevator, but not open it. I think it is because I was too close to her, so to be clear: This woman may not be in the area initially. So just scan the room from where you entered to see if she is there. She stops at the reception counter, and if she is there, just walk up to her and she'll make a comment. After she does, let her lead the way and... GIVE HER PLENTY OF ROOM. And let her unlock the door for you. Once she has scanned, the door should unlock. However, if you gave her plenty of space, you may not be near the door. Approach the door after you have seen her lean over and scan, and it should open as you stand in front of it. If she ends up walking away, and the door isn't opening as you are standing in front of it, it bugged. If she doesn't scan correctly that time, she never seemed to do it again, and I'm pretty sure you can only reload the checkpoint. Yes, you will need to do the thing all over again. It sucks, I know, but I haven't found a work-around as of this writing. I tried to do a whole bunch of work to override the retinal scan, but I still couldn't get it to work. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! If the suited woman opened the elevator for you, well good, just walk through and this section is done. ++++++++++++++++++++++ The Penthouse (18.20) ++++++++++++++++++++++ Honestly that last section was quite difficult for me to figure out. This one is much, much, much easier. There's a ledge right in front of you, use it and shimmy across, then drop down. You'll see a door, take cover next to it and open the door. You should see a female guard. If you know it's clear, follow her as she leaves (but don't go up the stairs she eventually goes up). Instead, you'll see another guard in the hallway. Slip past him to get to through the hallway behind him. Keep going until you get to a room with a stuffed bear and a samurai suit of armor in the corner. There's a doorway to another room to your left. You should also see another suit of samurai armor in here, right by the window. Head to it, and take it as a disguise. You should automatically be hiding (if not, use the prompt). So you're going to chill here for a while. Equip your Fiber-Wire. Your target will eventually come right in front of you, and stop at that computer on the desk directly in front of you. That's your time to Garrote. Your target comes with 3 guards, but she will ask them to leave. One stays in the hallway they initially came from, and the other two walk off to the right. Wait until you think it's safe to Garrote, stop hiding, get up there and get it done. There's a container in the corner right in front of the desk. Stash her, and we're almost done. See that single solitary guard that stopped in the hallway right next to you? Go subdue him, take his disguise, and put him in the same container as your target. This is such a great disguise. You are almost perfectly safe with it, you just need to keep away from the other 2 black ski-mask guards (the rest of your target's escort team) and you'll be fine. None of the other guards care about you. So head back into that hallway where you subdued the guard, and go through the opening that the next guard is standing next to (it's the guard you passed earlier). Turn left to move along the left side of the room (to be safe, the escort team is facing you when you're in here). Keep on strolling to the next room where there is a big window in the back, and a whale skeleton up above. Soon you should see another opening on the left. Take it, head straight back into a room with a pool table. The objective is a secret wall here, and there should be a prompt. Use it to get into the room. There is a phone on the bed. Use the prompt it gives, and your mission is complete. ------------------------------------------------------------------------------ Mission 19: Countdown (19.00) ------------------------------------------------------------------------------ Second to last mission! Yee-haw! Now I don't ordinarily "yee-haw" but this is...yeah I'll shut up. ++++++++++++++++++++++++ Blackwater Roof (19.10) ++++++++++++++++++++++++ Oh boy, this is no fun. This may be the shortest "real" mission, but man, expect many retries. I HIGHLY suggest holding R1 through most of this, unless you are waiting for a patrol to move (since holding R1 slows everything down). These guards have SUPER FREAKING SIGHT and can see you quite well even with the smoke. I will list it in steps. Make sure to read EACH ONE. Pause when you need to: 1) Holding R1, you should see the nearest guard looking down. Take cover on the wall next to him. 2) Waiting here, and holding R1, watch for a patrol. Look on the ground, you can see his pathway leading to the rail. 3) As you are looking at this patrol, look in the distance. There are two more guards, one looking down, and one standing in a corner. 4) With those two guards noted in the distance, watch the patrol. Wait for him to stop at the rail, then he'll head back. When you get this chance, move past the guard right in front of you as well as the patrol. YOU ARE NOT GOING VERY FAR!!! 5) KEEP R1 HELD DOWN and SLOWLY approach the two guards that are in the distance. They will converge and start talking. This will happen almost as soon as you get close to the second skylight. 