/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\
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+| |+
+| "Hitman 2: Silent Assassin" Strategy Guide |+
+| |+
+| [PS2, Xbox, GameCube, and PC Versions] |+
+| Version 2.0 [Revision 1] (April 2012) |+
+| |+
+| By Robert Allen Rusk. |+
+| Copyright 2011-2012 Robert Allen Rusk. |+
+| |+
+| E-MAIL: rarusk[at]netzero[dot]com |+
+| |+
0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
\=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/
For this revision I completely reorganized my guide based on advice from
fellow guide writers. This is mainly to streamline and make my guides
cleaner.
<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
"Hitman 2: Silent Assassin" is copyright 2002 by IO Interactive, a subsidiary
of Eidos Interactive. All rights reserved. All other trademarks and
copyrights contained in this document are owned by their respective trademark
and copyright holders.
A complete listing of contact and other information can be found at the end
of this guide.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| Table of Contents [TBCT] |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
This guide uses a Quick Search Feature which takes advantage of the Find
feature used by many web browsers. This feature will allow you to go to any
chapter or section in this guide quickly. To access any of those chapters or
sections do CTRL-F (PC) or Clover-F (Mac) to activate the Find feature in the
web browser. Then enter the code like this:
Main Sections: [xxxx] or [xxxx
Chapters: >KR6 or >ZD12
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>I. Introduction And General Information
***************************************
GEN1. About The Guide
GEN2. "Hitman 2: Silent Assassin"
GEN3. "Hitman 2" Differences
GEN4. Technical Data
A. PC Version
B. PlayStation 2 Version
C. Xbox Version
D. GameCube Version
GEN5. Controls
A. PlayStation 2 Version
B. Xbox Version
C. GameCube Version
D. PC Version
E. Xpadder (PC Version)
GEN6. Game Menus
GEN7. Starting a New Game and Mission
GEN8. Weapons and Items
A. Weapons
B. Mission Specific Weapons and Items
C. Standard Items
GEN9. The Main Screen
GEN10. Health Bar/Threat Meter and Available Actions
GEN11. The Map
GEN12. The Inventory Menu
GEN13. Lockpicking
GEN14. Observing Your Surroundings
GEN15. Randomness and Freezing Characters
GEN16. Different Ways of Moving About
GEN17. Distracting Guards
GEN18. Sneaking and Melee Attacks
GEN29. The Red Crosshair (Console Versions Only)
GEN20. 45-Degree Door Trick
GEN21. Disappearing Bodies
GEN22. Dragging Bodies
GEN23. Disguises and Subterfuge
GEN24. In-Mission Saving
GEN25. Your Rating
GEN26. Game Saving, Continuing, and Replaying Missions
GEN27. The International Contract Agency
GEN28. Mission Breakdown
>>II. The Story Continues..... (TSTR)
***********************************
-------------------------------------------------------[HTM1. Sicily]
SCY1. "The Gontranno Sanctuary"
SCY2. "Anathema"
-----------------------------------------------[HTM2. St. Petersburg]
STP1. "St. Petersburg Stakeout"
STP2. "Kirov Park Meeting"
STP3. "Tubeway Torpedo"
STP4. "Invitation To A Party"
--------------------------------------------------------[HTM3. Japan]
JPN1. "Tracking Hayamoto"
JPN2. "Hidden Valley"
JPN3. "At The Gates"
JPN4. "Shogun Showdown"
-----------------------------------------------------[HTM4. Malaysia]
MLY1. "Basement Killing"
MLY2. "The Graveyard Shift"
MLY3. "The Jacuzzi Job"
-----------------------------------------------------[HTM5. Nuristan]
NRS1. "Murder at the Bazaar"
NRS2. "The Motorcade Interception"
NRS3. "Tunnel Rat"
--------------------------------------------------------[HTM6. India]
INA1. "Temple City Ambush"
INA2. "The Death of Hannelore"
INA3. "Terminal Hospitality"
------------------------------------[HTM7. An Unexpected Development]
UXD1. "St. Petersburg Revisited"
UXD2. "Redemption at Gontranno"
>>III. Conclusion
***************
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| I. Introduction And General Information |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years
of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts
Games, Point Of View Computing) and an ex-arcade attendant (Namco
Cyberstation - Pier 39, San Francisco, CA).
I also own multiple systems such as the Sega Dreamcast, Super Nintendo,
Nintendo 64, Atari Jaguar, PlayStation 1 and 2, Xbox, and Xbox 360.
I currently work at JCPenneys at one of the malls here in San Antonio, TX.
Retail isn't the best job in the world but JCPenneys has given me the job
stability I did not have much of prior to employment there. This also led to
personal stability that allows me to write and maintain the guides I have
built.
I started writing guides in 2003 because I felt it was something I could do
utilizing my writing skills gained in college and gametesting along with my
passion for vidgames.
Over time I have honed my overall writing and organization skills plus my
creative thinking skills. Additionally, I have extended the play value of the
games I have written guides and FAQs for many times over plus I have received
many letters from all over the world.
I am also what one may call an RGB Analog Video enthusiast. I hack most of my
game consoles to try to get the best possible video from them and that
usually involves tapping into the RGB Analog video signals and using them on
the right monitors to achieve my desires.
To this end I became a member of the GamesX.com mod forum and I post on their
"RGB + Video Discussions" forum area from time to time.
In addition, I am a member of the X-Otic Computer Systems of San Antonio
(www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We
are also a group of hackers and electronics enthusiasts.
I am also a regular forum poster at GameFAQs, an occasional poster at
AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member
of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice
City" players who met on the Vice City message boards at GameFAQs).
Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since
the age of ten) and "Red Dwarf" (I own all eight series plus the "Back to
Earth" mini-series on DVD). I am also a long time soundtrack collector with
many titles in my possession.
As far as favorite sports teams go, my teams are the San Antonio Spurs (NBA)
[the local team], the Denver Broncos (NFL) [although I live in Texas, I am
originally from Colorado Springs, Colorado] and the Air Force Falcons (NCAA
Football).
This guide was constructed using TextWrangler on a 1.5Ghz Single Core Intel
Mac Mini. I view my work in Safari to help in seeing how it would look on the
web and correct format errors.
On the PC version I play "Hitman 2: Silent Assassin" on a Dell Optiplex GX270
(at 2.4Ghz) with 1GB of RAM and on Windows XP Professional. The GX270 also
uses a built-in Intel 82865G Graphics Controller and SoundMAX Integrated
Digital Audio.
I also play the PC version game using a wonderful little program called
Xpadder V5.3, a program written by Jonathan Firth that will allow you to map
keyboard commands to a joypad. I will go more into that in the controls
chapter. The joypad I used for the PC version is the Xbox 360 joypad with the
"Xbox 360 for Windows" driver.
I also play the PS2, Xbox, and GameCube versions using old game saves to try
out new ideas for this guide.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN1. About The Guide |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Welcome to my "Hitman 2: Silent Assassin" guide! If this is the first time
you have visited then you will find a lot of useful information in a highly
organized format that you can use to beat all of the missions of the game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
The main emphasis of this guide is to provide creative and simple solutions
to many of the missions for "Hitman 2: Silent Assassin". Many hours were
spent going over each mission and finding unique ways to solve them. I think
you will be surprised by some of the solutions found here.
This guide was written while playing the game on the Normal difficulty
setting which is what most people will probably play this game on. It is also
designed to to allow you to get Silent Assassin rankings and acquire all
weapons.
This guide was also written while using the Xpadder keyboard-to-joypad
mapping program for the PC version and may incorporate strategies that may
only work with this setup. If any of these strategies don't work with the
standard keyboard/mouse configuration then feel free to write me about it.
This guide also goes over console differences and other technical data.
I have worked hard to make sure that this guide is as complete as possible
but at the same time leave room for exploration. I hope that you enjoy this
guide as much as learn from it.
During the construction of this guide I used the following user created FAQ
for additional reference:
>>"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl.
*********************************************************************
I had used an earlier version of his guide years ago when I was playing
around with the other versions of "Silent Assassin" looking for different
ideas to play with. Some of his strategies are presented in this guide
but I have tried to add my own observations and to make them better. I
will be referring to him and his work frequently during this guide.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN2. "Hitman 2: Silent Assassin" |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
"Hitman 2: Silent Assassin" is the second game that features the now-popular
protagonist known as Agent 47, a clone designed for assassination work. The
game was released in 2002 for the PC, Sony PlayStation 2, MicroSoft Xbox, and
Nintendo GameCube. This was the first "Hitman" installment that made it onto
the dedicated gaming consoles.
The gameplay is a little different from "Codename 47" being that it relies a
lot more on stealth than on gunplay. The mapping is far more useful too and
becomes a very important part of strategy.
I got into the "Hitman" games because of the PS2 demo of "Hitman 2: Silent
Assassin" which was made available during the summer of 2002. I decided to
load up the demo because I was kind of bored while waiting for "Grand Theft
Auto: Vice City" to be released (fall of 2002).
But I did not expect the awesome music that graced my ears when I got to the
main menu. A fantastic orchestral piece that blew my mind. I would just let
the game sit on the menu screen so I could listen to this piece repeatedly.
After awhile I finally got into the demo and I also became impressed by the
gameplay and additional music.
From that point I became a fan of "Hitman". And it was the first time that I
got into a game series because of the music. The music was done by Jesper
Kyd, a fantastic musician who I was initially exposed to from the Sega
DreamCast game "MDK2". I now own the scores to all four "Hitman" games (and
the score to the oft-maligned "Hitman" movie - by Geoff Zanelli).
When I started writing guides I always wanted to do the "Hitman" series.
However, I wanted to start with the first game, "Codename 47". But the game
was never released outside of the PC platform. This created a problem because
I am a Mac user and it was never released there either.
I was aware that some of the missions from "Codename 47" were remade for
"Hitman: Contracts" but that wasn't the same. As I was playing "Hitman: Blood
Money" I was actually writing a guide in my head but it never came out
because I wasn't able to do a guide on "Codename 47".
In early 2010 I obtained a barebones Dell Optiplex GX270 (no hard drive or
RAM) for $10 at Goodwill Computerworks because it had a blown capacitor which
was pointed out to me (which I replaced later). After acquiring all of the
necessary pieces to get it working properly I installed the game, and
Xpadder, and finally started on the "Codename 47" guide in November of 2010.
After initial completion of that guide I started on the "Hitman 2: Silent
Assassin" guide in January of 2011.
Why would I want to do a guide on a game that came out many years ago?
Because I am a fan of "Hitman" and it is something I always wanted to do.
This guide is also part of my biggest non-"Grand Theft Auto" writing project
to date. Guides to all four "Hitman" games - done as one large project.
The guides were done one at a time but all of them were released
simultaneously. That way all of the guides could have a similar look and feel
and will be connected in some way while setting things up for the next
"Hitman" installment ("Absolution").
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN3. "Hitman 2" Differences |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Other than being released on gaming consoles there are major differences
between "Hitman 2: Silent Assassin" and its predecessor "Hitman: Codename
47":
>>Real Time Mapping
*****************
In "Silent Assassin" you have real time mapping that will allow you to
track targets from afar before making your move. This didn't exist in
"Codename 47".
>>Stealth Based Scoring
*********************
In "Codename 47" you were scored based on money. As long as you didn't
kill Civilians and Police, which will dock some of your pay, then you
could pretty much kill with impunity.
In "Silent Assassin" you are scored very differently and this forces you
to be more stealthy to acquire the best score. You are even rewarded with
some weapons for being stealthy.
>>Guard Sensitivity
*****************
In "Codename 47" the Guards were pretty laid back. You can run all around
them without them getting suspicious as long as you were dressed for the
area.
In "Silent Assassin" you have to be careful when running around Guards
and they can be pretty twitchy at times (especially at certain missions).
>>Weapons Acquisition
*******************
In "Codename 47" you can only purchase weapons at the beginning of a
mission and couldn't carry them over except in certain chapters. The
same applied for weapons you find during a mission.
In "Silent Assassin" you don't buy weapons - you aren't even given
money to purchase anything. You are given a few weapons to start out
with and you acquire new weapons by taking them from the missions you
play. You even earn some weapons by getting "Silent Assassin" ratings.
>>Non-Lethal Disposal
*******************
In "Codename 47" the only way to dispose of someone was to kill them. In
"Silent Assassin" you have the Anesthetic which will allow you to put a
person to sleep instead of killing them. In addition, you can pistolwhip
someone when they get close enough.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN4. Technical Data |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Listed in this chapter is technical data that I've compiled on the various
versions of "Hitman 2: Silent Assassin":
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| A. PC Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
The PC version has several graphic resolutions and other attributes that can
be accessed and adjusted in the Configure option that appears in the window
that comes up in the center of your Windows desktop when you put in your
"Hitman 2" disc (thanks to M.A.K. from GTA Forums for pointing that out).
800x600 is the default resolution and it ran fine on my current setup.
There is a lot more sound than with the console versions and of better
quality. Because of the keyboard/mouse setup the controls are more complex.
The use of Xpadder helps to make the game easier to play if you prefer a
joypad.
Zoom Mode is a more sensitive but this is mainly due to it using the mouse
instead of a joypad. The PC version also has a dedicated running button which
makes it easier when trying to move around missions faster.
I've also noticed that the Pistols seem less powerful than on the console
versions. There are also a couple of other differences and I will note them
as I go further into the guide.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| B. PlayStation 2 Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
Like with the PC version the PS2 version has a button dedicated to running.
The PS2 version also has some extra movies that advertise additional games
from Eidos.
In addition, the game doesn't save certain settings when you make a game
save. For example, if you Invert Up-Down Aim so you look down when you push
the Right Analog Stick up then you have to reset this when you boot up the
game again.
Unlike the other console versions you can use cheat discs with "Hitman 2".
There are also various programs that you can try to use with the game:
>>Xploder HDTV Player
*******************
This product will allow you to view your games in progressive scan,
usually in 480p. However, this product will *NOT* work with "Hitman 2".
>>GS Mode Selector
****************
This is a small program that is used with the memory card exploit known
as Free McBoot. Like with HDTV Viewer you can also view games in
progressive scan using this program.
Unlike with HDTV Viewer, though, "Hitman 2" will work with GS Mode
Selector. However, the demo movie that plays when you leave the game
sitting at the main menu for too long will crash the system when it tries
to play.
One bonus is that you can use this program in conjunction with both
HDLoader and Open PS2 Loader - something you cannot do with Xploder HDTV
Viewer.
>>HDLoader
********
The main reason most people use the Free McBoot memory card exploit is to
use this program which will allow you to play games off of the hard drive
if you use a PS2 "Fatty" or an early model PS2 "Slim" that has been
modified to use a HDD.
Once "Hitman 2" is installed then you need to make a couple of tweaks to
its compatibility settings before you start playing.
After installing the game onto the HDD, highlight "Hitman 2" on the Game
List menu and press SELECT. This will bring up the Game Compatibility
Settings. It will look like this:
Slow HDD access: No
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: No
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
As you can see all of the default settings are set to "No". You need to
make the following changes to make sure that "Hitman 2" works perfectly
with HDLoader:
Slow HDD access: YES <----------
Disable DVD9 support: No
Kill HDL After launch: No
Date/timefix 2: YES <----------
Date/timefix 3: No
Disable network support: No
Disable CzC patch: No
Soul Calibur 2 / Suikoden V: No
Slowing down HDD access will fix sound issues with the game (removing
static-like sounds during cutscenes and gameplay). The Date/timefix
setting will fix the timestamp on your game saves so that it matches the
clock settings.
Killing HDL after launch will cause the game to crash if you leave the
game sitting at the main menu for too long and it tries to load the demo
movie. However, if you leave the game sitting at the main menu for too
long, and it does the demo movie several times, then it may crash anyway
(about fifteen minutes).
>>Open PS2 Loader
***************
This program is meant to replace HDLoader and is more solid than HDL. You
use this in place of HDL and it will recognize the HDD and all the games
you have already installed. OPL, or "Opal" as I like to call it, has its
own compatibility modes for games and won't recognize the settings used
in HDL.
Based on the time I have spent with Opal I have found that you need to
make one change with the compatibility modes for "Hitman 2". Highlight
"Hitman 2" and select Game Settings. There are eight modes that you can
tweak to make your game run better. By default they are all set to OFF.
You need to change Mode 6 to ON. Mode 6 disables something called In Game
Reset where you can actually go back to the main menu of Opal without
having to turn off the machine by means of holding down certain buttons
together. If you leave it off then the game will randomly crash during
gameplay.
Right beneath the mode settings there is something called DMA Mode. This
has something to do with the hard disk access speed. As noted with
HDLoader you needed to change the access speed to correct static-like
sounds. You do not need to tweak this setting for Opal.
At the time of this writing I do not have a PlayStation 3 so therefore I
don't have any information on how it runs using the Backwards Compatibility
mode on the older PS3s that have it.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| C. Xbox Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
Because the Xbox controller is configured differently than the PS2 there is
no dedicated run button. All movement, walking and running, is controlled by
the Left Analog Stick.
Loading up from the DVD-ROM drive is slower and there is no load progress
line as there is on the other versions. In addition, it is one of the few
Xbox games that does not support progressive scan for Component Video usage.
There is also a glitch that may occur concerning the game saves. At the end
of the game the save may become corrupted and your stats will have some
extraordinary numbers and the Stealth and Aggression lines will be glitched.
This only affects your overall score but doesn't keep you from playing the
game.
Like with the PS2 version certain settings won't be saved so you will have to
tweak them when you boot up the game again. Finally, the Xbox version is
*NOT* supported on the now aborted Backwards Compatibility feature on the
Xbox 360.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| D. GameCube Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
Because the GameCube controller has fewer buttons than the other console
controllers there is also no run button for this version. All movement,
walking and running, is controlled by the Left Analog Stick. Like with the
PS2 and Xbox versions certain settings won't be saved so you will have to
tweak them when you boot up the game again.
In addition, the GameCube version does not support progressive scan for those
fortunate to have the earlier version of the GameCube that has the Digital
A/V port and use of the special GameCube Component Video cable.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN5. Controls |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Although the manual covers the setup pretty good, I felt that I should
include a section on controls:
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| A. PlayStation 2 Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................X Button
Cancel Selection/Return to Previous Menu....................Triangle Button
Open Map and Briefing Menu....................................Select Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
Move Around...............................................Left Analog Stick
[1] Lean Left/Right..................................D-Pad Left/D-Pad Right
[2] Sneak/Crouch..................................................L1 Button
[3] Run...........................................................L2 Button
[4] Action.........................................................X Button
Use Item..........................................................R1 Button
Drop Item.....................................................Circle Button
Enter Keyhole Mode..........................................Triangle Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming................................................L3 Button
Fire/Enter Sniper Mode............................................R1 Button
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload............................................................R2 Button
Holster/Draw Weapon...........................................Square Button
Exit Sniper Mode............................................Triangle Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory...............................................Square Button
Open/Close Inventory........................................Triangle Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................X Button
Drop Selected Item............................................Circle Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View....................................R3 Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Double tap and hold to step out.