6) The SECOND you see the LEANING guard TURN AROUND, HEAD BACK to your first cover and wait. 7) You should be at your original cover, waiting for the guards' conversation to end. 8) DO NOT go when they finish; the patrol will be coming back. 9) Wait until the patrol moves to the railing, and move when he starts heading away from you again. 10) Now you can get to the second skylight, where those two guards are, so do so and take cover on the furthest end of the skylight (so you're pretty much right next to the guard). 11) The other guard that was in this area probably has moved. Keep an eye on him, and he should patrol away. When he's gone, you don't have to worry about him. 12) This guy right in front of you, staring at you, can get you nervous, but he won't spot you if you go quick. 13) Your next cover is that ventilation thing with the 3 objects jutting out on top. Get some courage up, keep R1 held down, and move over to it and get out of view as soon as you can. Now this is where it gets kind of scary: Before you do anything, look at your destination, it is the stairway, and there's a guard next to it. Before you do anything, read the next three steps: 1) Your first goal is to obviously get by this guard next to you. You have to LOOP AROUND him by going to the corner first (where the two pipes are leaning against the wall, use R1 to see), but do NOT just head straight from where you are, edge yourself to the left so you can get out of his field of vision. After getting behind him, you can hug the stairs. 2) It's the next guy by the stairs. He is almost literally blocking the entire staircase. ALMOST. Like omg-I-can't-believe-I-can-sneak-by-him, believe me, it gets really close. 3) Okay, so when you're ready, HOLD R1 DOWN, maneuver behind the guard closest to you (again edging left to the corner first), then VERY SNEAKY LIKE slip through the smallest space to get behind the guard at the stairs. When you get to the top of the stairs, there's a Checkpoint! Whew. Activate that asap. ++++++++++++++++++++++++++++++++++++++ Blackwater Roof: Checkpoint 1 (19.11) ++++++++++++++++++++++++++++++++++++++ This is a bit easier, but still may take some practice. It requires another fairly specific sequence, so more steps are involved: 1) There should be some cover directly in front of you, get to it and take cover. 2) When you're at this cover, a guard to your right will start talking. Position yourself as necessary to break awareness, but watch this patrol in front of you going left and right. 3) As soon as that guard is done, another guard will come up next to your cover. You can grab him as he is near, but it's the patrol you have to worry about 4) If the patrol stopped at the left side, he will probably spot you as you subdue. Unfortunately, this guard by your cover doesn't stay long, so you can't really wait. 5) If you get spotted, just reload, and if you head straight to the cover, then "Attack" the guy at the first chance you get, you should be okay. 6) After subduing, watch that patrol! Get back to cover asap, and wait for him to move back to the right. When he can't see you, get your much needed disguise. 7) PAUSE YOUR GAME and read below. DO NOT HOLD R1 anymore! You need to save your Instinct for Blend In at the end of this area. So let's plan. Your destination is nearly straight ahead. From this cover, you will go left, hug the wall, and soon you will see some cover with another "Hide" option. This is your destination; you are going to use the Hide prompt: 1) You should be able to see the patrolling guard to the left. Chances are he will move toward the edge of the roof soon (if he's not there or done so already). If you think you're clear, head left to hit the wall and just head straight down (you'll go behind some benches). 2) As SOON as you see that cover go STRAIGHT for it and use "Hide" immediately! 3) You can take a breather here, but pause the game and read on. This is where you need to blend in, but you have to use all of it, and you have to make it all count: 1) Your destination is right in front of you, beyond the two guards standing directly in front of you. You're going to want to keep to the RIGHT of the RIGHT-MOST guard. BE AWARE that there are MINES in this area, but you will be able to see where to walk with R1 held down. 2) Keeping crouched, you want to head towards that right side of the guard on the right. 3) As SOON you near the right side of that guard (it'll be quick) use R1 to blend in. 4) Now go slow, you may notice the floor. DO NOT WALK INTO YELLOW. That is all here. 5) Get as much distance as you can. You should be okay as you run out of Instinct. 6) Get to the other side, you're probably running out of time. 7) Head up the stairs, look to the left for crates. Scale over them. 8) Ledge is next, go down and shimmy (hold R1!) climb up at the safe spot on the ledge. 9) Should have a straight path to some crates for another ledge prompt. 10) Before climbing up, pause the game, and you may want to read this: So even though your target is right in front of you, he can be a real hassle. The problem is he has a specific sequence, and if you're low on time, he might be going through it right now. What happens is right around the 0:30 mark he'll start moving. You have to get behind him before he stops because he'll just turn around and spot you. So when you're ready: 1) Make sure your Fiber-Wire is equipped. 2) Climb up to the helipad. Navigate around the tail of the helicopter to get behind your target. 3) He'll crouch down when he starts moving, so if he's not crouched down yet (as well as paying attention to your timer) you should have a chance to Garrote. 4) If he is crouched down, try your best to get to him before he stops. Once he's dead, mission ends. ------------------------------------------------------------------------------ Mission 20: Absolution (20.00) ------------------------------------------------------------------------------ I was quite tempted just to kill everyone and be done with it. ++++++++++++++++++++++++++ Cemetery Entrance (20.10) ++++++++++++++++++++++++++ There's a guard that just walked into the building right next to you. Wait until he leaves and walk down the small flight of stairs you are next to, then you'll see the double doors he came through on the left. There's an altar in the back, with a Vase. Grab the Vase, take cover near the door (not the side with the stairs) and chuck the Vase at the stairs to get the patrol in here. You should be fine to subdue here, and take his disguise. No place to stash, so just drag him out of view by putting him behind the altar. Climb through the window in the corner, then head left and you should see a tombstone. There's a Brick right next to it, grab it. Head back to the building to do more distracting. You should notice how there's another window right next to the window you can climb through. Toss the Brick underneath this window, and you should get the middle patrol. Hide either using the altar or the small set of stairs, and subdue when you can. Move the body behind the altar. Pick up the Brick again. Head up the small stairs and go look at the patrol that is moving along the outer edge. Once he stops at part of the wall that's broken, toss your Brick into this area where you started (I used the corner) to get him distracted. Head back to the altar to hide, subdue him when you can, and just leave him. This next part can get kind of tough. Back down the stairs, out of the building, and go left so you hug the exterior wall (where the patrol you just subdued was). You should see some stairs leading down, but be careful. Two guards in the area, so keep an eye out for them. When you're ready, head down the stairs and immediately head to the cover to the left. Once you are here, pause the game and look at my map: o-----------E-------------o |* G| o----o o | | | P3 | o----o | | | G / | o------- | | |* | S = Starting point o-o | 1 = First destination (not 100% safe) | | G = Guard | | P3 = Patrol of 3 guards o------------ | E = Exit (needs to be picked) | \ | * = Safe cover | - ---o | | | | G | | - ---o | | | | | - | | | | | | | | - | | o--- 1 -----o | | | | G | | - | | | | | | - | | S | o-------- --------------o \ \ You should be at "S" on my map. Your ultimate destination is "E" which is a door that needs to be picked. It takes a bit to get there. You should be paused because the guards will probably be having a conversation at the moment, and shortly after you get a chance to move. You can wait longer and they'll repeat the sequence, so go when you are ready: 1) As soon as the guards move away from each other, watch the closest patrol. 2) As soon as he takes a smoke break, move to destination "1" but understand this is NOT completely safe cover, the patrol you just passed will turn to you eventually. 3) At destination 1, watch the next guard, he'll move over to your left. 4) Wait until you see him light up his cigarette, then move down the stairs, turn left, and hug the wall and immediately get to * on my map. You should be at the south * on my map, right against a wall, right underneath a guard. For some reason you can't move all the way left to this wall (the plants won't allow it or something) but go as far left as you can (you should almost directly be underneath the broken part). You want to do this to avoid the patrol of 3, they walk down to this area. You will see their awareness rise, but if you are taking cover here they'll move out of sight before it gets too high. Also note how 1 of the patrol leads the way, while the other 2 kind of lag behind. Your destination is the north * on my map, in the small little alcove. So you have to watch 3 different patrols: 1) The guard that should be right above you. 2) The guard that wanders in the other corner (see map, use R1 to spot him if you can't find him). 