[2] - Tap once to enter Sneak Mode and hold down to Crouch.
[3] - You can tap the button once to make yourself run, in conjunction with
the Left Analog Stick, until you stop or hold down while you move
yourself with the Left Analog Stick.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| B. Xbox Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
0======0
| Menus \
0=======================================================>
Select Menu Item......................................................D-Pad
Accept Menu Selection..............................................A Button
Cancel Selection/Return to Previous Menu...........................B Button
Open Map and Briefing Menu......................................Back Button
Open Pause Options Menu........................................Start Button
0=======0
| Action \
0=======================================================>
[1] Move Around...........................................Left Analog Stick
[2] Lean Left/Right..................................D-Pad Left/D-Pad Right
[3] Sneak/Crouch...............................................Left Trigger
[4] Action.........................................................A Button
Use Item......................................................Right Trigger
Drop Item..........................................................X Button
Enter Keyhole Mode.................................................B Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming.................................Left Analog Stick Button
Fire/Enter Sniper Mode........................................Right Trigger
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload.........................................................Black Button
Holster/Draw Weapon................................................X Button
Exit Sniper Mode...................................................B Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory....................................................X Button
Open/Close Inventory...............................................Y Button
Select Inventory Item...................................D-Pad Up/D-Pad Down
Equip Item.........................................................A Button
Drop Selected Item.................................................B Button
0=======0
| Camera \
0=======================================================>
Look Around..............................................Right Analog Stick
Toggle First/Third Person View.................................White Button
Zoom In/Out.............................................D-Pad Up/D-Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Move slightly to walk and move further to run. There is no Run Button
like there is on the PC and PS2 versions.
[2] - Double tap and hold to step out.
[3] - Pull lightly to enter Sneak Mode and pull and hold down to Crouch.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
[5] - Press in and hold down to slow down aiming speed.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| C. GameCube Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
0======0
| Menus \
0=======================================================>
Select Menu Item................................................Control Pad
Accept Menu Selection..............................................A Button
Cancel Selection/Return to Previous Menu...........................B Button
Scroll Up/Down List.........................Control Pad Up/Control Pad Down
Open Pause, Map, and Briefing Menus......................Start/Pause Button
0=======0
| Action \
0=======================================================>
Start Game/Pause/Resume..................................Start/Pause Button
[1] Move Around...............................................Control Stick
[2] Lean Left/Right......................Control Pad Left/Control Pad Right
[3] Sneak/Crouch...................................................L Button
[4] Action.........................................................A Button
Use Item...........................................................R Button
Drop Item/Enter Keyhole Mode.......................................B Button
0========0
| Weapons \
0=======================================================>
Move Crosshair...........................................Right Analog Stick
[5] Precise Aiming.................................Left Analog Stick Button
Fire/Enter Sniper Mode........................................Right Trigger
Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
Reload.........................................................Black Button
Holster/Draw Weapon................................................X Button
Exit Sniper Mode...................................................B Button
0==========0
| Inventory \
0=======================================================>
Quick Inventory....................................................B Button
Open/Close Inventory...............................................Z Button
Select Inventory Item...........................................Control Pad
Equip Item.........................................................A Button
Drop Selected Item.................................................X Button
0=======0
| Camera \
0=======================================================>
Look Around...................................................Control Stick
Toggle First Person View........................Double Tap Up (Control Pad)
Toggle Third Person View.................................Down (Control Pad)
Zoom In/Out.................................Control Pad Up/Control Pad Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Move slightly to walk and move further to run. There is no Run Button
like there is on the PC and PS2 versions.
[2] - Double tap and hold to step out.
[3] - Press and release to enter Sneak Mode and hold down to Crouch.
[4] - This is used to open doors, pick up an item, drag bodies, etc.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| D. PC Version \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
The game uses a keyboard/mouse configuration. There are no official drivers
to use a joypad.
0========0
| General \
0=======================================================>
Open/Close In-Game Menu.................................................Esc
[1] Scroll Up/Down List.......................Cursor Key Up/Cursor Key Down
Accept Menu Selection.................................................Enter
0=========0
| Movement \
0=======================================================>
Move Forward..........................................................W Key
Move Backward.........................................................S Key
Sidestep Left.........................................................A Key
Sidestep Right........................................................D Key
[2] Lean Left.........................................................Z Key
[2] Lean Right........................................................C Key
[3] Run......................................................Left Shift Key
[4] Crouch.................................................Left Control Key
Sneak..............................................................Spacebar
Toggle Walk/Run...................................................Caps Lock
0=======0
| Action \
0=======================================================>
[5] Action............................................................E Key
Next Action...................................................Mousewheel Up
Previous Action.............................................Mousewheel Down
0====================0
| Weapons & Inventory \
0=======================================================>
Fire Weapon/Use Item/Enter Sniper Mode....................Left Mouse Button
Zoom In/Out (Sniper Mode).....................Mousewheel Up/Mousewheel Down
[6] Melee Weapons.....................................................1 Key
[6] Pistols...........................................................2 Key
[6] SMGs..............................................................3 Key
[6] Rifles............................................................4 Key
Binoculars............................................................5 Key
Night Vision Goggles..................................................6 Key
Lockpick..............................................................8 Key
[7] Holster/Draw Weapon...............................................Q Key
Reload................................................................R Key
Inventory................................................Right Mouse Button
Drop Weapon/Item......................................................G Key
Map...................................................................M Key
Mission Briefing......................................................B Key
0=======0
| Camera \
0=======================================================>
Toggle First Person View.............................................F1 Key
Zoom In/Out...................................Mousewheel Up/Mousewheel Down
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
[1] - Mousewheel Up/Down will also work.
[2] - You can lean extra far by double tapping the Lean button and hold it.
Personally, though, I don't use the Lean function. I prefer careful
character placement and use of the Camera for my strategies.
[3] - Hold down while using any of the movement keys to run.
[4] - Hold down to crouch.
[5] - This is used to open doors, pick up an item, drag bodies, etc.
[6] - You can cycle through available weapons by tapping the key repeatedly.
[7] - Press once to Holster weapon and press again to bring it back out.
Rifles will be dropped.
Hold down the key to bring up a quick weapon inventory. Scroll down to
highlight the weapon you want and release the key to bring it out.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
If the default keyboard configurations do not work for you then you can
change the configuration to whatever you so desire.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| E. Xpadder (PC Version) \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
After playing through all of the console versions of Hitman I found that I
could not play "Hitman 2: Silent Assassin" with the keyboard/mouse control
setup. And there are no official drivers to allow you to play the game with a
joypad.
Thankfully a programmer named Jonathan Firth wrote a program called Xpadder
that will allow you to map keyboard commands to a joypad. I used the Xbox 360
joypad for this game and I configured it to be as close as possible to the
layout used for the Xbox 360 version of "Hitman: Blood Money".
The current version of Xpadder is V5.7 which you have to pay money for. The
version I am using right now is V5.3 which is the last freeware version and
what most people probably have.
Within the game itself you should set your Mouse Speed from 17 to 20. Do
*NOT* use the Cursor Keys for selecting menu items. Use the Mousewheel Up and
Mousewheel Down instead. The Cursor Keys do not work with Sniper Rifle
zooming. The Mousewheel will work for both menu item selection and Sniper
Rifle zooming.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN6. Game Menus |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
When you start the game then you will see the following options:
>>Start
*****
This will allow you to start a new game and its difficulty level or any
mission from a current game.
>>Load
****
This is where you load games and delete games.
>>Options
*******
This is where you set up your sound, music, graphics, and controls.
>>Credits
*******
This shows the credits of those who made the game.
>>Quit (PC Version Only)
**********************
Allows you to return to Windows.
>>Extra Movies (PS2 Version Only)
*******************************
This shows you advertisements for "Hitman 2: Silent Assassin",
"Timesplitters 2", and "Tomb Raider: Angel of Darkness".
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN7. Starting a New Game and Mission |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
To start a new game select Start then select a difficulty level: Normal,
Expert, and Professional.
The difficulty determines how much damage you can take, the number of Guards
during missions, their accuracy and sensitivity, the visibility of people on
the in-game Map, and the number of in-mission saves you can make.
An in-mission save is a save you can make while in the middle of one (I will
go into more detail later). The number of in-mission saves for Normal is
seven, for Expert is two, and none for Professional.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you want to start a mission then go over to your computer in the Garden
Shed. It will then display the Continue Game prompt in the upper left corner
of the screen. Press the Multiple Use button to start the next mission. This
will start the Mission Briefing.
Here you will get a general outline of your objectives and details of the
mission at hand. You will be given Additional Files that will assist you.
They are usually photos, Maps, and video. You will also be given the option
to redo any previously completed missions. Select Continue to move onto the
next screen.
Here you will be given the list of available weapons you can use on the
mission. Select the weapons you want to use then Continue to start the
mission.
But, before I go any further, I need to go over.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN8. Weapons and Items |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Weapons are the tools of the trade for any professional contractor. There are
many different weapons that can be used to perform your work. There are also
additional items that are useful.
Unlike with "Hitman: Codename 47" you do not purchase weapons in "Silent
Assassin". You acquire weapons through the missions you complete.
To keep a weapon you find you must have it with you when you complete a
mission. They will then be available to you within your Tool Shed along with
appropriate ammo. You can then use these weapons on new missions and on
replays of previous levels.
In the major chapters of the game you will often go into the next mission
instead of going back to the Tool Shed. You can go back to the Tool Shed
after completion of the last mission of the chapter.
When you go into a mission instead of going back to the Tool Shed then you
will bring any weapons that you have acquired along the way including any
large weapons such as the SVD Sniper.
You can drop any weapon you acquired in the previous mission in the next one.
Since you had it with you when you left the previous mission then it is
permanently added to your weapons collection and you can leave it behind
without penalty.
However, by dropping any weapon, even those you bring with you from the Tool
Shed, like the 9mm Pistol, then it will *NOT* be in your inventory list when
you begin the next mission in the chapter (but it will still be available in
the Tool Shed when you are allowed to return).
In the case of the Anesthetic if you use up all of your doses in the previous
mission then you will have only one dose to use in the next. This can be
annoying if you need to use two doses in the upcoming mission.
In addition, you can acquire three weapons by getting Silent Assassin
ratings. Also, there are a couple of weapons and items you will always carry
with you regardless. You can get more information on a weapon by opening the
Inventory Menu.
Although you can find clips of ammo to use on various weapons during the
course of a mission you can also refill your ammo by picking up a weapon of
the same type. If you have a 9mm Pistol then you can add to your ammo by
picking up another 9mm Pistol or 9mm Pistol SD.
You can also increase the ammo for a weapon even if you pick up different
weapon as long it is in the same class. For example, you can increase the
ammo for the 9mm Pistol by picking up .54 Pistol since it is also a pistol
and they share the same ammo.
The information on each weapon and item is broken down as follows (if
applicable):
--Missions: What missions the weapon appears in.
--Based on: What real life weapon this is based on.
--Magazine Capacity: How many rounds the magazine of the weapon holds.
--Maximum Ammo: The maximum amount of ammunition the weapon can hold.
--Uses: What type of ammo the weapon uses.
--Notes: Information on the weapon or item.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| A. Weapons \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
>>Melee Weapons
*************
These weapons are the most silent weapons to use. However, you need to
get up behind a person for them to be most effective.
One annoying thing about most melee weapons is that they only work on
people. You can smack somebody upside the head with a Fire Axe but you
cannot break a simple window with it. When you try to break something
with a melee weapon all it will do is go through it. However, that can be
an advantage in certain situations.
++Anesthetic
==========
Missions: "Tunnel Rat"
"Terminal Hospitality"
Notes: This non-lethal weapon is available from the beginning
although it can be found in a couple of missions.
Basically this weapon is a small bottle and a rag. As you
prepare the weapon then you will see 47 dab the rag with the
Anesthetic then hold the rag above his head.
When you attack then you will put the rag over the victim's
mouth and pull him to the ground. Hold down the Fire Button
to continue to use the Anesthetic.
Under the ammo counter you will see five small bottles. The
more bottles you use, the longer your victim stay
unconscious. You automatically stop when you use up all five
bottles.
You have a minimum of ten bottles broken into groups of five
thus giving you two full complete doses to use during a
mission.
On some missions during your initial playthrough you can
have a minimum of three full doses. On mission replays you
will start with no more than two full doses.
One disadvantage to this weapon is that it takes a long time
to bring out the weapon so you must take that into
consideration when trying to sneak up on someone.
Another problem is that, even if you use a full dose on
someone, it will *NOT* keep them out for an entire mission.
You have about four to five minutes before the victim wakes
up so you must be quick in your work.
++Fibre Wire
==========
Notes: This is a specially made weapon using a very strong fiber
wire. Its main use is to strangulate your victim from
behind.
The best feature about this weapon is that, because you are
strangulating your victim, he will not make any noise as you
are attacking him. Another feature is that it will not
trigger metal detectors.
This weapon is available from the beginning and will always
be taken with you so you will always have a weapon to use.
The main drawback to using this weapon is that it takes time
to kill your victim during which you are vulnerable to being
seen.
++Kitchen Knife
=============
Missions: "Anathema"
"Invitation To a Party"
Notes: This is a large kitchen knife which is available from the
beginning. Its main use is to quickly and quietly stab
someone or slit their throat.
In real life slitting a throat will leave behind quite a
mess as your victim bleeds out all over the place. However,
in "Hitman 2", this isn't an issue as your victim just drops
bloodlessly to the ground.
This is a good up-close weapon because you can quickly kill
a person and Holster the weapon before anybody can become
suspicious. Another thing to note about the use of the Knife
is the attack movements you make when using it.
When you press the Attack button then you will stab forward.
Press it again and you will do an arching clockwise
backhand. Do it a third time and you will do a right hook
with the weapon. Do it a fourth time and you will stab
forward again.
This particular information is useful on one mission.
++Combat Knife
============
Missions: "Tubeway Torpedo"
Notes: This is a smaller combat specific knife that is used exactly
the same way as the Kitchen Knife.
++Scalpel
=======
Missions: "Terminal Hospitality"
Notes: This is a standard surgical blade that behaves like a knife.
However, I think it is a quieter weapon to use when slashing
throats so you may want to bring this as an alternative to
the Fiber Wire.
++Golf Club
=========
Missions: "Anathema"
Notes: Just a regular golf club. Mainly used to bash in somebody's
head but not a very effective weapon overall. Also cannot be
concealed.
++Katana Sword
============
Missions: "Hidden Valley"
"At The Gates"
"Shogun Showdown"
Notes: A large Japanese style sword. A decent melee weapon even
though you use more like an axe. Also looks damn good when
displayed on your wall. In addition, this weapon cannot be
concealed.
++Fire Axe
========
Missions: "Basement Killing"
Notes: A large axe used by firemen. A fairly effective weapon but,
like the previous two weapons listed, cannot be concealed.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Pistols
*******
These easily concealable weapons can take down people from a distance.
However, most of them tend to make a lot of noise which will attract
unwanted attention.
++Silverballer .45 (Baller)
=========================
Based on: .45 ACP Colt M1911.
Magazine Capacity: 7 rounds.
Maximum Ammo: 91 rounds.
Uses .45 ACP.
Notes: This semi-automatic pistol packs a punch but has a small
magazine. This weapon is always dual wielded. This also
means that when you fire once you will use two shots.
Because of the power of this weapon you can cause bodies to
go flying. This can cause problems if you knock the body
into the view of a Guard.
This weapon is considered the signature handgun of the
"Hitman" series and is available from the beginning.
++Silverballer .45 Suppressed (Ballers SD)
========================================
Notes: This is the exact same weapon as above but silenced. You
acquire this weapon when you achieve your first Silent
Assassin score.
++9mm Pistol
==========
Missions: "Anathema"
"St. Petersburg Stakeout"
"Kirov Park Meeting"
"Tubeway Torpedo"
"Invitation to a Party"
"Tracking Hayamoto"
"The Graveyard Shift"
"The Jacuzzi Job"
"Murder at the Bazaar"
"Temple City Ambush"
"The Death of Hannelore"
"Redemption at Gontranno"
Based on: Beretta 92FS.
Magazine Capacity: 15 rounds.
Maximum Ammo: 105 rounds.
Uses: Pistol Ammo.
Notes: This weapon has a much larger magazine than the Baller. This
weapon also sounds a little less loud as well.
++9mm Pistol SD
=============
Missions: "Anathema"
"Kirov Park Meeting"
"Invitation to a Party"
"The Graveyard Shift"
"Temple City Ambush"
"The Death of Hannelore"
Notes: This is the exact same weapon as the 9mm Pistol but is
silenced. Because it doesn't knock bodies around and that it
uses one bullet when fired this makes this the best silenced
gun to use when you need to quickly dispose of someone.
In addition, you are given this weapon automatically when
you start the mission "Anathema".
++Deagle .50 (Deagle)
===================
Missions: "Anathema"
"Tubeway Torpedo"
"Shogun Showdown"
"Tunnel Rat"
"Temple City Ambush"
"Terminal Hospitality"
"St. Petersburg Revisited"
Based on: Desert Eagle Mark XIX.
Magazine Capacity: 8 rounds.
Maximum Ammo: 112 rounds.
Uses: Mag. Ammo.
Notes: This gun has the largest caliber of ammunition of all of the
handguns making it very powerful. Unfortunately, it also
makes it very loud and you will attract unwanted guests in
hurry. And, like the Baller, it also has a small magazine.
++Stub-Nosed .357 Revolver (Revolver)
===================================
Missions: "Anathema"
"The Jacuzzi Job"
"Murder at the Bazaar"
"Temple City Ambush"
Based on: Snub-Nose Colt Python.
Magazine Capacity: 6 rounds.
Maximum Ammo: 102 rounds.
Uses: Mag. Ammo.
Notes: A small easily concealable handgun that packs quite a punch
in close quarters.
++5.45mm Pistol (.54 Pistol)
==========================
Missions: "St. Petersburg Stakeout"
"Invitation to a Party"
Based on: KBP PSM.
Magazine Capacity: 10 rounds.
Maximum Ammo: 106 rounds.
Uses: Pistol Ammo.
Notes: A small Russian service pistol. Likely about the same power
as the 9mm Pistol but sounds a little less loud.
++.22 Suppressed (.22 SD)
=======================
Missions: "Shogun Showdown"
Based on: Ruger MK II.
Magazine Capacity: 10 rounds.
Maximum Ammo: 96 rounds.
Uses: .22 Ammo.
Notes: A rather unusual handgun. A small caliber pistol with a
built-in silencer. But it is also made out of materials that
won't set off metal detectors.
Not very powerful, or even accurate from medium to long
distance, but it does make for an interesting addition to
your weapons collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Sub-Machine Guns
****************
These easily concealable weapons can clear out an area of bad guys in a
hurry.
++Uzi 9mm (Uzi)
=============
Missions: "Terminal Hospitality"
Based on: IMI Uzi.
Magazine Capacity: 30 rounds.
Maximum Ammo: 150 rounds.
Uses: SMG Ammo.
Notes: This weapon has a decent rate of fire but tends to be
inaccurate at anything beyond medium distance. Short,
controlled bursts will help you to conserve ammo.
++Sub Machine Gun (SMG)
=====================
Missions: "Invitation to a Party"
"Tracking Hayamoto"
"Temple City Ambush"
"Terminal Hospitality"
"Redemption at Gontranno"
Based on: Heckler & Koch MP5.
Magazine Capacity: 30 rounds.
Maximum Ammo: 180 rounds.
Uses: SMG Ammo.
Notes: This weapon is better than the Uzi because it is more
accurate and has a better rate of fire.
++Silenced SMG (SMG-SD6)
======================
Missions: "Hidden Valley"
"At The Gates"
"Shogun Showdown"
"Temple City Ambush"
Notes: This weapon is exact same weapon as the SMG but it is
silenced. However, because of the silencer, this weapon
cannot be concealed.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Assault Rifles
**************
These large machine guns will be useful in medium to long distance
firefights but cannot be concealed. Care must be taken when carrying
these things around lest you blow your cover (unless you are properly
disguised).
++AK Assault Rifle (AK)
=====================
Missions: "St. Petersburg Stakeout"
"Kirov Park Meeting"
"Tubeway Torpedo"
"Murder at the Bazaar"
"The Motorcade Interception"
"Tunnel Rat"
"The Death of Hannelore"
"Terminal Hospitality"
Based on: Kalashnikov AKS-74U.
Magazine Capacity: 30 rounds.
Maximum Ammo: 120 rounds.
Uses: 5.56mm Ammo.
Notes: This Russian made weapon is by far the most popular weapon
in the world owing to the fact that it is the most rugged,
durable, and reliable machine gun of its kind. However, the
loose tolerances that allow the weapon to be so durable also
makes it inaccurate at long distances.
++M4 Rifle (M4)
=============
Missions: "The Motorcade Interception"
Based on: Colt M4A1.
Magazine Capacity: 30 rounds.
Maximum Ammo: 120 rounds.
Uses: 5.56mm Ammo.
Notes: Although this weapon appears in one mission the best way to
acquire this weapon is to get a Silent Assassin score on all
four of the St. Petersburg missions:
--"St. Petersburg Stakeout"
--"Kirov Park Meeting"
--"Tubeway Torpedo"
--"Invitation to a Party"
This assault rifle is a better machine gun than the AK due
to a faster rate of fire and much higher accuracy.
>>Shotguns
********
These weapons are very powerful in close combat situations. However, they
are very noisy, weak in medium to long range combat, and cannot be
concealed (except for one). Generally I tend to stay away from these
weapons for those reasons.
++Double-Barreled Shotgun (Shotgun)
=================================
Missions: "Anathema"
Based on: Savage/Stevens 311A.
Magazine Capacity: 2 rounds.
Maximum Ammo: 22 rounds.
Uses: Shotgun Ammo.
Notes: This large double barreled weapon can fire off two quick
shots before reloading. But reloading takes valuable time
which can be crucial in a firefight.
++Sawn-Off Shotgun (Sawn-Off)
===========================
Notes: This is the exact same weapon as above except that it has
most of the barrels sawn off thus allowing you to conceal
it. You acquire this weapon when you achieve your second
Silent Assassin score.
++SP12 Shotgun (SP12)
===================
Missions: "Temple City Ambush"
"St. Petersburg Revisited"
"Redemption at Gontranno"
Based on: Franchi SPAS-12.
Magazine Capacity: 8 rounds.
Maximum Ammo: 28 rounds.
Uses: Shotgun Ammo.
Notes: This weapon is the precursor of the more famous S.P.A.S 12
shotgun featured in games like "Grand Theft Auto: Vice
City". Packs the same punch as the above shotguns but has
the distinct advantage of being able to fire multiple rounds
before reloading.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Sniper Rifles
*************
These weapons are used to kill people from long distance. They are best
used when way out of sight distance so you don't get discovered when
taking down someone.
To use a sniper rifle press the Fire button to bring up the scope then
use the D-Pad or Mousewheel to go through the three levels of zoom. Then
press Fire again to fire the weapon.
You will notice that your scope will bob up and down. The more you sit
still, the more it will stabilize. This is important to know so you can
make a good shot at someones noggin.
It is also important to know that you can shoot through more than one
target with most of these weapons. In addition, all of these sniper
rifles appear to have the same range of effectiveness.
Finally, when you do a mission replay with a sniper rifle then you will
be given a full clip of ammo. However, the amount of the ammo will vary
depending on the rifle.
For example, if you bring the Crossbow or W2000 Sniper then you will be
given only one round in addition to the one already in the chamber. If
you bring either the SVD Sniper or the Custom Rifle then you will be
given more ammo.
++Hunting Crossbow (Crossbow)
===========================
Missions: "Hidden Valley"
Magazine Capacity: 1 round.
Maximum Ammo: 33 rounds.
Uses: Crossbow Bolts.
Notes: This is not a sniper rifle per se but it works exactly as
one. Because there is no muzzle flash, and therefore no
noise, it is the most silent ranged weapon in the game.
However, you need to shoot the target in the head to make it
a one shot kill otherwise you will just piss him off. This
is because you are using arrows which is less damaging
unless you hit the target in the appropriate spot.
In addition, it takes a long time to reload which makes you
very vulnerable. And, finally, it is the largest weapon in
the game which makes it very hard to go around un-noticed.
++R93 Sniper
==========
Missions: "Anathema"
"Temple City Ambush"
"Terminal Hospitality"
Based on: Blaser R93 LRS2.
Magazine Capacity: 6 rounds.
Maximum Ammo: 36 rounds.
Uses: Sniper Ammo.
Notes: This is a basic sniper rifle that has a six round magazine.
++SVD Sniper
==========
Missions: "St. Petersburg Stakeout"
"Kirov Park Meeting"
"Murder at the Bazaar"
"St. Petersburg Revisited"
"Redemption at Gontranno"
Based on: SVD Dragunov.
Magazine Capacity: 10 rounds.
Maximum Ammo: 40 rounds.
Uses: Sniper Ammo.
Notes: This Russian made sniper rifle has a larger magazine than
the R93 Sniper.
++MI95 Sniper (MI95)
==================
Missions: "The Motorcade Interception"
Based on: Barrett M95.
Magazine Capacity: 6 rounds.
Maximum Ammo: 26 rounds.
Uses: .50 Cal Ammo.
Notes: This is considered one of the most powerful sniper rifles in
the world. It is capable of shooting through engine blocks
of vehicles which can disable them. Imagine what this can do
to a human target.
++W2000 Sniper (W2000 Rifle)
==========================
Missions: "Invitation to a Party"
"St. Petersburg Revisited"
Based on: Walther WA2000 Sniper.
Magazine Capacity: 1 round.
Maximum Ammo: 31 rounds.
Uses: Sniper Ammo.
Notes: Only 176 of these rifles were ever made because it was too
expensive to achieve widespread sales of the weapon. This
makes it a rare and valuable collectable.
This weapon has been weakened a bit from the one used in
"Hitman: Codename 47" in that you can only fire one shot at
a time before reloading.
This weapon is considered the signature sniper rifle of the
"Hitman" games.
++W2000 Custom Sniper (Custom Rifle)
==================================
Missions: "Hidden Valley"
"At the Gates"
"Redemption at Gontranno"
Notes: This is the exact same weapon as above except that it has a
multi round magazine, a larger scope, and a silencer.
Considering that the game says that only a few of these
rifles exist and that the W2000 is already rare one has to
wonder how the bad guys managed to get so many of them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
>>Heavy Weapons
*************
++M60 Light MG (M60)
==================
Missions: "The Motorcade Interception"
"Tunnel Rat"
Based on: M60E3.
Magazine Capacity: 100 rounds.
Maximum Ammo: 300 rounds.
Uses: MG Ammo.
Notes: The M60 is a very powerful belt fed large machine gun that
normally is handled by two people - one to fire and one to
handle the ammo belt.
However, in this game, you handle it just like any machine
gun. It is about as accurate than the M4 and is certainly
more powerful although it has a slower rate of fire than an
assault rifle.
The only major drawback to this weapon is that it is pretty
loud so expect more Guards to come calling if you use it.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| B. Mission Specific Weapons and Items \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
In this sub-chapter are the weapons and equipment that only appear in certain
missions:
>>Car Bomb
********
Used during: "Kirov Park Meeting".
Notes: This is a bomb that is planted on a vehicle and will be
detonated when it is started.
>>Phone and Pager
***************
Used during: "Tubeway Torpedo".
Notes: This is used to lure somebody. You drop the Pager somewhere and
you use the Phone to call it and whoever listens to the Pager
will come to it to find out where the noise is coming from.
>>Mini-Bomb and Bomb Remote
*************************
Used during: "Tubeway Torpedo".
Notes: This is a bomb that is remote detonated. It is not very big but is
powerful enough to blow open a hole in a wall.
>>Transmitter
***********
Used during: "Tracking Hayamoto".
Notes: It is a very tiny device that can be used to track someone.
>>Bomb and Bomb Remote
********************
Used during: "Shogun Showdown".
Notes: This is just like the one you used in "Tubeway Torpedo" but packs
a much bigger bang.
>>Hacking Device
**************
Used during: "The Graveyard Shift".
Notes: This is used to help break into somebody's computer.
/-=-=-=-=-=-=-=-=-=-=-=-=-\
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| C. Standard Items \
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
In this sub-chapter are the standard equipment that can be useful in most
situations:
>>Lockpick
********
This item is a permanent part of your inventory and will allow you to
open most locked doors and gates. More details later in the guide.
>>Binoculars
**********
This item is a permanent part of your inventory and will allow you to
scope out areas before proceeding. When activated you use the Up and
Down buttons to zoom in and out.
>>Nightvision Goggles
*******************
This will allow you to see in the dark but your view is pretty
restricted. It is like walking around while looking through a sniper
scope. This item is found on some missions.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN9. The Main Screen |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Your Main Screen is where all of the action in "Hitman 2: Silent Assassin"
take place.
In the center of your screen is Agent 47. You use the joypad (PS2, Xbox,
GameCube) or keyboard/mouse - Xpadder/joypad (PC) to move him around and
manipulate the camera.
In the upper left corner of the Main Screen is where your Health Bar (which
shows your current health), the Threat Meter (which shows your stress level),
and the Compass is displayed. When you are near certain objects, like doors
and other items, then your available actions are displayed just to the right
of the Health/Threat Meter.
In the upper right corner of the Main Screen is where your current weapon,
and ammo, will be displayed. When you have a weapon in your hand you will
also see a Crosshair. In the lower left corner of the screen is where
information will be displayed when certain events occur.
Now for a breakdown of some of these displays.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN10. Health Bar/Threat Meter and Available Actions |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
The Health Bar represents your available health. It will go red when it gets
low and when it disappears then you will die.
You will get hurt when you are shot, hit, or fall from a great length. The
amount of health depleted depends on what weapon is being fired at you and
what part of your body is being hit. Being hit in the head or anywhere with a
powerful weapon will greatly damage or kill you outright.
The Threat Meter represents how much stress you have when close to Guards or
your Target. When it flashes red then you are considered to be in danger.
This usually happens when you are near Guards and the longer you stay around
them then the greater the chance that you will be discovered and attacked.
Moving away from the Guard or Target will allow it to decrease without losing
your cover.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
Available Actions is a context sensitive list that appears when near certain
objects that can be manipulated or picked up. When only one action is
displayed then press the Action button to perform it. If more than one action
is displayed then hold down the Action button and scroll up and down the list
then release the Action button to perform it.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN11. The Map |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
This is the most important tool that you have to help you in your missions.
It displays everything in real time (except at harder difficulty levels) on
every level of a Map. You will also see how everyone moves which will be
extremely useful in planning your attacks. There are multiple icons you will
see on your Map:
>>Green (Pulsing)
***************
This is your current position.
>>Red (Pulsing)
*************
This is your current Target. There can be more than one.
>>Orange
******
This is an enemy. These are usually Guards.
>>Dark Green
**********
These are innocent Civilians. They are harmless but if they see you doing
something suspicious then they will go to a nearby Guard to inform them
of it.
>>Blue
****
These are Police. They are pretty much the same as a regular enemy.
>>White
*****
This is a V.I.P. This person usually needs to be protected but not
always.
A pulsing yellow "!" symbol is known as a Point of Interest. These marked
places either contain a potentially useful item or is a place where you can
do a specific action. A red pulsing glyph symbol is known as an Agency
Pickup. This is where you can find items that the Agency has left for you to
use on the mission.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN12. The Inventory Menu |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
To use any weapon or item you must first bring up the Inventory Menu which
will also serve as a pause screen. Select the item or weapon you wish to use
and Equip it to bring out the item and leave the menu.
If you are using a weapon then you can Holster it by using the Holster
button. One thing to note about "Hitman 2" is that if you press the Holster
button again after holstering your weapon then you will bring out that weapon
again.
This will allow you quickly bring out a weapon for a quick attack. Bringing
out a weapon and quickly holstering it for an attack later in the mission is
known as "Prepping" the weapon. The only weapon that cannot be Prepped this
way is the Anesthetic.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN13. Lockpicking |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
One particular action you can do in "Hitman 2" is to pick open most locked
doors. One of the items you have in your inventory is the Lockpick. When you
get to a locked door then you will see the option to Pick Lock. Select it and
Agent 47 will begin to pick the lock.
However, this takes time during which you risk being seen, and/or possibly
heard, by a nearby Guard. One common trick to speed this process up is to
switch to your Map while you are picking the lock. But this only works about
half the time.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN14. Observing Your Surroundings |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
As you go about the mission then you will see both Guards and Civilians move
about the area. The most important thing to know about this game, as well as
the other "Hitman" games, is that everybody, Guards and Civilians alike, move
in very specific patterns but sometimes at random.
It is very important to note these patterns as it can make the difference
between success and failure. When you first play a mission it is best to take
your time and observe everything so you can get the feel of how everybody
moves before doing anything of importance.
If any Civilian sees you doing something out of the ordinary, like moving a
body, then that person will become alarmed and go to alert the Guards or
Police.
Placing yourself in the exact spot in the patrol pattern of a Guard can make
it much easier to take him down without fuss and where you don't need to move
the body (or be much closer to a place where you can drag him). Or waiting
for the precise moment when a Civilian goes around a corner so you can take
down a Guard without being seen.
As already mentioned, the game does tend to be pretty random at times which
goes into the next chapter.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN15. Randomness and Freezing Characters |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
One of the more aggravating things about this game is that it can get very
random at times which can affect your ability to get a good score or even
successful completion.
Most Guards and Civilians move in very predictable and easily timed patterns.
But some of them have more than one pattern (with a common start/stop point)
and the amount of time that person stops at any given point is also random.
In addition, when you start a mission, that person may even start randomly
which may seriously affect the timing you may need to rely on to successfully
complete a mission. Sometimes they may even get run over by vehicles which
can mess up things further.
As you can imagine this can make things kind very frustrating at times when
playing through certain missions. In this guide you will see a Randomness
rating in each mission. This will tell you how bad the randomness can get and
what to expect.
Sometimes, at random, a patrolling Guard or Civilian will get stuck at the
end of his patrol route. Depending on who and where the person gets stuck
this can be good or bad.
Most of the time this can be a good thing since it makes it easier for you to
either avoid or attack this person because they are standing still. Take
advantage of these situations when they occur.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN16. Different Ways of Moving About |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
In "Hitman 2" the Guards are more alert when they see you running about. This
is a change from the previous "Hitman" in which the Guards didn't care about
you running around.
There are instances that you may want to move faster but can't be seen
running or you will risk being discovered. There are a couple of methods that
you can use to help speed yourself up:
>>Tap Running
***********
This is a pretty common way to move faster. Basically you briefly tap
the Run Button or flick the Left Analog Stick forward about every half
second or so. You will have a funny kind of walk, kinda of like a
goosestep, but you will move forward a bit faster.
>>Sliding
*******
This is something I found on my own years ago. What you do is rapidly
flick your Left Analog Stick forward (if you are on the PC (with Xpadder)
and PS2 versions you have to hold down the Run Button too).
What should happen is that you will move forward but you will also look
like you are frozen in what appears to be a falling backwards motion
that looks like you're sliding hence the name.
The thing about this is that, if executed correctly, then you will move
as fast as running but the game will count it as a walk. Thus you can
slide past Guards without suspicion because the game thinks that you are
walking when you are actually not.
In addition, there is also one additional way to move slower:
>>Nudging
*******
This method involves moving yourself incrementally without going into
Sneak Mode. Quickly nudge the Left Analog Stick and you can move a few
pixels forward even though it looks like you are standing still. This is
beneficial to quickly get closer to something without risking getting
caught.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN17. Distracting Guards |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
The thing about running is that it also makes noise which can attract Guards
and spook Civilians. This is usually a bad thing but you can also use this to
your advantage.
If you want a Guard to look in a specific direction so you can do something
else in the area you want him to look away from then run in a tight circle in
the direction you want him to look at. This will get him turned in that
direction therefore distracting him and making your task easier.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN18. Sneaking and Melee Attacks |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
The overall goal of a given mission is to get close to your Target and kill
him with little fanfare as possible.
There are situations where you need to quietly dispose of someone that may
get in your way later. The quietest way to get rid of someone is to get
behind him and then use the Knife/Fibre Wire to take him down. If you do not
wish to kill him then use your Anesthesia.
Entering Sneak Mode, which will make you crouch, will allow you to move about
slowly and silently. If you walk or run to a potential victim with your
weapon drawn then he may turn around before you can attack him and things can
go seriously wrong from there.
During the course of the guide you will see four specific Melee Attack words:
Sedate, Knife, Wire, and Slash. They pertain to certain methods of Melee
Attacks:
>>Sedate
******
This is the melee attack method I use as it will allow for the best
possible score. Below are the moves involved in the method:
--Get close behind a STATIONARY target.
--Bring out your ANESTHESIA.
--Enter Sneak Mode and creep up on your target.
--Attack your victim and use a complete dose (all five bottles).
It should be noted that if you are creeping up on your victim then hold
down the Attack Button so the moment you get into range then you will
automatically attack.
>>Knife or Wire
*************
This is if you wish to kill a target with either a Knife or Fiber Wire.