3) The patrol of 3 that moves into this area. When you think you've cleared all of those patrols, move along the wall you're currently taking cover on, and head to the north * on my map. Once there, you need to find an opening to get the door and safely pick it, again watching these 3 patrols. A good opening should be when the patrol of 3 are not there, and the guard in the corner moves to the First Aid station (position yourself to see it, it's bright green). Once the lock is safely picked, you move into the next area. +++++++++++++++++++++++++++++ Burnwood Family Tomb (20.20) +++++++++++++++++++++++++++++ This is actually pretty easy. Head down and ignore the path to the left when you see it, just keep going straight. Instead, take the second left (where the black case is) and you should see 2 guards in the distance. Make sure you avoid these guys by heading right, and take cover at the black cases. You should be able to see (and pick up) a Dog's Bone while taking cover here. Pick it up and wait for the guards to move. One will move right next to you. When he's there, pan your camera to the left and you should see a tombstone that is against a tree in the middle of the area (the tombstone that you can see the front of). Throw the Dog's Bone at this tombstone to move the guard. You should be able to safely subdue here, but do not drag his body unless you know that the other guard (the one he was previously talking to) isn't facing you. If you're clear, you can stash him in the..."locker tomb" nearby, it's the one with the green doors. Pick your Dog Bone back up (or get the Brick) and head back to the black cases for cover. You should see an opening to the right that leads into a corridor. There's a guard that patrols up and down here, and he's next. He is fairly easy to catch down this corridor, but keep an eye on your radar for that armored guard (he walks by the other entrance to this corridor). Subdue, stash him in the locker tomb that's located in this corridor. Just have to get that armored guard now. He walks back and forth, and stops at each end. Pick a safe spot to subdue, and throw him in one of the locker tombs or the machine which was near the two black cases. Just don't "use" the machine if you put him there. Head back to where that last armored guy was patrolling, and you should see two flights of stairs, as well as an opening with a yellow warning sign next to it. There's a guard that moves into the area at the top of the stairs, so watch for him on the radar if he's not there now. Wait until you can see him. Look where he stops in that area above the stairs; it is right next to some black cases. This is the cover you want to get to, but just make sure you take cover on a side that is out of his view. When you think you're clear, head up both flights of stairs and to the black cases to use them as cover. You're going to want to get the armored guard that will come in here, and you can "Attack" him from cover as he approaches. So move yourself closer to where he stops, and grab him the first chance you get. Subdue, and if you're going to drag him back to the previous area to stash him somewhere, you have to be careful about dragging him across the opening with the yellow sign. There's a patrol that stops at the other end and looks down it every once and a while. If you don't feel like it, drag him down the first flight of stairs and leave him on the narrow landing. Before continuing, you need to make sure you have an item. So go pick up the Dog Bone you first had (should be around that tree in the previous area, there should be a Brick there too). When you're ready, head back to the top of those stairs and get back to the 3 black cases for cover. You need to distract just one of the guards in the next area. Look around, and you should see 2 tombstones against the wall. One is larger and looks more elaborate, and one is smaller and less detailed. Throw your item at the smaller, less detailed tombstone and get ready to hide (you can maneuver around the 3 black cases as he moves in). For some reason it can get a little weird here. Sometimes your target will immediately start to move after the last guy subdued (it's not time based, at first I thought you had to subdue a certain amount of guards). So watch your target on the radar as well as with R1, you have two options: ----------------Option 1: If she is moving---------------- Head back to where you took cover the first time: the two black cases near the machine, where you watched those first two armored guys talk to each other. She passes into this area, stops near the tree, then moves into that corridor where that locker tomb and that lone patrol was, and then stops for a bit, and heads back. So Fiber-Wire in hand, head to the area and find a spot to Garrote, she never really turns around, and the area is clear so just get her when you can. In that corridor she does meet with a guard (a technician, he doesn't care about you if you're in a disguise), so obviously you don't want to Garrote her in front of him. Once eliminated, if you have room in one of the nearby stashes (2 locker tombs and the machine) use one of them. If not you may just have to leave her. Your exit is fairly close to you (opposite side of the wall where the machine is), so get there and pick the lock. -----------Option 2: To get her to start moving----------- I assume you're keeping an eye on her at the area with the 3 black cases, where you just subdued your last guard. If she's not moving, head into the next area via the opening. You should see a disguise on one of the nearby black cases, use it. You're in a technician disguise, and there are only a couple of technicians in this disguise here. If your target isn't moving, she likely is now. If not, just slowly edge to her until she does. You need quickly head back to the first area, where you took cover along the two black cases and saw those first two armored guards talking. She