It uses the same moves as the Sedate method described above.
>>Slash
*****
This method also involves the Knife but this is done with a MOVING
target such as a patrolling Guard. Get up right against his backside and
walk with him then quickly pull out the weapon and attack before he can
make any noise then immediately Holster the Knife.
Another type of melee attack that you can do is Pistolwhipping. When you have
a gun drawn and you are very close to somebody then you can smack them in the
head with it. Civilians will go down in one hit and Guards in two. However,
your victim will only stay down for a few seconds before getting up.
One interesting thing to note - when you Pistolwhip a Guard then he will drop
his weapon. If you pick up the weapon then you will effectively disarm him
and he will run about scared like a Civilian when he gets back up.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN19. The Red Crosshair (Console Versions Only) |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
When you pull out a weapon then you will bring up a Crosshair. When the
Crosshair is placed on a person then it will turn red. But the Crosshair will
turn red even if the person is behind a wall or other obstacle. This can be
very useful when trying to track someone. I will refer to the Red Crosshair
frequently during the course of this guide.
It is *VERY* important to point out is that this doesn't exist on the PC
version.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN20. 45-Degree Door Trick |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
This particular trick, also called the 45-Degree Door Grab, allows you to use
the door as a kind of shield when attacking someone. Basically what you do is
stand by a door in such a way that when a Guard opens it it will only open
partway because you are in the way. However, he will not see you.
But you can still go through the door and be able to attack him either by
Sedating him or Killing him with a melee weapon (depending on how you
position yourself in relation to the Guard).
If you plan to Kill the person then stand against the door while facing it.
When the person tries to open the door then it won't open because you are
blocking it. Then sidestep little by little to the right or left (depending
on the door) until until you get enough of the weapon through the door to
kill him.
If you plan to Sedate the person then stand against the door with your back
to it. Then you pretty much do the same thing until enough of the person gets
through the door to Sedate him. It is important to note that when trying to
Sedate someone this way you will also risk having them disappear on you when
you complete your attack.
And this leads to the next chapter.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN21. Disappearing Bodies |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
This is an annoying bug that can sometimes occur when Sedating someone
because most of the time you need something from the sleeping person, like
clothes or an item. And this will often force you to restart.
Sometimes when you try to Sedate someone through a door using the above trick
then the person you are attacking gets separated from you as the door opens
even though you are making a successful attack. And this increases the chance
that the body will disappear.
If you wish to use this trick for Sedating someone then do it against a
person you don't need anything from so that if the body disappears then it
won't cause a problem to you.
A side benefit to having a body disappear is that they are permanently
removed from the Map and you don't have to worry about them waking up - plus
it doesn't count as a kill which is good for those trying for Silent Assassin
ratings.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN22. Dragging Bodies |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
After Killing or Sedating your victim then you should drag him to a secluded
area so he isn't found by other Guards and Civilians. To drag a body you need
to be close enough to the body to get the action to appear in the Action
Window then select Drag Body.
At this point you will grab the body and start to drag it behind you. This
will slow you down a lot and you will risk being seen. So it is important to
either Kill/Sedate him near a place where you can hide the body or
Kill/Sedate him in a secluded area so you don't have to drag the body at all.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN23. Disguises and Subterfuge |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
In most missions you will need to get a disguise to enter restricted access
areas and get close to your Target. Usually this is done by killing or
knocking out a Guard and taking his clothes. As long as you do not do
anything out of the ordinary then you will be seen as a Guard or somebody
that is supposed to be there and you can move freely about.
If any other Guards see the body of the dead or sleeping Guard you switched
clothes with then they will become suspicious and will start looking for
somebody dressed as that person (meaning: you).
They will also become suspicious when the Guard you took the clothes from
wakes up. However, depending on where the sleeping Guard is or what you do
with him, he may not be able to warn the others.
Sometimes you will see Guards with weapons drawn. You can do the same but
only if the weapon is similar to the weapons the other Guards are carrying.
You can also safely attack people with firearms as long as you are isolated
with your victim. If you are seen attacking someone then your cover will be
blown.
One nice trick while changing clothes - if you quickly switch to your Map and
back you will be immediately dressed.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN24. In-Mission Saving |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
One feature to "Hitman 2" is the ability to save your game in the middle of a
mission. On Normal difficulty you can save seven times during a mission. On
Expert difficulty you can save two times. On some missions you can earn bonus
saves. You can either save in a separate slot or overwrite an existing one.
I will make note of when to use these saves so you can easily backtrack to a
nearby point in the mission if things go wrong and you need to reload.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN25. Your Rating |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
At the end of each mission you will be given a rating. It is broken down into
multiple categories:
>>Shots Fired
***********
This is the number of shots you fired with a gun or rifle.
>>Close Encounters
****************
This is how many times you blew your cover or spooked a Civilian. Maxing
out your Threat Meter, even if the music changes to something more
ominous, doesn't count as a Close Encounter unless it results in a blown
cover.
If you alert someone while you are Sedating them then it will count as a
Close Encounter even if that person remains asleep through the rest of
the mission.
>>Head Shots
**********
This is how many head shots you acquired if you fired a weapon at
somebody.
>>Alerts
******
This is how many times you alerted Guards during the mission. Blowing
your cover, shooting at somebody, and spooking a Civilian will usually
result in an Alert.
When a body is found by anybody then you will also get an Alert. What's
annoying about this is that, even if you didn't kill that person, you
will always get an Alert when that body is found.
If you Sedated a person and he wakes up then you will get a notice that
the Guards are looking for a suspicious person. However, this does *NOT*
count as an Alert unless he ends up alerting Guards.
>>Enemies/Innocents Killed/Harmed
*******************************
This lists how many Enemies and Innocents killed and harmed. To harm a
person you need to shoot and wound him but not kill him.
>>Difficulty/Saves
****************
The difficulty level you are on and how many in-mission saves you used
for this mission.
>>Stealth
*******
This blue line indicates how stealthy you were. The more stealthy you
were, the longer this line becomes.
>>Aggression
**********
This red line indicates how much you killed, especially with guns. The
more you kill, the longer this line becomes.
>>Rating
******
This tells you your overall mission rating. You can go from Mass
Murderer to Silent Assassin. The best rating is Silent Assassin.As
already pointed out you can earn three weapons by achieving Silent
Assassin ratings.
>>Time
****
This tells you how much time you took.
At the bottom you will see Overall. This will tell you what your overall
rating for the entire game.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN26. Game Saving, Continuing, and Replaying Missions |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
After looking over your rating then Continue to move forward. You can save
your progress and go either to your Tool Shed or onto the next mission
depending on what chapter you are on.
On both the Xbox and PC versions the game will automatically make a game save
at the end of every mission. On the PS2 and GameCube versions you are asked
whether or not you want to save the game. Any weapon you acquired during a
mission will be permanently added to your collection for your Tool Shed.
When you go back to your laptop in the Garden Shed or Quit and Start a
Current Game then you can replay a previously completed mission to improve
your rating for that mission or to acquire more weapons.
When replaying a mission then you can use any weapon you have acquired to
that point. This will allow you to try new tactics or to just have some fun
rampaging through a mission.
And now a brief explanation about Agent 47's employer.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN27. The International Contract Agency |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
The ICA or The Agency, as it is often called, is the shadowy organization
that Agent 47 used to work for. Its main purpose is to carry out
assassinations. A powerful person, or government, who wants to take down
somebody without being connected to it will contact The Agency and an agent
will be assigned to a mission to carry out the contract.
However, sometimes there is more than just killing the Target. Most missions
often have several objectives beyond the assassination. Destruction or
retrieval of items and rescuing someone are some of the other objectives that
an agent may need to accomplish.
With that said, let's move on to the last chapter before the main body of the
guide.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >GEN28. Mission Breakdown |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Each Mission listed is broken into seven parts:
0=========0
| Overview \
0=======================================================>
A detailed overview of the mission.
0===================0
| Mission Objectives \
0=======================================================>
A general listing of your mission objectives.
0========0
| Weapons \
0=======================================================>
This is the listing of all of the collectible weapons you will find in the
mission. There will also be notes on acquiring them. This guide is designed
to help you obtain every weapon in the game even though there is no special
bonus for doing so.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
This is how much randomness that can be found in each mission. There is a
rating that is attached: None, Low, Medium, and High. I will also make
notes of how random the mission is and where it is most apparent. In
addition, I will note that best way to deal with it.
0==============0
| General Notes \
0=======================================================>
Some general notes about the entire mission that includes tips and
observations.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
This section goes over the entire mission Map and points out Points of
Interests (which I sometimes shorthand to "PoI"), Agency Pickups, and
Guard/Civilian placements.
0====================0
| Mission Walkthrough \
0=======================================================>
This is the walkthrough for the mission at hand. It is designed to help you
get a Silent Assassin or Perfect Assassin rating in the best and easiest
way possible (while being able to obtain new weapons for your weapons
collection).
It should be noted that there is no such rating as Perfect Assassin. This
was coined by Jason and refers to having a Silent Assassin rating with all
zeros meaning no shots fired, no Alerts, no Close Encounters, and no kills
(except the Target).
These strategies also use just three weapons in your arsenal (outside of
the Fiber Wire which is a permanent part of your inventory):
>>9mm Pistol SD
*************
The most common handgun in the game is the 9mm Pistol so it makes
sense to use its silenced cousin so it won't be hard to get ammo if
you need to use it frequently. Plus you won't risk knocking bodies
into the view of somebody unlike what can happen with the silenced
Ballers.
>>Kitchen Knife
*************
You should have a bladed weapon for quick and reasonably silent
disposal of someone if you need to do so.
>>Anesthetic
**********
This is the weapon you will be using the most as it will allow to
knock out somebody instead of killing them so you can get the best
possible rating.
With that explained, I will now finally move on to the story.....
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| II. The Story Continues..... [TSTR] |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
As the story begins we see a pair of men investigating something inside a
large ship. One of them appears to be American and the other is Russian.
The American finds something important about the brother of the Russian.
Something about cloning. It appears that the Russian is the brother of
Arkadij Jegorov, one of Agent 47's "fathers" (and one of the men you had to
kill in "Hitman: Codename 47").
They find information on where the cloning took place, a remote location in
Romania, and decide to go there. When they get there then they find the place
in shambles. They look over the surveillance tapes which show the carnage as
it happened. They are impressed by the speed of the person doing all of the
killing.
The American identifies the killer as Mr. 47 which amazes the Russian. The
American notes that there has not been any information on 47's movements
which may indicate that he is dead. But the Russian is skeptical and the both
of them decide to try to find Mr. 47 and make him work for them.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM1. Sicily |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
This is where the game actually starts and where Agent 47 has fled to after
the events of Romania that ended the first game "Hitman: Codename 47". And
this leads into the first part of the story.....
0=-=-=-0
/ Sicily \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >SCY1. "The Gontranno Sanctuary" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Sicily /
0-=-=-=0
As this chapter begins we see a figure tending to a garden somewhere in
Sicily. A familiar bald headed figure, Agent 47. After the opening cutscene
you are then able to look and move around within the Garden Shed which is
your home. You are then prompted to go through the door.
After going through the door you then talk to your friend and mentor Father
Vittorio. 47 needs to talk to him about his troubles and Father Vittorio
tells 47 to meet him confession.
From here, you can do basic moves training or go into the Church and to the
Confession Booth. As you move about the area you are prompted with various
hints about the game. When you finally meet Father Vittorio in the Confession
Booth you are treated to another cutscene.
47 confesses to his previous contract work and Father Vittorio tells him that
he still has a good heart. The priest tells of 47's work in the garden and of
the large donation he made to the Church.
After the cutscene then you are free to move about but there is another
cutscene that occurs almost immediately. In it Father Vittorio is kidnapped
by a local thug and one of the two men leave behind a package for Agent 47.
Go to the Parcel to find a ransom note. The ransom for Father Vittorio's
freedom is $500,000. Money that Agent 47 no longer has. It appears that the
large donation to the Church has attracted the attention of the local crime
lord who now wants some for himself.
This development drives Agent 47 to recontact The Agency for help. Diana,
Agent 47's handler, is surprised that he is still alive. But 47 isn't looking
to get back into the business. He wants to find Father Vittorio who helped
him after the events in Romania.
However, The Agency isn't just going to help 47 just like that. He needs to
repay them for their help. Agent 47 suggests that an arrangement can be made
for repayment. After the cutscene, which puts Agent 47 back into his familiar
Suit, you will be outside the Garden Shed. Here, you are free to move about.
From here, head east to find the Tool Shed. Pick the Lock and go inside.
Inside the Tool Shed is where you will store the weapons you will acquire
during the course of the game. On your initial playthrough you will find this
room mostly empty except for the melee weapons. If you replay this chapter
later then you will find the weapons you have currently acquired.
At this point you have the option of doing some simple training, playing
around with your weapons, or head to the Garden Shed to begin the first
mission.....
0=-=-=-0
/ Sicily \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >SCY2. "Anathema" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Sicily /
0-=-=-=0
0=========0
| Overview \
0=======================================================>
You need to get inside the Don's villa and kill him then rescue Father
Vittorio.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill "Don" Guiseppe Guilliani.
>>Take the key to the prison cell from Don Guilliani.
>>Rescue Vittorio in the basement.
>>Escape - Check Map for known exit point.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
Found in the Kitchen on the first floor.
>>Golf Club
*********
Found in the Boss Bedroom on the second floor and on the Balcony
outside.
>>9mm Pistol
**********
Carried by most of the Guards.
>>Revolver
********
Carried by Don Guilliani.
>>Deagle
******
Carried by the Don's Brother (overweight, white shirt, sunglasses,
ponytail), the Don's Son (blond hair, yellow shirt, green pants), and
in the Study on the first floor.
>>Shotgun
*******
Carried by one of the Guards at the front door and the Lawyer on the
2nd Floor.
>>R93 Sniper
**********
In the Garage.
++Notes
*****
There are a bunch of weapons here that you can acquire for your weapons
collection. The best way to do that is to simply rampage your way
through and kill everybody with your 9mm Pistol SD and Ballers.
This way you can pick up the pistols (Revolver, Deagle) and one large
weapon (Golf Club, Shotgun, R93 Sniper). You will have to play through
this mission three times to acquire all of the weapons because you can
only carry one large weapon at a time.
Although you are given the 9mm Pistol SD you don't have the un-silenced
9mm Pistol so grab one from the first Guard you attack. The R93 Sniper
can be saved for your Silent Assassin playthrough since that strategy
will involve using the car for leaving.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
I haven't found anything that would indicate that anybody within the
mission is random. Even if there was it doesn't seem to matter since
this mission can be done quickly.
0==============0
| General Notes \
0=======================================================>
This mission is fairly simple and meant to help you get started with the
game. There are several different ways to get inside. You can ambush the
Mailman who is going to give a tribute to the Don. You can also ambush a
delivery person and hide your weapon in a delivery tray.
And you can ambush a Guard that likes to take a piss outside the southeast
side of the villa grounds. This is also the best way to get inside since
you can easily disguise yourself as a Guard which will allow you better and
more complete access.
I found that on your initial playthrough you can't take the Kitchen Knife
with you.
This strategy is based on Jason's Perfect Assassin walkthrough but I
tweaked it to include acquiring the Car Keys hidden in a tree.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>2nd Floor
>>1st Floor
>>Villa Grounds
>>Basement
The Villa Grounds has one Point of Interest which is the Garage. The Garage
has a car you can use to escape, if you get the Car Keys, and an R93
Sniper.
There are multiple Guards all around the facility. There are at least two
by the Front Gate and two at the Back Entrance. There is also another
entrance at the southeast corner of the Villa with a single Guard. There is
a Mailman that is approaching the Villa from the south. A Delivery Person
is bringing in groceries near the northeast corner of the Map.
The 1st Floor has one Point of Interest and that is the Deagle that can be
found on the desk. The 2nd Floor is where the Don can be found. He will go
between his office and the Balcony outside his bedroom where he will hit
some golf balls with the Golf Club.
The Basement has one Point of Interest and that is where Father Vittorio
can be found.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission starts then you will be at the southeast corner of the Map
and on a large hill. For your initial playthrough you will have the 9mm
Pistol SD, the Fiber Wire, the Ballers, and the Anesthetic.
Run toward the southeast entrance and stand by the single tree just to the
right of the door. Eventually the Guard standing on the other side of the
door will come out to take a piss by the trio of trees nearby. When he
comes out then enter Sneak Mode and get behind him. As you do so then bring
out your Anesthetic.
When you get up against him then Sedate him. Then grab his 9mm Pistol and
Change Clothes. Then Prep your Fiber Wire and run through the door. Run
north toward the Basement entrance which is at the southeast side of the
house. Run down into the Basement and continue north to the stairs that
lead to the 1st Floor.
Run up the stairs then turn left and run into the wall then sidestep left
until you reach the stairs leading to the 2nd Floor then run up them. When
you reach the top of the stairs then continue forward to the door ahead
that leads to a small balcony.
When you get onto the balcony then close the door and you should find a gap
between the railing and the house that you can use to access a narrow
ledge. Get onto this ledge and gently proceed around the corner and head
north. Walk on the ledge facing the building at a 45-degree angle so you
don't fall off.
Eventually you will get onto another section of the roof. Continue walking
northwest and you should find a ladder down. However, sidestep left and you
should find the top of a tree. Gently walk off the roof to land on this
tree and you will find, of all things, a Car Key.
Grab the Car Key, fall off the tree, then head back up the ladder to the
roof. From here, head south and you will find a board that leads to the
balcony that goes around the Boss' Office. Get onto the balcony and proceed
to the door at the west side of the Boss' Office. Stand to the left of the
door and enter Sneak Mode.
Check your Map. If you timed everything correctly then the Don should be
re-entering his office. Open the door and wait for him to stand by his
desk. Sneak in and bring out your Fiber Wire.
Wire him then take the Door Key (which completes one objective in addition
to killing him) and grab the Revolver if you hadn't done so already. Then
head east out the door and back onto the roof. Get back onto the ledge and
toward the Basement entrance. When you get above the entrance then drop
down and run into the Basement.
Turn the corner and run into the door, which should be to your right, and
enter the room. However, Father Vittorio is not here. He has been taken
away. From here, run back out of the Basement, turn right and head south,
then enter the back door to the Garage.
Grab the R93 Sniper which is laying against the north wall (if you already
hadn't done so in previous playthroughs) then Escape in Car to
successfully complete this mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
After this mission then you will be back at the Tool Shed at St. Gontranno
where you can check out the weapons you have acquired. When you are ready
then go back to the Garden Shed to start the next mission.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM2. St. Petersburg |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
As part of your arrangement with The Agency you now must perform a contract
for them. This takes place in Russia.....
0=-=-=-=-=-=-=-0
/ St. Petersburg \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >STP1. "St. Petersburg Stakeout" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ St. Petersburg /
0-=-=-=-=-=-=-=0
0=========0
| Overview \
0=======================================================>
You are to take down an ex-KGB agent during a meeting that is specifically
put together so you can get a clean shot at him.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the General at the meeting.
>>Don't harm anyone else attending the meeting.
>>Return to the subway train to escape.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Inside the Agency Pickup.
>>.54 Pistol
**********
Carried by some of the Soldiers.
>>AK
**
Carried by most of the Soldiers.
>>SVD Sniper
**********
Inside the Agency Pickup.
++Notes
*****
There are three new weapons to find here. The easiest to acquire is
the SVD Sniper although it is easier to acquire later. The AK and the
.54 Pistol can be easily acquired in later missions.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Civilians in the Metro appear to be random but, as long as you are
dressed as a Soldier, then they should be no problem at all if you need
to acquire the SVD Sniper from Locker 137.
0==============0
| General Notes \
0=======================================================>
Like the last mission this is also fairly simple. According to Jason you
can choose to take down your Target with a Knife so you won't have to fire
a shot and achieve a Perfect Assassin score but that requires more effort.
To this end I am including the standard Sniper Rifle and Jason's alternate
Knife method but making my own observations and tweaks to them.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are eleven levels to the Map:
>>Sewers
>>Metro
>>Metro Entrance
>>Apartment 1st Floor
>>Apartment 2nd Floor
>>Apartment 3rd Floor
>>Apartment 4th Floor
>>Apartment Loft
>>Pushkin 1st Floor
>>Pushkin 2nd Floor
>>Streets
The maze-like Sewers Map has three manholes that are used to access the
Streets. The Metro Map has your Agency Pickup and Exit Point. The Metro
Entrance has an exit leading out and the doorway leading into the Sewers.
The Streets is what's outside the Metro.
There are plenty of Soldiers outside on the Streets to make sure that no
civilian can enter the restricted area that is outside the Pushkin
Building.
To the northwest is the building with a Point of Interest. This is the
Apartment building you can snipe your Target from. Your Target will be on
the northwest side of the second floor of the Pushkin Building.
0===============================0
| Mission Walkthrough (Standard) \
0=======================================================>
When you start the mission then you will be in the Metro right by your Exit
Point. The Agency Pickup, which is in Locker 137, is to the north. Inside
the Agency Pickup is a 9mm Pistol, Pistol Ammo, an SVD Sniper, Sniper Ammo,
and Nightvision Goggles.
However, it is not best to go there quite yet. You see, there are two
Civilians that wander the Metro and they will get spooked if they see you
carrying around an un-concealable SVD Sniper and will alert the Soldiers.
At least, not in your current Suit. You will need a disguise before you can
safely walk around with the Sniper Rifle.
For now, though, just run up the stairs and escalator. You will get a
notice from Diana about the meeting starting early but the timer won't
actually start until you pass a certain point on the Map.
When you get to the top of the escalator then you will see a doorway to
your left. This doorway will lead down to a lower area with a patrolling
Guard. Walk down and turn right. You should see some lockers and a door to
your right.
Wait for the Soldier to go behind the lockers then walk through the door
and close it. You should then find another door. But this one needs to be
picked. Pick the lock and go through the door to enter the Sewers.
You should be at the east side of the Sewers. Check your Map and you should
see the three Manholes that you can use to get access to the Streets.
The one you should go to is the nearest one which is the one just north of
you. Run there and climb the ladder but stay just below street level. Angle
your camera correctly and you should see a large truck and a Soldier Outfit
on the ground by it. However, check your Map first before proceeding.
The manhole you are at is north of the road block just outside the Metro
Entrance. To the east are two stationary Soldiers that are looking east and
away from you. There is a Soldier that patrols around the building north of
your current position. He will stop by the two stationary Soldiers for a
bit to talk and he will be looking west and towards the truck.
If you try to acquire the Soldier Outfit when he is talking to his friends
then he will see you and things go bad. Wait for him to start moving north
before going up and acquiring the disguise.
After getting the disguise then run back through the Sewers and Metro to
Locker 137 (but walk when near Soldiers), pick the lock, and then get both
the SVD Sniper and the Sniper Ammo (you won't need anything else). Because
you are dressed as a Soldier then the Civilians won't be spooked when they
see you carrying a Sniper Rifle.
Then run most of the way to the top of the escalator then stop. In addition
to the Soldier in the lower room there is another patrolling Soldier that
goes from the Streets to the lower room and then back again. You can't let
the Soldiers see you with the Sniper Rifle or they will get suspicious and
will come closer to investigate and this can blow your cover.
When the coast is clear then stay at the top of the stairs then wait for
the patrolling Soldier to go from left to right at the bottom of the stairs
(use the Red Crosshair to keep track of him through the wall).
Then proceed down and wait for him to go behind the lockers again before
going back through the door into the Sewers. Then run back to the Manhole,
get back to ground level, and stay by the south side of the truck.
Look at your Map and towards the Pushkin Building. There are four
patrolling Soldiers going around the street that circles the building.
Wait for them to cluster by the Apartment Building before going any
further. It is important to note that you have to walk through most of this
because any running will draw them closer to you and you will risk having
your cover blown.
If you are good with Tap Running or Sliding then this is a good time to use
those speed-up techniques to get to your sniping point faster.
From the truck you need to go through the street entrance southeast of the
Pushkin Building. As you get close to the entrance then Diana will let you
know when the meeting starts. This will officially start the five minute
timer.
Go northwest along the northeast side of the Pushkin Building until you get
close to the Apartment Building. Stay on the Pushkin Building side of the
street until the Soldiers are far away from you.
Then go across the street and enter the single door at the south corner of
the Apartment Building. Going through this door will allow you to avoid a
patrolling Soldier that patrols the main stairway.
When you get inside then you should see a hallway with a door at the end.
Head down this hallway and you will find another short hall to your right
with a door at the end. Turn right and go down this hall and you will find
a set of curved stairs to your left.
Go up it, turn left, turn left at the corner, and you will find the next
set of curved stairs. Repeat twice more and, when you get to the top of the
fourth floor, then enter the door ahead of you and turn left. You should go
through a Kitchen. Go through the door at the end of the Kitchen.
You should be in a Living Room that looks over the Pushkin Building.
Position yourself at the open window then look at the Streets Map.
Wait for all four of the patrolling Soldiers to be at the southeast side of
the Pushkin Building before going any further. When they are in position
then kick back out of the Map then go into zoom mode with your Sniper
Rifle.
At this point you should find four Generals in the room and you need to
properly identify the correct one. Diana will then run over some possible
clues to find him. But the correct General is always going to be the one
closest to the window sitting down. Aim at him but *DON'T* shoot yet.
You see, there is another larger person standing near the table. This is
the same one you saw in the opening cinema when you loaded up the game.
Every now and then he will hunch down over the table and put himself behind
the General. Remember, the sniper rifles can shoot through more than one
target.
So, if you shoot the General when this person is hunched down behind him,
then you will kill them both and this will result in a mission failure.
To prevent this then wait for this person to hunch over and straighten out
*THEN* fire at the General. After the General is dead then immediately drop
the SVD Sniper and run back into the Kitchen.
Run through the door at the end of the of the Kitchen and you should see
the stairwell again. However, turn right then turn left at the corner to
find a door and a ladder that leads into the Apartment Loft.
Quickly climb the ladder then do a 180-degree right turn then turn right at
the next corner. Then put yourself in the corner ahead and stay there.
Eventually at least one Soldier will find you but as long as you stand
still and not do anything then they will just leave you alone. Eventually
they will go back to their patrol routes.
If any of the patrolling Soldiers in the street were close enough to the
building when you shot the General then you will get another Alert and at
least one of them will come up to investigate. This will prevent you from
getting a Silent Assassin rating and you will end up with Professional
instead.
By approaching the building when they are clustered by it and waiting for
them to be far away before firing then you will greatly reduce, but not
completely eliminate, the extra Alert. After you are certain that things
have settled down then you can leave the Apartment Loft.
If you wish to acquire the SVD Sniper then go back down and retrieve it
then go back down the stairwell and to the door leading back outside. Check
the Streets Map for nearby Soldiers before proceeding. Then retrace your
path back to the Manhole, Sewers, Metro Entrance, and Metro while avoiding
the Soldiers.
If you do not wish to acquire the SVD Sniper then returning to the Metro
will be easier since you will not give the Soldiers any reason to be
suspicious of you. Even better is that you can retrieve your Suit near the
truck and you won't have to worry about the Soldiers in the Metro Entrance
Regardless, when you get back to the Metro then run to the train to
successfully complete the mission.
0================================0
| Mission Walkthrough (Alternate) \
0=======================================================>
For this method you need to enter the back door of the Pushkin Building and
approach the Target, on the second floor, by foot. Then you have to kill
him with the Knife and quickly leave before the rest of the Guards inside
get involved.
When you start the mission then look at your Map and go to the Pushkin
1stFl. level. There will be two Guards that will patrol this floor - one
going clockwise and one going counterclockwise.
On the console versions (PS2, Xbox, GameCube) they can either be patrolling
or frozen on opposite sides of the building. While at the Metro you can
restart the mission continuously until you get it to where the Guards are
frozen which will make it easier for you.
However, on the PC version, the Guards *NEVER* freeze so you will have to
do things the hard way.
After you get things the way you want then you go through the same
procedure to acquire the Soldier Outfit but do not go back to the Metro.
Instead, wait for the Soldiers to clear away from the southeast side of the
Pushkin Building then run to the backdoor. Save your game here then proceed
based on what the two Guards are doing:
>>Frozen
******
Get into Sneak Mode and enter the back door. Go left and through the
double doors and then through the next set of double doors. Here you
should see a Guard standing here. Sedate him then drag his body to
the dumpsters just outside the back door.
>>Patrolling
**********
Get into Sneak Mode and bring out your Anesthetic. Look at the
Pushkin 1stFl. Map and wait for the counterclockwise Guard (going
northwest) to pass by the back door.
After he passes by then open the door then take a couple of steps
inside while holding down the Fire Button. The door will act as a
shield as you wait for the clockwise Guard (going southeast) to pass
in front of you.
Angle about 45 degrees to the left as you wait for the Guard. Just as
he gets in front of you then move forward and you should Sedate him.
Then drag his body to the dumpsters just outside.
After dealing with this Guard then Change Clothes, Prep your Knife, and
head back inside. Turn left and follow the doors to the lobby (one of them
you will have to pick the lock) then head up the stairs and turn right to
go up the next set.
When you get upstairs and into the next room then turn left to find another
door then enter the long hallway. The door at the end of the hallway leads
into the Meeting Room.
When you get to this door then save your game again. That way if something
goes wrong in your approach then you can reload this point. If the Guards
are patrolling then wait for the Guard to walk past the back door then make
your move.
Your Target is on the left of the VIP. In order for things to work out
perfectly then you need to kill the General before he leaves the room or
Guards will get involved before you have a chance to kill him and make
a clean getaway.
While at the door move to the *LEFT* side of the door then pull out your
Knife. Open the door but Nudge a couple of steps inside. Then run to the
General, Slash him, and run through the doors going into the main stairway
down to the ground floor then back outside, and Change Clothes back into
the Soldier Outfit.
By positioning yourself by the door like this then you are not giving the
General any time to react and flee. After changing clothes then retrace
your steps back to the Sewers.
It is important to note that on the GameCube version you will eventually
get chased by a Guard regardless of how clean your getaway was and what
Outfit you are wearing so you need to get to the Sewers as quickly as
possible. Once you get back into the Sewers then he will quit the chase and
return to the building.
One interesting observation - he doesn't seem to notice his sleeping friend
so at least you won't have an Alert on your score.
One benefit to this method is that, since you didn't use the SVD Sniper for
the assassination, then it will be much easier to acquire because it is
still in the locker. Head back to the Metro and Locker 137, pick the lock,
get the SVD Sniper, then run to the train to successfully complete the
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
At the end of the mission then you will find yourself back at your Tool
Shed. When you get back to your computer in the Garden Shed then you will
talk to Diana again.
Even though you have paid your debt to The Agency she has asked if you
would be interested in continuing your work with them. Especially since the
client you helped in the previous mission is in trouble and likes your
style. After some one-sided negotiations then you will go back to St.
Petersburg.....
0=-=-=-=-=-=-=-0
/ St. Petersburg \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >STP2. "Kirov Park Meeting" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ St. Petersburg /
0-=-=-=-=-=-=-=0
0=========0
| Overview \
0=======================================================>
After the last mission the other three remaining Generals that survived
the previous assassination have begun their own investigations to find out
who made the hit. This has made the client very unhappy.
So now you have to go and kill them off before the truth is found. One of
them, General Makarov, is meeting with a Mafia contact to buy protection
and information. They are meeting in Kirov Park and both must be taken
down.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill General Makarov.
>>Kill his Mafia connection, Igor Kubasko.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by the Mafia Guards.
>>9mm Pistol SD
*************
Inside the Agency Pickup.
>>AK
**
Carried by the regular Soldiers.
>>SVD Sniper
**********
Inside the Agency Pickup.
++Notes
*****
Although the SVD Sniper from the last mission was relatively easy to
obtain it is even easier to acquire in this mission. You can also
acquire an AK in the same manner here. However, you can also get the AK
pretty easy in the next mission so you can wait to get it there if you
wish.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
The Soldiers and Guards have no random patrols to speak of.
0==============0
| General Notes \
0=======================================================>
This mission allows for different means of pulling off the hit. You can
snipe them from two different points on the Map (Radio Tower to the west,
Church tower to the east) or you can plant Car Bombs (found in the Agency
Pickup) from underneath using the Sewers.
However, Jason came up with a real easy way to deal with them using only
the Kitchen Knife. This also allows you to get a Perfect Assassin rating.
It is his method I am using for this mission but have added my own
observations to make this better. And remember what I said about the attack
patterns using the Knife? That bit of info is useful here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Streets
>>Sewers
The Streets Map has two Point of Interests. The first one is to the west
which is a large Radio Tower which can be use as a sniping area. The second
Point of Interest is to the east which is a Cathedral. This is also a
sniping point.
To the south of the Cathedral is the Agency Pickup. It contains an SVD
Sniper, Sniper Ammo, a 9mm Pistol SD, Pistol Ammo, and two Car Bombs. To
the east of that is your Exit Point. There are also multiple Manholes that
lead down into the Sewers which is the second Map of this area. There are
no Point of Interests down here.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be near the Exit Point. Head west
and run across the street to a large round lamppost.
Stand at the northeast corner of this lamppost and look southwest. A
patrolling Soldier will approach near the corner of the large building
ahead of you. You need to keep the lamppost between you and him or he will
see you and try to get rid of you.
After a few seconds then one of the limos will pass by. Then the Soldier
will head in your direction. Enter Sneak Mode and bring out your
Anesthetic. Move around the lamppost as the Soldier approaches so you can
remain hidden.
After he passes then get behind him, get close to him, and Sedate him as he
stops nearby. Change Clothes, Prep your Knife, then run south and go west
around the corner. As you get near the stationary Soldiers then stop
running and start walking. At this point you should see the General come up
to them and start to head into the Park.
Follow the General, but not too closely, into the Park and go between the
two Soldiers stationed at the entrance. You will max out your Threat Meter
as you do so but you are still okay. Continue following the General. He may
look behind him every so often but that is okay.
After awhile he will stop. You should stop as well. Then, as Igor enters
the Park, he will move forward again. Eventually the two will meet. As the
two of them stop then continue to walk to them so you are kind of trying to
put yourself between them but stop just before you actually get between
them.
Then, as soon as they bring their arms out to begin their hugging (at which
case you should be almost right up against them), bring out your Knife and
press the Fire Button once, which will make you stab forward, and kill them
both simultaneously!
Apparently the character models of the General and Igor overlap at about
chest level so, when you stab forward between them, you are hitting both of
them at the same time. Makes things easy doesn't it?
After killing them then immediately Holster your Knife. From here then just
retrace your path back to the sleeping Soldier and grab either his AK or
the SVD Sniper from the Agency Pickup for your weapons collection then run
to the Exit Point to successfully complete this mission.
0=-=-=-=-=-=-=-0
/ St. Petersburg \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >STP3. "Tubeway Torpedo" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ St. Petersburg /
0-=-=-=-=-=-=-=0
0=========0
| Overview \
0=======================================================>
Another of the remaining Generals is now interrogating a Prisoner trying to
get the truth. In addition, there is additional security because of rumors
of an assassination attempt. You need to kill this General and rescue the
Prisoner.
0===================0
| Mission Objectives \
0=======================================================>
>>Find your equipment in the Army Depot - marked "FCK".
>>Kill General Mikhail Bardachenko.
>>Free the Prisoner from the 2nd Basement.
0========0
| Weapons \
0=======================================================>
>>Combat Knife
************
Carried by General Bardachenko.
>>9mm Pistol
**********
Carried by some of the Soldiers.
>>9mm Pistol SD
*************
Inside the Agency Pickup at the Army Depot and carried by General
Bardachenko.
>>Deagle
******
Inside a desk on the second floor of the Headquarters.
>>AK
**
Carried by most of the Soldiers plus one inside the Agency Pickup in
the 1st Basement. It also can be found in a room at the northeast
corner of the Army Depot, in a room just outside the entrance to the
Headquarters, and inside the Headquarters on the first floor.
++Notes
*****
The only new weapon here is the Combat Knife and you can get that
easily during the course of the mission. You can also acquire the AK
pretty easily as well since there are tons of them to be had.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
None of the Soldiers appear to have any sort of randomized patrols.
0==============0
| General Notes \
0=======================================================>
This is a fairly large Map but a straightforward mission. Not a whole lot
of room for creativity.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are five levels to the Map:
>>Streets
>>Sewers
>>Headquarter
>>1st Basement
>>2nd Basement
The Sewers Map has a Point of Interest which is the ladder leading up to
the Army Depot. The Sewers also has several ladders leading up to various
points in the Streets.
The Sewers also has a second Map. This Map, on the right side, contains the
Exit Point and is accessible from the 1st Basement of the Military
Headquarters.
The Streets Map has the Army Depot and the Military Headquarters. The Army
Depot has several Soldiers plus the Agency Pickup at the southeast corner.
The Military Headquarters also has several Guards.
The Headquarters, which is the first floor of the facility, has a Point of
Interest. This PoI is on the second floor and is a desk that contains a
Deagle.
The 1st Basement is quite large and contains multiple hallways and several
labeled rooms. Four of the rooms are Guard Quarters. But three of them are
populated with four Soldiers each. The fourth one, on the west side is
empty.
In addition, there are several additional Soldiers that are in the Control
Room and patrolling the hallways. There is also an Agency Pickup in the
center of the Map but all it is is an AK.