comes into this area, stops near the tree, then moves to the corridor where there was a lone patrol and a locker tomb. She stops there, but be careful if you try to get her in the corridor; she meets with a technician. Once she's done, she heads back. Fiber-Wire equipped and in that first area, find a good spot to Garrote her. It shouldn't cause you much (if any) problems since she never turns around and the area is clear. Once eliminated, stash her (if you can) in any of the nearby containers. Exit is close (opposite side of the wall where the machine is), so get to it and pick the lock. ---------------------------------------------------------- Last area! ++++++++++++++++++++++++ The Crematorium (20.30) ++++++++++++++++++++++++ This is actually pretty easy all things considered, but it can get a bit annoying with the proximity mines. Head straight up to the stairs and keep going. Your targets are all fairly next to each other, and they are the only people in the area. The only thing you do need to watch out for (besides them) are the red lasers (use R1). If you trip these, it's automatic death. ++++++++++++++++++++++++++++++++++++++++++++++ The Crematorium: Target Elimination 1 (20.31) ++++++++++++++++++++++++++++++++++++++++++++++ So using R1 to see those lasers, head up the main (paved) path. You should see a row of tombstones, and that's where you want to turn left (to be in front of the tombstones, not behind). You should NOT have passed any lasers yet (if you attempted to pass behind, it probably would not have worked). Holding down R1, look around to the left and you should see a number of lasers, and a staircase in the distance (with a laser covering the staircase). You want to head towards the staircase, but not on it, just on the wall next to it. You should also notice between you and the staircase there is another laser. Using R1, maneuver around the tombstone to avoid the laser in your way, and head to the stairs, but just stay at the bottom, near the wall. If you're at the bottom of the stairs, you should see a "Ledge" prompt right above you. Use it, but don't climb up fully. One of your targets moves to the left here, and you want to get him when his back is turned. Wait for him to pass by this ledge you are at, and he'll head left. Once he passes, climb up and Garrote. There is a locker-tomb nearby, along the outer wall. ++++++++++++++++++++++++++++++++++++++++++++++ The Crematorium: Target Elimination 2 (20.32) ++++++++++++++++++++++++++++++++++++++++++++++ You should be on the outer edge of this area. Using R1, look towards your next two targets, and position yourself so you can see some black cases in the distance. Take some cover and watch those black cases, for one of your targets stops right next to them, then heads back to the area beyond. You want to get this target after he starts moving back, after he stops at the black cases. So take cover at the nearby opening (with the black cases almost directly in front of you) and wait for him. Again, wait for him to stop at the black cases, turn around and start walking back. Garrote him as soon as you can. Drag him to the previous locker-tomb (watch for lasers!) to stash. ++++++++++++++++++++++++++++++++++++++++++++++ The Crematorium: Target Elimination 3 (20.33) ++++++++++++++++++++++++++++++++++++++++++++++ Watching for those lasers as always, head towards your last target. He has a bit of a less obvious patrol route, so when you get close, take cover (black case with the evidence/shotgun works, just watch that laser) and observe him a bit. When you think you have his patrol down. Pick your opening and go Garrote him. There's another locker-tomb in the area further down he patrols (and briefly stops) in. You can stash him there. Remember, lasers are still a threat. Head towards your objective; there's another staircase leading up near where you eliminated Target 2. There is also a ledge you can climb up if you prefer. You should see some Explosives on some cases in this area. Pick them up, use them on the door and in the words of Fluttershy: Yay. Congrats! It's been a very long, very annoying, somewhat repetitive ride, but it's finally done. Hopefully my descriptions didn't suck, and hopefully it felt like an accomplishment to finish with getting spotted a single time, nor without a single kill besides elimination targets. ============================================================================== Contact Information and Version History (21.00) ============================================================================== If you wish to contact me, send me a private message via GameFAQs (username Damthiel) and I'll try my best to reply. I can't guarantee that I will reply, but I will certainly try. If you have any questions, comments, concerns, notice any mistakes, or if you have any suggestions, you can also send me a message if you wish. If you spot any mistakes, or if you have a suggestion, I'll be happy to provide proper credit to you. I can handle negative comments as well, just make sure you provide a reason for it (so I can hopefully improve it somehow). Version History: Version 1.00: Initial release of the guide. Guide should be complete, pending any future editing or suggestions. Copyright 2012, Aaron Morgan.