There are three PoI's on this level. The first one is in the Server Room
which is on the east side. This room contains a Server you can disable to
knock out all of the cameras in the 1st Basement.
The second PoI, by the Guard Quarters at the southeast corner of the Map,
contains an Officer Outfit. The third PoI is in the Sewer Station and is
the wall you need to blow up.
The 2nd Basement is where the Prisoner is being interrogated. There are
also a few Soldiers in the room at the south side of the Map. The Point of
Interest on this Map is in the Observation Room where you can shoot out the
glass to get at the General.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be on the south side of the
Sewers. Drop the AK or SVD Sniper if you brought it with you from the
previous mission. Bring out your Anesthetic and go to the ladder that leads
up into the Army Depot. Climb the ladder but don't go all the way to the
top.
Rotate the camera right and look south. You should see a bunch of large
crates. You will also eventually see a Soldier stop near them. When he has
his back to you then finish climbing up the ladder and walk towards him.
As you walk forward then look toward the ground. You should see some snow
on the ground just before you get to the crates.
Just before you get to the snow then enter Sneak Mode. If you continue to
walk towards the Soldier then he will hear you and turn around. Sneak up to
him and Sedate him. Then drag him back towards the Manhole but angle
northwest to get completely behind the crates so you aren't seen by the
other patrolling Soldier in the Depot.
Just before you get to the Manhole then drop him and Change Clothes. Before
you go any further check your Map and make sure that the patrolling
Soldier, to the south of your position has stopped at either the east or
west end of his patrol route.
When this happens then grab the Soldier again and drag him to the left side
of the Manhole. Drag him over the Manhole and drop him into the Sewers.
This way, when he wakes up later, he won't be able to warn the other
Soldiers.
It should be pointed out that there is a room nearby with a AK but, if you
want the weapon now, you can just take the one the Soldier you attacked
dropped.
Next, head to the Agency Pickup at the southwest corner of the Depot. Pick
up the Phone, Mini-Bomb, Pager, and Bomb Remote. Everything else you can
leave behind. This also fulfills one of your objectives. The Phone and
Pager can be used to lure the General to you and the Mini-Bomb and Bomb
Remote are used to blow a hole in the Sewer wall.
Now to head to the Military Headquarters. There are three ways you can do
this. The first one is to enter the backside of the truck and it will take
you there.
The second one is to enter the nearby Manhole and head north on foot to the
northern Manhole that exits out near the Headquarters. If you want to try
this then you should wait for the Soldier that stands near the Manhole to
answer the nearby phone when it rings so you won't have any problems.
The third one is to go down the Manhole you come up from and head to
another Manhole that also leads into the Military Headquarters.
When you get to the Military Headquarters then you need to enter the door
on the north side of the building. There is a Soldier that patrols the ramp
that goes to the door.
Wait for him to stop at the west end of his patrol route then follow him,
but not too closely, up the ramp to the door. However, when he goes inside
the building, then hide behind the crate near the door.
When he heads back out and west then enter the building. There is a Soldier
inside that patrols a circular route that goes up onto the metal ramp that
comprises some of the second floor (and leads to the room with the Deagle).
The first floor of this building also has lots of large crates that can
cover you as you make your way to the Elevator that goes down into the
lower levels. The Elevator is on the west side of this floor.
After going through the door then turn right and follow the wall. As you
get to the corner then you should find an AK by a large crate. If you don't
have an AK at this point then you should get it here.
At this point the Soldier you Sedated has now awakened and you will get the
warning about the Guards looking for someone suspicious. But, since he is
in the Sewer, and can't seem to climb a ladder, you won't have any Alerts.
When you get to the corner then turn south and get around the crate to get
to the Elevator. When you go down the Elevator then you will be awarded
with a bonus save. When you get to the 1st Basement then stay in the
Elevator. Look for a Soldier in the hallway ahead.
If he is stopped by the Elevator then wait for him to leave before exiting.
If you don't see him then stay in the Elevator and wait for him to stop at
the end of his patrol route by the Elevator then wait for him to leave then
exit. Follow the Soldier but not closely. As you proceed forward down the
hallway you will notice cameras posted on the walls.
You can't do anything suspicious in the 1st Basement or you will alert the
Soldiers through the cameras. Shooting the Cameras will more than likely
alert the Soldiers (unless you make sure you aren't seen by the Camera
while you are shooting it). You will also see cubbyholes in the hallways.
They can be used to duck out of the way of patrolling Soldiers.
Turn right at the corner and duck into the first cubbyhole on your right
which is the entrance to one of the Guards Quarters. Don't enter the Guards
Quarters though - it has four Soldiers inside.
The Soldier you were following will stop about halfway down this section of
hallway near a three-way junction. Then he will turn and head north again.
Wait for him to pass then exit the cubbyhole and proceed south. However,
there is another Soldier patrolling the south end of this section of
hallway.
You should see this Soldier head back south as you leave the cubbyhole.
When you get to the three-way junction then turn left and go through the
door into the Control Room.
The first thing you will run into is a stationary Soldier. But just go
right around him even though you will max out your Threat Meter in the
process. He won't do anything as long as you walk away from him. At the
other end of this room is a restricted door leading into the Server Room.
Just before that is a hallway to your left.
Go into the hallway and follow the path through the two doors to get to the
northeast corner of the Map. From here, head south and turn the next
corner. Proceed west and you will pass by the doors into the two Guard
Quarters at this corner of the Map. You will also see another restricted
door.
This door leads into the Officer Quarters which contains an Officer Outfit
that you will need. But the door is locked and is being watched by a
camera. Picking the lock will alert the Soldiers but there is another way
to get inside.
Continue west until you get near the door for the Sewer Station. But there
is a patrolling Soldier that goes from the Sewer Station to the Elevator to
the 2nd Basement and back again.
Wait for him to leave the Sewer Station then go inside yourself. Bring out
the Mini-Bomb and drop it near the designated wall. If you have the AK then
drop it here too. After dropping the Mini-Bomb (and AK) then leave. Go east
and around the corner then stop inside the first cubbyhole you come to.
Then bring out the Bomb Remote and activate it then Holster the Remote.
Although you won't hear anything you will explode the Mini-Bomb. This will
bring out all of the Soldiers inside the Guards Quarters. They will run
towards the Sewer to investigate. They will run out one at a time towards
the Sewer. Go to your Map and keep an eye on the Guard Quarters adjacent to
the Officer Quarters.
When the last Soldier runs out, and he will run through the Officer
Quarters to leave, then run from the cubbyhole and into the Guard Quarters
then into the Officer Quarters. Then change into the Officer Outfit on the
bed nearby and run to the door but don't open it. When the last Soldier has
run past the door then leave and walk west.
At this time the Soldiers will stop investigating the Sewer and will start
to head back to their quarters. You should be past the Sewer Station
doorway by then.
Keep an eye open for the patrolling Soldier and duck into a cubbyhole if
necessary. If he is far enough ahead of you then go into the empty Guard
Quarters and wait until he walks south past it before heading back north
again.
If you wanted to you could wait until the Soldier stopped in the Sewer
Station then detonated the Mini-Bomb thus eliminating him. However, even
though it won't count as a kill on your stats it will count as an Alert
when the other Soldiers find his body as they head back into the 1st
Basement.
And by detonating the Mini-Bomb at this point in the mission then you won't
have to worry about the Soldiers when you have to leave with the Prisoner.
After the patrolling Soldier has headed south past you then head to the
Elevator leading into the 2nd Basement. You will notice a sign indicating
that only officers are allowed into that area which is why you need the
Officer Outfit.
Get into the Elevator and go down into the 2nd Basement. When you get down
here then head to the north door to the Interrogation Room. The
Interrogation Room is where the General is grilling the Prisoner.
Don't try to open the door. Instead drop the Pager right by it. Then stand
a little to the left of where you dropped the Pager.The Pager is used in
conjunction with the Phone. When you activate the Phone then the Pager will
beep.
This beeping will lure the General to you. Then use the 45-Degree Door
Trick to use the door as a shield and swing the Knife through the door to
kill the General. The use of the 45-Degree Door Trick was Jason's idea and
works well here.
After killing the General then grab his Combat Knife and rescue the
Prisoner. The Prisoner is Agent Smith, a CIA agent who you rescued twice in
"Hitman: Codename 47". When you have rescued Agent Smith then you will earn
another bonus save.
From here, head back to the Elevator and Agent Smith, who is now disguised,
will follow. The following cutscene will indicate that the Soldiers are
onto you but that is really not the case. When you get back to the 1st
Basement then check your Map and find the patrolling Soldier.
If he is heading south of the empty Guard Quarters then head there and wait
until he passes north again. If he is heading north then wait for him to
get to the end of his patrol route by the Elevator then wait for him to
leave and head to the empty Guard Quarters and wait for him to pass north
by it again.
When the patrolling Soldier has passed north by you then leave the Guard
Quarters and head to the Sewer Station. You should also find the passage
you created earlier with the Mini-Bomb. Pick up the AK (if you left it
here) then go through the passage and run to the Exit Point to successfully
complete the mission.
0=-=-=-=-=-=-=-0
/ St. Petersburg \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >STP4. "Invitation To A Party" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ St. Petersburg /
0-=-=-=-=-=-=-=0
0=========0
| Overview \
0=======================================================>
The last General has defected to Germany and is staying at the Embassy. The
client wants the Suitcase the General took with him. The Suitcase contains
a guidance system that the General may try to sell. To make matters more
interesting the Russians are plenty mad that the General has defected and
is looking to acquire the Suitcase themselves.
There is going to be a high class party at the Embassy and lots of people
are attending. However, the Agency couldn't get one for you so you will
have to be creative in order to get inside. And worse, the Russians have
managed to get an invitation to a Spetznaz agent who is assigned to get the
Suitcase.
You have to kill the General and get the Suitcase to successfully complete
this objective while avoiding or eliminating the Russian agent.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the General.
>>Secure the Suitcase.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
In the Kitchen in the Embassy Basement.
>>9mm Pistol
**********
Carried by half of the Guards.
>>9mm Pistol SD
*************
Inside the Agency Pickup.
>>.54 Pistol
**********
Carried by the Spetznaz Agent.
>>SMG
***
Carried by half of the Guards.
>>W2000 Sniper
************
On the balcony above the front entrance.
++Notes
*****
The SMG and the W2000 Sniper are the only new weapons here. You can
acquire the .54 Pistol safely during this mission. You can acquire the
SMG safely in the next mission.
As for the W2000 Sniper you need to access a hidden door on the second
floor. In the lobby there are the two large stairs leading up to the
second floor.
Take the left set and when you get to the top then turn and head south
and go through the set of double doors. After that then go straight
into the wall ahead of you and you should get the action to Open Door.
If not then move into the corner.
After going through this door and the next one then you will be on the
balcony. On the crates there is Sniper Ammo, a Tuxedo, and the W2000
Sniper. There is also a Guard patrolling the balcony. You need to wait
for him to be at the east end before going after the Sniper Rifle.
On the PC version you can grab the rifle and drop it over the west side
of the balcony which has part of a railing missing. You have to be
looking south and your right side against the opening when you drop the
Sniper Rifle.
The Sniper Rifle should drop to the ground below. Then go back down to
get it then avoid the Guard patrols and party guests as you head to the
gate leading back outside.
Unfortunately, on the console versions, this is much tougher to do
because it is very inconsistent. 95% of the time when you try to drop
the Sniper Rifle over the side then it will bounce back onto the
balcony.
Worse, if you try to continue dropping it over the side, then it may
glitch onto part of the balcony and you may not be able to pick it up
again.
And there is no disguise that can allow you to walk out with the Sniper
Rifle without pissing off the Guards and getting shot at.
Probably the best thing to do on the console versions is to rampage
your way through and kill most everybody to get the SMG, the .54 Pistol
from the Agent, and the W2000 Sniper as well as complete your
objectives. Then save your progress and redo the mission later to clean
up your score.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Civilians and Waiters are randomized but they should cause little
problem.
0==============0
| General Notes \
0=======================================================>
This one I played around with for a long time trying out many different
ideas to create a Silent/Perfect Assassin strategy. And I came up with a
really nice one that also takes advantage of a hole in the game logic.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>Streets
>>Embassy 1st Floor
>>Embassy 2nd Floor
>>Embassy Basement
On Streets Map you will find two Point of Interests. These are locked gates
that can be picked to gain entry. Your Agency Pickup is to the south of the
Embassy.
On the Embassy 1st Floor you will find two more Point of Interests. These
are two of the four Safe Rooms where the Suitcase can be randomly found
at. The other two Safe Rooms are on the Embassy 2nd Floor.
The Embassy Basement has three Point of Interests. The one to the west is
the Champagne Glass that you can get to help you poison the General. The
one just east of that is a Guard Room that has some ammo. The last one just
northeast of that is where you can find a Waiter Outfit.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be on the dock which is also your
Exit Point. If you brought the AK from the previous mission then drop it
here. To start, walk up the stairs. When you get to the top then enter
Sneak Mode and look northeast. Here you will find a Waiter having a smoke
break. Behind him is a very large lightpost.
On occasion, if you try to walk to this lamppost, then the Waiter may turn
around and blow any chance of an ambush. This is why you need to enter
Sneak Mode at the top of the stairs. Sneak to the south side of this
lightpost. Then bring out your Anesthetic.
Go around the east side of this lightpost and behind the Waiter then Sedate
him. Then pick up the Door Key and drag him toward the dock. When you reach
the flat area halfway down the stairs then drop him, Change Clothes, then
Change Clothes again to get back into your Suit. This will place the Waiter
Outfit here to be used later.
Next, drag the Waiter down to the dock and to the back of the boat. Turn
your body so you can get part of the Waiter over the edge. Then drop him
and grab a body part that is furthest from the edge. Then move yourself to
the edge so you can get more of the Waiter over the edge.
Continue grabbing, turning, and dropping until the Waiter goes over the
edge and into the water. Another method is to spin in place until all of
his body is over the water so you can easily drop him.
The waiter will disappear from the game Map and you will no longer have to
worry about him waking up and blowing your cover. And it does *NOT* count
as a kill which makes it better for those going after a Perfect Assassin
rating.
This is the hole in the game logic I just mentioned which is probably
related to the disappearing bodies glitch I talked about earlier in the
guide.
After getting rid of the Waiter then run up the stairs and angle southwest
so you can get to the Agency Pickup. Inside the Agency Pickup is a 9mm
Pistol SD, Pistol Ammo, and Poison. Grab the Poison and head to the gate at
the southeast corner of the Embassy Grounds. The Door Key you got from the
Waiter opens this gate so you can go right on through.
Then angle northwest and head to the front door. Go through the front door
and into the large lobby.
There are two tasks that need to be done - getting the Suitcase and killing
the General. The first task I am going to do is the get the Suitcase.
The Suitcase is hidden in one of four safes inside the Embassy. The
Ambassador will occasionally leave the Ballroom to go to the Safe Room that
has the Suitcase (the Safe that has the Suitcase also has some Chocolates
that the Ambassador likes). Then, after visiting the Safe, he will head
back to the Ballroom, stay for awhile, and go back.
In addition, the Spetznaz Agent will also be in the Ballroom. He is waiting
for the right moment to hold up the Ambassador and make him go to the Safe
so he can open it. Then the Agent will take the Suitcase, kill the
Ambassador, and leave.
However, you can determine when the Agent will attack the Ambassador. As
long as you stay outside the Ballroom then the Agent won't do anything
regardless of how long you sit outside in the Lobby. Getting inside the
Ballroom will alert him to your presence and he will need to make a move
before you do.
Which is good because I want the Agent to go after the Ambassador so I can
get rid of him and acquire his .54 Pistol plus get the Suitcase for myself.
Since the Agent is also a Target he won't count as a kill on your stats.
What's interesting is that if you get the Suitcase before the Agent does
then he will leave the Embassy and try to ambush you near the dock. If you
kill him out here then, even though he is a Target, he *WILL* count as a
kill. But it is always best to just get him out of the way and keep him
from springing any surprises on you.
To get the Agent to attack the Ambassador you need to get inside the
Ballroom but *DON'T* go through the main doors ahead of you. You need to go
through this door later as a Waiter and there is a Guard by this door
inside the Ballroom.
If you go through this door in your current Suit then go through this door
again as a Waiter then you may draw the suspicion of this Guard and risk
having your cover blown. To get to the Ballroom from the Lobby go through
the door at the west side and follow the hallway to the Ballroom.
However, wait for the Ambassador to leave first then go to the Ballroom.
When you get inside the Ballroom then check your Map. Find the Ambassador
and see which Safe he is going to. When he gets there then leave the
Ballroom the same way you went and go to the room next door to the
designated Safe Room.
Then stand just to the left of the double doors that go into the Safe Room,
enter Sneak Mode, and bring out your Knife or Fiber Wire. Right after the
Ambassador gets back to the Ballroom then the Agent will make his move.
Wait for them to enter the Safe Room then open the door and use the Camera
to watch the action. When the Agent stops and points the gun at the
Ambassador then make your move.
By the time you get to the Agent then the Ambassador will have opened the
Safe. Knife or Wire the Agent then grab his .54 Pistol. Get out of Sneak
Mode and grab the Suitcase. Leave the Ambassador alone - he will be in the
corner and won't do anything.
From here, go all the way back to the dock and drop the Suitcase right by
the boat. Then go and change into the Waiter Outfit you left behind
earlier. Now it is time to poison the General.
Go back to the gate you entered earlier but go straight north along the
driveway and to the car garage. Go through the door to enter the garage and
the Embassy Basement. Walk through the Embassy Basement and into the
Kitchen. Don't worry about the Guards - they won't do anything as long as
you don't do anything stupid.
When you get into the Kitchen then grab the Champagne Glass, bring it back
out, and head up the stairs that lead to the 1st Floor. About halfway up
then stop and select the Poison from your Inventory List. You will
automatically put some into the glass and Holster it.
Then head up the stairs again and go through the main doors into the
Ballroom. Usually the General will spend most of his time in a room west of
the Ballroom so he will more than likely not be here when you get inside.
The room also has a Maid that never leaves so ambushing him there can be
difficult. However, poisoning him is easier and more satisfying.
When he gets back then just get in his way and he will happily take your
glass. Then just go out the front door and head back to the dock.
As you do so the General will make a run for the bathroom just outside the
Ballroom. He will quickly die here and the bathroom is isolated enough so
that his body won't be found for awhile - basically he hides himself.
Oh, as you leave the Embassy, make sure that you aren't following a party
guest as he is trying to leave. Back off if you are. If you are following
too closely for too long then you will spook him and the Guards will attack
you.
When you get back to the dock then you will successfully complete the
mission. By dropping the Suitcase by the boat then you won't need to pick
it back up when you return.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
However, when you open the Suitcase then you find that the guidance system
has already been sold to someone who lives in Japan. After a trip to your
Tool Shed to admire the new weapons you acquired then it is off to the next
major chapter of the game.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM3. Japan |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
You overall task is to eliminate Masahiro Hayamoto, a well known arms dealer
who is the person that has the guidance system. However, he is very seclusive
and has many castles throughout Japan.
You need to be able to find him so you can kill him and retrieve the guidance
system. There are four missions here and you won't be able to go back to your
Tool Shed until you complete the last one.
0=-=-=0
/ Japan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >JPN1. "Tracking Hayamoto" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Japan /
0=-=-=0
0=========0
| Overview \
0=======================================================>
You need to go to a remote meeting place and plant a tracking device on
Hayamoto's son then eliminate him so the corpse can be tracked to Hayamoto
Sr. himself.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Hayamoto Jr.
>>Plant bug on Hayamoto Jr's corpse.
>>Escape.
0========0
| Weapons \
0=======================================================>
>>Kitchen Knife
*************
In the room with the Fugu Fish.
>>9mm Pistol
**********
Carried by one Guard, the Cook, and Hayamoto Jr.
>>SMG
***
Carried by most of the Guards plus one in a bedroom at the north side
of the building.
++Notes
*****
If you didn't get the SMG from the previous mission then you can safely
acquire one here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
The Guards don't have any randomized patterns.
0==============0
| General Notes \
0=======================================================>
This is the only mission in which you encounter the Fugu Fish. Fugu is a
type of puffer fish that is considered a delicacy in Japan.
However, it is also very poisonous due to certain bacteria that produces a
very nasty tetrodotoxin that the fish is immune to. This poison is a type
of neurotoxin that kills by paralyzing the muscles until the victim dies of
asphyxiation.
Worse, the victim remains conscious the whole time while he is dying.
Pretty scary way to go since it takes, on average, several hours to die
(however one can die in as little as twenty minutes depending an the amount
of poison ingested).
So fugu must be specially prepared to prevent major poisonings although a
very tiny amount can sometimes be ingested during a meal but not causing
anything more than a slight numbness of the lips and tongue (which is part
of the appeal).
Although there is no antidote you can still survive a major fugu poisoning
with appropriate medical attention until the poison dissipates. Given that
Agent 47 is a trained assassin he is probably well versed in all kinds of
poisons including fugu. Judging on what he pulls out of the fish I am
guessing that it is the liver which is the most poisonous part of fugu.
Enough to make a dish to die for. Literally.
As for the mission itself it is a straightforward task with really only one
way to sneak inside. Not a really tough mission to get a Silent Assassin
rating in. But it is much tougher to get a Perfect Assassin score though.
This is because when his body is found then you will get an Alert on your
stats.
You cannot leave the mission until he dies. But you have time from the
moment you poison his plate to get to the Exit Point safely. The thing here
is that when he dies, and you get the "Info: Objective Status Changed",
then it is immediately followed by the "Body Found" warning which literally
gives you no time to avoid an Alert.
To compound matters you cannot just stand at the Exit Point to exit the
mission immediately when he dies. You *MUST* walk or run into the Exit
Point to leave.
However, this doesn't mean that you cannot get a Perfect Assassin score.
You have to get lucky here. Sometimes you may get a slight delay between
the time he dies and the time his body is found. If you are close enough to
the Exit Point then run at it the moment he dies and you may be able to
leave before you get the Alert.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Outside
>>Inside
On the Outside Map you will find several Guards doing slow patrols. When
you look at the Inside Map you will find Hayamoto Jr. in the dining room at
the south side of the building. There are also many Guards here as well.
You will also find three Points of Interests. The first one, at the
northeast corner, is where you can find the Fugu Fish that you can use to
poison Hayamoto Jr.
The second one, west of that, is where you can find a change of clothes so
you can disguise yourself. The last one, at the southeast corner, is the
car garage where you can find a beat up car that you can use as a
distraction.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be behind a large rock just east
of the Exit Point. On the path on the other side of the rock should be a
couple of Guards. At this point you should also see a Guard appear from the
front door northeast of your position. There is another Guard patrolling
the driveway area by the car garage to the east of the front door.
When the Guard by the front door goes back inside and two Guards on the
nearby path start moving west then walk east towards the car garage. When
you get onto the path then run northeast towards the sandy area near the
front door.
When you get onto that then run east until you get to the end then stop
running and begin walking again. You should see the car garage ahead of you
and to the left. You should also see three garage doors. Enter the one on
the left and you should see the beat up car to your right. Go to this car
and Honk Horn. This will attract a nearby Guard.
To the west is the door that leads inside. By the door is a trash can. Run
and hide behind the trash can then enter Sneak Mode. When the Guard enters
the garage and is far enough from you then sneak around the trash can and
enter the house.
Continue sneaking forward and go through the door on your right when you
near the end of this small hallway. After going through this door then turn
left and sneak through the next door. Ahead of you should be a large
translucent door. You can see through it but, thankfully, the Guards
cannot.
On the other side of this door is a patrolling Guard. When he passes by the
door then open and go through it, turn right and stick close to the wall,
and sneak forward to the next door. Go through it and sneak through the
next door which is north of you. Then go to the next door and stop.
Check your Map. There are two patrolling Guards that go through the
hallway beyond the door and stop near where you are at. Then they turn
around and slowly head back outside then turn around and come back again.
When they are heading away from you and are far enough then sneak through
the door and head northwest to the room with a Point of Interest. This room
has a change of clothes that will serve as your disguise for the remainder
of this mission.
After changing clothes then get out of Sneak Mode and head to the room next
door east of you. Here you will find an SMG so grab it and Holster it. Then
stand by the door and check your Map. Find the two hallway patrolling
Guards. When they meet and go back out again then leave this room and head
east towards the Kitchen.
Keep your distance from the patrolling Guard as you enter the Kitchen. You
will notice a large table that dominates the room. On both ends of the
table are plates of food. You can place the Transmitter on either plate but
wait until you get the Fugu Fish first.
As the patrolling Guard gets to the door leading outside then head to the
room that has the Fugu Fish. When you get inside then Cut Fugu Fish and
check your Map. In addition to the patrolling Guards there is also a cook
that stands around in the Kitchen. However, he will leave the room on
occasion to get a smoke outside.
When the Kitchen is clear and before the patrolling Guard goes back inside
then go into the Kitchen and place the Transmitter and Poisoned Fish into
one of the two plates but I prefer the one at the north end of the table.
It should be pointed out that the Concubine that serves Hayamoto Jr. will
begin to serve the plates when you cut the Fugu Fish. She will grab the
dish at the south end of the table first. By placing the Transmitter and
Poisoned Fish on the plate at the north end then you will give yourself
more time to safely reach the Exit Point.
From here then go out the door to the north and turn east. Then go all the
way to the fence and turn south until you reach the driveway at the car
garage. Then head to the Exit Point but stay on the grass near it. As you
are heading to the Exit Point then the Concubine will begin to bring the
plates to Hayamoto Jr.
When she brings the contaminated plate it will take a few seconds for the
Transmitter to be ingested. Then later Hayamoto Jr. will drop dead as the
poison from the Fugu Fish quickly takes effect. When this happens then you
are allowed to leave.
Then walk to the Exit Point, regardless of the two nearby patrolling
Guards, to successfully complete the mission.
0=-=-=0
/ Japan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >JPN2. "Hidden Valley" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Japan /
0=-=-=0
0=========0
| Overview \
0=======================================================>
Your work in the previous mission has paid off. Hayamoto Sr. has emerged at
one of his castles in central Japan. But you have to make your way through
some rather tough security to get there. You need to navigate through a
large valley that also has an underground tunnel.
There are many Guards that patrol the area and are on high alert. They will
always run to check you out if you get within sight distance. In addition,
there are several large towers that contain Snipers wielding Custom Rifles.
This makes it a rather challenging task to get to the Exit Point.
0===================0
| Mission Objectives \
0=======================================================>
>>Find the secret passage.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by most of the Guards.
>>Custom Rifle
************
Carried by all of the Snipers in the towers.
>>Katana Sword
************
Carried by the Ninjas in the room near the vehicle checkpoint.
>>Crossbow
********
By the Agency Pickup.
++Notes
*****
All of the weapons listed here are new. You can easily get the Crossbow
and the SMG-SD6 during the course of a mission playthrough (although it
may be best to get the SMG-SD6 in a later mission).
You need to kill the Ninjas in the vehicle tunnel to get a Katana Sword
(if you want one now - you can get one safely later on so it may be
best to wait).
You're not going to be able to acquire the Custom Rifle during this
mission. There are no doorways entering into any of the large towers.
In addition, there are way too many wandering Guards and Snipers to try
to find a way to get one.
If you want the Custom Rifle early then you should do it in the next
mission since there are fewer Guards.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
While it doesn't appear that the Guards have any randomized patrols
there are several instances of randomness that can affect the mission.
The first is that one of the Guards, at the vehicle checkpoint inside
the Underground Tunnel, can get run over by one of the trucks that go
through the area. The nearby Guards will find his body and this will
result in an Alert even though you had nothing to do with his death.
This doesn't seriously affect your ability to successfully complete the
mission but can affect whether or not you get a Perfect Assassin
rating. This happens on all versions but is far more frequent on the
GameCube version.
Another bit of randomness is that the vehicle checkpoint Guards can
randomly freeze while inspecting a truck. This affects whether or not
you can climb back onto a truck if you manage to successfully get past
the vehicle checkpoint area by foot.
This happens on all of the console versions but is more frequent on the
PS2 version.
The last bit of randomness is, if you are inside a truck, that the
trucks can randomly stop inside the tunnel. This may become a problem
when you first enter the tunnel as it may give the Guards that patrol
the entrance an opportunity to see inside the truck and find you.
However, this is rare but can happen nevertheless.
0==============0
| General Notes \
0=======================================================>
This was a particularly difficult mission to figure out due to the over
sensitive Guards. Most of the standard strategies, including Jason's, used
a path that first stayed above ground until you got past the vehicle
checkpoint then went underground the rest of the way.
However, I went underground exclusively as this was the most direct way to
complete the mission. Then I went about figuring ways to get around the
vehicle checkpoint on foot. I also noted some interesting observations on
Guard patrols and tried to deal with the various randomness that can occur
on this mission.
In addition, despite the nighttime darkness and the snow, as well as the
darkness inside the tunnel, they can easily spot you because most of them
are wearing Nightvision Goggles.
Worse, even though you are covered head to toe, they can still identify you
as a "gaijin". This is because your hands, which, given you skin complexion
should be pretty white, are exposed and will identify you as a foreigner.
There is also one very interesting thing about these Guards that you can
use to your advantage. When one sees you and runs towards you he will check
your ID first before doing anything to you. Even more interesting is that
you can arm yourself while he is running to you.
Normally if you bring out a weapon, unless it is an approved weapon
(Crossbow, SMG-SD6, Katana Sword) when a Guard approaches then the Guard
will immediately attack. Not these Guards.
When one gets to you then he will stand there while he is checking your ID.
If he manages to completely check your ID and finds that you are not
supposed to be there *THEN* he will attack you. So, if you are
appropriately armed by the time he approaches, then you can either Kill or
Sedate him while he is standing there checking your ID.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Valley
>>Underground Tunnel
On the Valley Map you will see that your Exit Point is at the southeast
part of this large Map. The Agency Pickup is by the side of a large
building which is the west entry point of the large Underground Tunnel. The
other entry point is at the southeast corner of the Map not far from the
Exit Point.
You will also notice several ladders that lead down into the Underground
Tunnel. In addition, there are multiple towers that are stationed by Custom
Rifle wielding Snipers. And there are lots of Guard patrols all around the
Valley.
Inside the Underground Tunnel you will also find plenty of Guards. A couple
of them will patrol inside and outside the west end of the tunnel entry
point.
A bunch more will be stationed at the east entry point. The smaller rooms
that have the ladders that lead up into the Valley will usually have a
Guard on patrol. One of the rooms in the center of the tunnel is heavily
populated with Katana Sword wielding Guards. There are also four additional
Guards just outside.
This is the vehicle checkpoint area where the trucks that go in, out, and
through the tunnel are stopped and checked out for intruders.
Finally, there are two north-south tunnel sections that contain three
patrolling Guards in each.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be at the northwest corner of the
Valley. Just southeast of you is the west tunnel entry point. Bring out
your Anesthetic and run east along the trees then turn south to head toward
the large building while using the trees as cover against the Sniper that
is south of your position.
If he does manage to track you then, by running, then he won't be able to
hit you. In addition, this warning does not count as an Alert so you will
still have a clean score.
When you get to the large building then run east along the north side and
stop at the northeast corner. Nearby is the Agency Pickup. But there is
also a Guard on patrol nearby. Enter Sneak Mode and, when he turns back
south, then go around the corner and get behind him.
Sedate him then Change Clothes. Then run to the Pickup and grab the
Crossbow for your weapon collection (plus all of the Crossbow Bolts - in
case you want to try to get the Custom Rifle in the next mission).
After that then run back to the trees north of the large building. Near the
end of the road path are where the trucks will stop before turning around
and go back into the tunnel. Climb into the first truck that stops here and
switch to the Underground Tunnel Map. Look ahead to the first north-south
tunnel section.
As noted, there are three Guards that patrol this section by weaving
between the pillars. However, they will stop and freeze at the south end of
their patrol route allowing them to cluster there.
When you get closer to this section then they will start moving again but
this time as a group and going north. This interesting bit of information
will be of use later in the mission.
Eventually you will show up on the Map as you enter the tunnel. The
aggravating part of this mission is that the truck will randomly slow down
and stop as you proceed. This can be especially bad when near Guards which
may allow them to get into position to see into the truck and find you.
This, of course, will make them chase you and throw up Alerts.
Most of the time, however, you can get through the first part of this
tunnel unscathed. When you start going down the north-south tunnel section
you will pass by the cluster of patrolling Guards as they head north past
your truck and will cause no problems.
But now we come to the tricky part of this mission. The Vehicle Checkpoint.
There is no way you can stay on the truck and not have them see you
regardless of what you do. The game designers didn't want this to be too
easy.
Therefore you need to get out of the truck before it reaches the Checkpoint
then get past the Checkpoint on foot. This is not easy because of the
sensitivity of the Guards on this mission. To make matters worse the Guards
that check out the truck may freeze during their inspection.
These four Guards will be in a tight cluster when not inspecting a truck.
Then they will break up when a truck approaches and two of them will go to
the back. These two will then look in the back then back away so the truck
can go through. Then, as the truck passes, they will re-cluster until the
next truck.
However, sometimes, when the two Guards look in the back, they stay there
and won't back away. In this case the Guards are considered frozen and the
trucks won't continue through the tunnel anymore. But they can still see
you as you try to pass them on foot and at least one of them will give
chase.
With this explained, let's proceed.
After you turn the next corner at the south end of the north-south tunnel
section then get out of the truck and head to the south side of the tunnel.
Position yourself against the wall and turn east.
Look to your left a bit to find the pillars. Now run forward to find the
truck you just left. It should be stopped at the Checkpoint. The moment you
see the red tail light of the truck between the pillars then *STOP* and
walk backwards a few steps.
Now save your game here. This will save you some major headaches if things
go wrong and you need to redo this part again. After you save your game
then make a run straight ahead to the next section of tunnel. There are two
scenarios that can happen:
>>Scenario #1
***********
You manage to make it without attracting attention. This is by far
the best one and the one you should aim for. If you attract a Guard
and you can't shake him then reload, wait a few seconds from when you
last started your previous run, then run for it again. Continue this
way until you make a clean run.
>>Scenario #2
***********
You cause one of the nearby Guards to chase you. You can handle this
in a couple of ways.
The first one is to keep running. If he is just far enough behind you
then he will give up and head back.
Unfortunately, most of the time, he will still manage to identify you
(even in the general darkness of the tunnel and the fact he can't
possibly see your hands) which will cause all of the Guards in the
room near the checkpoint to come out after you. If you are identified
("What! A gaijin? "Here?") then just restart from your save game.
If more than one Guard is chasing you then restart from your save
game. Only Bad Things can happen when two or more are after you.
The second way is to confront him. When he tells you to stop then
angle northeast toward a pillar, which will keep the other Guards
from getting involved and seeing what's going on, then stop and bring
out either your Knife or Anesthetic (which will cause you to drop
your Crossbow).
Don't run too far though or he will manage to identify you anyway and
start shooting. When he comes to check your ID then either Sedate or
Slash him. Then pick up the Crossbow and head to the next section of
tunnel.
When you manage to safely get to the next section of tunnel then save your
game again (create a new save or overwrite the current one).
Go southeast and stand at the angled corner heading into the east-west
section of the tunnel and check your Map. Then look at the north-south
tunnel section east of your position.
There are three Guards that patrol this section by weaving between the
pillars. Like in the previous north-south section they will stop and freeze
at the south end of their patrol route and won't move again until you get
close enough.
By standing at this angled corner then you can get all three to move so you
can get them to gather at the south end. If you stand too far away, like
about halfway between the north end and the south end of this angled tunnel
section, then one of the Guards will freeze near the north end of his
route.
When they are all frozen at the south end then run to the north-south
tunnel section. At the north end of this tunnel section you will see a
pillar. From this pillar go south along the *WEST* side of the pillars then
stop at the north side of the *FOURTH* pillar. Then enter Sneak Mode and
angle the camera so you can see along the west side of this pillar.
You will see the three Guards move as a group toward you as they weave
between the pillars. When they disappear at the south side of the pillar
then carefully sneak south along the west side of the pillar.
The reason you have to sneak along this pillar is that the Guards here have
sensitive hearing and if you try to walk along then they may hesitate as
though they heard something. By sneaking forward then you can prevent this.
When you get to the next corner of this pillar then angle southeast and
sneak to the south side of it. Then get out of Sneak Mode and run along the
east side of the remaining pillars and turn the next corner.
Continue running forward and stop running just before you get to the door
which should be to your left (it will also have a light above it). This
door is part of a garage area with a truck.
It will also have a patrolling Guard slowly going around the truck. You
need to carefully avoid him and head to the ladder in the room by the north
end of the truck.
When he goes along the east side of the truck then run to the door leading
into the ladder room and quickly climb the ladder. When you get to the top
then run southeast and past the large building (the tunnel entrance) and to
the Exit Point to successfully complete the mission.
Another option, if the vehicle checkpoint Guards haven't frozen up, is to
get onto a truck after you have safely made it past that area. However, if
you are playing the GameCube version, it is best to stay on foot since it
is faster and gives the game less of an opportunity to allow the Vehicle
Checkpoint Guard to get run over.
Like before, you need to wait until the Guards in the north-south tunnel
section are clustered at the south end before proceeding. If you proceed
too soon then the southbound Guard will see into the truck and will give
chase.
Even though the truck will outrun the Guard, it will *ALWAYS* stop just
after you turn the next corner and will stay put for an extended period of
time. This will give the pursuing Guard more than enough time to catch up
to the truck, identify you, throw up Alerts, etc.
By waiting for all of the Guards to cluster first then you can prevent
this. When the Guards are clustered then wait for the next truck to come
by. To get onto a truck from the angled corner then wait for it to get
around the corner and chase it. It will outrun you but, after a short
distance, it will slow down and stop for a few seconds.
If you are close enough to the truck as you pursue it then you will be able
to get onto it. After that then it is just a matter of waiting until you
are outside.
Just about the time you turn the last corner then you should get a notice
that the Guards are looking for a suspicious Ninja. That means that the
Guard you Sedated at the beginning of the mission has awakened. But he is
frozen in place (pun intended) and won't alert any Guards.
Once you get outside then get out of the truck and run to the Exit Point to
successfully complete this mission.
0=-=-=0
/ Japan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >JPN3. "At The Gates" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Japan /
0=-=-=0
0=========0
| Overview \
0=======================================================>
Now that you've made it through the valley you need to enter the castle
itself. Like before, there are many high alert Guards and Snipers in the
towers. In addition, you need to switch off the generators that power the
Alarm Grid before you can enter the castle.
0===================0
| Mission Objectives \
0=======================================================>
>>Get to the castle undetected.
>>Wait for briefing on alarm grid.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by all of the Guards.
>>Custom Rifle
************
Carried by all of the Snipers in the towers.
>>Katana Sword
************
Carried by the Ninjas in the rafters.
++Notes
*****
Like before, there are no entry points into the towers so you can't get
at the Snipers to acquire a Custom Rifle. However, you can still get
this weapon during this mission.
You can use the Crossbow (during your initial playthrough when you
should have about thirty bolts) or the SVD Sniper in a replay (as this
will give you the most ammo).
When the mission begins then use either the Crossbow or SVD Sniper to
snipe the Guard you would've normally Sedated. Then run up to him,
Change Clothes, and grab his SMG-SD6 (which will make you drop your SVD
Sniper/Crossbow).
Run up and kill the nearby patrolling Guards but don't go up further on
the path. This will keep you out of sight of the Snipers as you clear
the pathway of the patrolling Guards.
After you get rid of most of these Guards then move further up so any
Guards that have frozen near the Castle can unfreeze and head down the
pathway. Then go back to the dead Guards and wait for the remaining
Guards to come so you can ambush them. By ambushing these Guards this
way you can save your sniper ammo.
After getting rid of these Guards then go and grab your SVD
Sniper/Crossbow. Find and snipe the patrolling Guard on the ledge at
the east side of the Map. From here you need to get rid of four of the
five Snipers. The one you need to spare is the one at the northwest
side of the Castle.
You see, when a Sniper is just standing there, he will have the Custom
Sniper against his chest. When you kill him then both the Sniper and
the weapon will drop straight down and onto the floor.
But, if he acquires you and starts firing, then he will stick the
weapon out the window. If you kill him while he is firing at you then
the weapon will fall out the window.
However, the weapon may get caught on the roof which may prevent it
from falling down onto the ground for acquisition. But the Sniper at
the northwest side of the Castle doesn't have this problem - there is
nothing for the weapon to get caught on.
Another reason for sparing this Sniper is that he is the furthest. The
greater the distance from a Sniper, the less accurate and damaging he
is. If you are far enough away then he may not be able to hit you at
all although you can still kill him from the same distance.
With that explained, snipe the one in the isolated tower with a head
shot then get rid of the one at the southwest corner of the Castle.
After that then head onto the ridge at the south side of the Map then
line yourself up with the tower with the two Snipers inside.
Get rid of both of them then snipe the Guard patrolling the Generator
at the southeast side of the Castle. Then drop the SVD Sniper/Crossbow
here and grab another SMG-SD6 and head to the Generator.
Turn off the Generator and head to the Castle entrance. Kill everybody
inside the Castle entrance. As you do so you may get a "Sniper has
acquired target" warning but that is okay as you are inside.
After killing everybody then go and turn off both of the remaining
Generators. After turning off the last Generator then run back down to
the Castle entrance area. Take the ramp at the west side of this area
and follow the path until you get to a set of stairs. Then gently peek
your head above the top of the stairs.
If the remaining Sniper acquires you then quickly run back down the
stairs. If not then make yourself seen and fire a 9mm Pistol SD round
into his midsection to get his attention then run back down when he
acquires you.
Now run all the way back to where you dropped your SVD Sniper/Crossbow.
At this point you will be fired upon by this Sniper. However, because
of the distance involved, he won't be able to hit you and even if he
does then it won't hurt very much.
Unfortunately, on the PS2 version, he will *NOT* fire at you from long
distance. You will be too far away from him to be noticed. You must get
him from up close. You need to get the SVD Sniper and back to the
bottom of the stairs leading up to him. Then enter zoom mode and gently
go up the stairs until you see him.
Then zoom one additional level on him and carefully creep up until he
acquires you then fire on him before he can get you. If you do
everything right, regardless of version, then the weapon will drop down
to the ground below for you to acquire.
It is important to point out that, if any of the Guards near the
starting point you are ambushing with the SMG-SD6 fire on you, then all
of the Snipers become active and will fire on you when they see you
regardless of whether or not they saw you kill their friends.
This makes things a little more dangerous since you are closer to them,
meaning they can do more damage, and more than one may fire upon you if
move out far enough into open space.
However, this also means more opportunities to bring down Custom
Rifles. On one attempt on the Xbox version I had all of the Snipers
active and managed to bring down THREE Custom Rifles for acquisition.
After acquiring the weapon then run to the Exit Point to successfully
complete the mission then replay the mission later to clean up your
score (and acquire an SMG-SD6).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
0==============0
| General Notes \
0=======================================================>
Although there are plenty of Guards most of them surround the Castle and
won't pose a problem using this strategy which is based on Jason's Perfect
Assassin work. The only major change I made to it was how to approach the
first Generator and deal with the Guard there. As usual, I have also added
my own observations and tweaks to it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Valley
>>Castle
On the Valley Map you will find many Guards patrolling this large area.
There are a few in the southern area but many more in the northern part,
especially near the castle. There are several Snipers within the castle and
one in a tower just south of it.
The Castle Map shows the interior areas of the castle. This is especially
important when near the entrance.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission starts then you will be in the large dark gray area at the
west part of the Valley. If you brought the Crossbow with you from the
previous mission then you can drop it (unless you plan to try to acquire
the Custom Rifle). Ahead of you is a higher ridge. You need to get up onto
this ridge.
From your starting point run southwest to the rock wall and you will find
the way upward onto this ridge. Once you get up onto the ridge then turn
and run east. You should see some trees to your right. Run forward to the
edge of this ridge then turn right and run forward then stop at the first
tree you get to.
Next, enter Sneak Mode, bring out your Anesthetic, and angle your Camera
until you can see the Guard that is patrolling this ridge. You need to find
him and make sure that the tree you are at is between you and him. Use the
Red Crosshair to track him through the tree (if available).
Eventually he will head in your direction. Use the Camera and move yourself
so the Guard doesn't see you as he passes you. Once he passes you then get
go around the tree to get behind him so you can sneak up and Sedate him.
After Sedating him then Change Clothes.
From here, head west and run to the rock wall then turn and run south along
it. Follow the rock wall and stop at a point directly south of the solitary
Sniper tower then check your Map.
There are three Guards that patrol the path that cuts through the area. All
three of them will freeze at some point between the tower and the north end
of the path. This particular quirk is similar to what you saw in the last
mission. Wait for all of them to freeze before proceeding.
Now keep an eye on the patrolling Guard northeast of your position. When he
starts heading in your general direction then run north and onto the path.
The path will go down between two ridges. Just before this incline then
turn northeast and run along the top of one of the ridges. This will get
you safely away from all of the Guards (including the three frozen Guards
who are now unfrozen and will start heading south).
As you do so you will get a notification from Diana about the first
Generator you need to shut down so you can enter the Castle. This will show
up at the southeast side of the Castle. This is not far from where you are
at currently.
Bring out your Anesthetic and continue north and up to the next ridge.
There is a Guard patrolling the Generator. You're not going to be able to
sneak up on him so just run up to him. Remember, he is going to check your
ID first before shooting at you so when he stops to check identification
then quickly get around his backside and Sedate him.
After that then grab his SMG-SD6 and go inside the fence to shut down the
Generator. The switch is on the south side of the unit. Then Diana will
tell you about another Generator. This one will appear inside the castle
grounds not far from the first Generator.
Now head to the Castle entrance. However, there are Guards that keep an eye
on the entrance. The entrance is part of a medium sized building at the
front of the castle. You can see what's inside by switching to the Castle
Map.
Inside there are six stationary Guards. Four are looking south. These are
Katana Sword wielding Ninjas that lurk on top of the building rafters. As
long as you are not firing at anyone then they will leave well enough
alone. The two in the center are looking north. If you go through the
entrance and up the stairs then they will see you and confront you.
Finally, there is one more Guard. He will patrol this building in an
east-west route. He will start just outside one side of the building, go
back in, cut across the entrance then go out the other side and turn around
and go back the other way.
When you get to the entrance then do not enter but stand to the left of the
door. Check the Valley Map and wait for the patrolling Guard to appear just
outside the west side of the entrance building.
Eventually he will appear inside the entrance going from west to east. Wait
for the door he goes through to close then get just inside the entrance and
run around in a tight circle then back out again. Check the Castle Map. If
you did everything correctly then the two center stationary Guards will be
turned south and away from the northern window.
At this point in the mission the first Guard you Sedated will have awakened
and you will get the notice that Guards are looking for a suspicious Ninja.
However, he won't move from his spot and warn the other Guards so you are
okay.
Now walk north through the entrance and up the stairs and turn right. Then
head southwest toward the next generator. As you do so you should see a
ramp to your left. You will be using this later.
By the time you get to this ramp then the patrolling Guard should have
turned around and headed back the other way inside so run to and turn off
the second generator. When you do so then Diana then will tell you of a
third Generator but it won't show on the Map. From the second Generator
then run back to the ramp and go up it then through the door at the top.
When you go through the door then turn left and follow the hall. You should
see a couple of more rafter dwelling Ninjas but they will leave you alone
even as you run underneath them. At the end of this building is the last
Generator. Turn it off then turn around and head to the next door but stop.
Check the Valley Map. There is a Guard that is patrolling in a circular
type pattern just outside. Wait for him to get to the northern side of his
route and head east. Just southeast of your position should be three doors
that are part of this building.
Wait for the Guard to get between the *FIRST* and *SECOND* doors then walk
outside and head northwest sticking close to the building. Walk through the
now deactivated security door and to the base of the ramp.
When you get to the base of the ramp then run up and turn right at the next
corner then through the next deactivated security door. Then run up the
stairs and to the Exit Point to successfully complete this mission.
0=-=-=0
/ Japan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >JPN4. "Shogun Showdown" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Japan /
0=-=-=0
0=========0
| Overview \
0=======================================================>
Now that you're in the Castle itself you can begin the process of
eliminating Hayamoto Sr. and acquire the missile guidance system. As you
can guess there are plenty of Guards all throughout this large multi-level
Castle.
Although the Castle itself is very old and creaky it is equipped with all
of the latest electronic alarm devices.
0===================0
| Mission Objectives \
0=======================================================>
>>Eliminate Hayamoto.
>>Secure the missile guidance system.
>>Escape the castle.
0========0
| Weapons \
0=======================================================>
>>SMG-SD6
*******
Carried by most of the Guards plus four in the Weapons Room.
>>.22 SD
******
At the southeast corner of the Museum.
>>Deagle
******
Carried by some of the Guards.
>>Katana Sword
************
Carried by the Ninjas in the rafters, Hayamoto himself, and one in the
Museum.
++Notes
*****
The only new weapon is the .22 SD and you can acquire it, and the Katana
Sword, easily during the course of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
However, you could run into Guard problems at the Laser Door on the 1st
Floor after the alarm is set off.
0==============0
| General Notes \
0=======================================================>
It is *VERY* important to note is that, when on your initial playthrough
and you use up both doses of Anesthetic in the last mission, then you will
have only *ONE* dose for this one. This means the you have to Kill the
patrolling Guard instead of Sedating him.
So use this opportunity to make your initial playthrough a dry run then
clean up your score on a replay when you can get your normal two doses.
If you didn't use any Anesthetic in the last mission then you should have
at least two doses for this one.
The best strategy for this mission is to drop a Bomb inside the Museum near
where the Missile Guidance System is then set off the alarm so you can lure
Hayamoto there to blow him up.
The strategy to do that is based on what Jason has done but with one
important difference.
In the previous two missions the Guards were very sensitive. However, in
this mission, the opposite is true. What this means is that, when properly
disguised, you can run throughout the Castle with near impunity. This is
very useful when doing the below strategy.
In Jason's writeup he sneaked past the patrolling Guard on the 1st Floor
and Sedate a Guard in the Wings section before going after the Bomb and
setting the trap for Hayamoto.
Here, what I've done is to Sedate the Guard on the 1st Floor then ran
pretty much all through the Castle to set up the trap and return to the
sleeping Guard after I set off the alarm and lured Hayamoto to his doom.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are ten levels to the Map:
>>Museum
>>Basement
>>6th Floor
>>5th Floor
>>4th Floor
>>3rd Floor
>>2nd Floor
>>1st Floor
>>Courtyard
>>Wings
Hayamoto himself resides on the 6th Floor along with four Ninjas waiting in
the rafters. The 5th Floor has several additional Guards and sword wielding
Ninjas.
This floor has two Laser Doors that can only be opened by a Special Card
that is carried by three people, one by Hayamoto, one by an unknown
Concubine, and the last one by Lei Ling.
Lei Ling is the woman you rescued in "Hitman: Codename 47" (and will again
in "Hitman: Contracts") and she has managed to hook up with Hayamoto. You
can rescue her again if you want but there is no reward for doing so. Lei
Ling and the unknown Concubine reside on the 4th Floor.
If you try to go through the Laser Doors without deactivating them then you
will set off alarms and piss off the Guards. The Laser Doors will only be
deactivated a short time before coming back on again.
The 3rd Floor has several Guards and a Point of Interest which is the Alarm
Console. You'll need to go here later. The 2nd Floor has only a rafter
Ninja The 1st Floor has three Guards, two by a Laser Door and one on a
short patrol. This floor also has squeaky floorboards that you need to
avoid.
The Courtyard and Wings are the same Map but show different areas. The
Courtyard shows what's in the center of the Map which is the Helipad (Exit
Point). The Wings shows what's around the Courtyard which are the internal
rooms.
There are two Point of Interests on this Map. The one to the north is the
Keycard that will open the Laser Doors on the lower floors. The one to the
south is the Weapons Room where you will find the Bomb and the Bomb Remote.
The Basement is accessed through the 1st Floor and has two sets of stairs
which lead to the Museum. The Museum has only one Point of Interest - the
Guidance System. The Museum also contains two accessible weapons - the
Katana Sword and the .22 SD.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be on the Wings floor by the east
Exit Point. Angle northwest towards what appears to be a wooden wall.
However, this is actually a secret door. Walk through it and up the stairs.
As you walk up the stairs then bring out your Anesthetic. When you get to
the next door then stop, get into Sneak Mode, and open your Map. You are
now on the 1st Floor. Look for the north-south patrolling Guard at the east
side of this floor.
When he turns north then quietly go through the door. This is the room with
the squeaky floorboards. The floorboards are grayish in color and you
cannot walk on them. You need to walk on the solid beams that connect the
pillars in this room. They are brown in color.
After going through the door then turn left and head to the beam that will
let you get to the closest pillar. When you get to this pillar then head to
the southwest corner of it and angle the camera so you can see the Guard.
When he turns back north again then go around the west side of the pillar
and head to the next one. You can't go after the Guard at this point
because, as he heads north, he will very slightly angle to the east which
will make him walk on the squeaky floorboards.
As you head to the next pillar make sure you don't get too close to him or
you will alert him. When you get to the pillar go to the southwest corner
and wait for the Guard to turn south. When he does then gradually move
along the west side of the pillar and look east. Just before he goes behind
the pillar then move around the north side of it and get behind him.
If you wait for when he gets behind the pillar then you may not be able to
catch up to him before he reaches the south end of his patrol route and
will turn around before you can ambush him.
If you get behind him properly then you should get close enough to him just
before the end of his route to Sedate him. After you Sedate him then drag
his body back behind the door you just came from. Drag him near the candle
and drop him. Then Change Clothes and go back out the door.
From this point you will be doing a lot of running since you need to grab
the Bomb (plus Remote), set up the trap, and set off the alarm before the
sleeping Guard wakes up.
After going through the door then turn west and stay on the beam that
borders the south side of this floor. Run all the way to the beam just
before the crates then turn north and run along the beam leading to the
stairway down.
Drop down and you should be near the bottom of the stairs. When you get to
the bottom of the stairs then turn right to face west and you should see
another wooden wall to your right. This is another secret door. Run through
this door, along the hallway, and through the next door.
Just beyond this door is a small shelf on the wall to your right. On it is
a Keycard. This is the Keycard that will open the Laser Doors on the lower
floors of this facility. Grab the Keycard then run south to the next door
but stop and walk through it instead. You will get outside and encounter a
Guard standing near the door. Ahead of you is the Helipad.
Turn right and walk west. Just before you get to the corner of the Helipad
then run again, turn the corner and continue straight until you get under
the covered walkway then turn left and head east to the next door. Go
through this door and immediately turn right. Run forward and turn the next
corner.
Run forward all the way to the end of the hallway where you will see a
door. However, at the end of this hallway should be another door which
should be to your right. Walk through this door and you should see two
Guards just sitting around. At the east side of this room is a Laser Door
that leads into the Weapons Room.
Deactivate the Laser Door and enter the room. Grab the Bomb Remote which is
on the nearby crate and go to the next crate to grab the Bomb itself. Then
walk back out through the Laser Door and into the hallway. Then run back to
the door leading outside.
When you get back outside then turn right and run to the closest corner of
the Helipad then stop running and instead walk to the two Guards ahead of
you. Go between them and through the door, closing it as you walk through
it.
You should be at the bottom of the stairs that go back up to the 1st Floor
and the secret door that led to the Keycard. Run up the stairs and to the
Laser Door ahead of you. The floorboards between the stairs and the Laser
Door don't squeak so it is okay to run straight up to it.
Deactivate the Laser Door and walk through it and between the two Guards.
Angle northeast and you should see the stairs leading up to the 2nd Floor
and the stairs leading down to the Basement. Just as you get under the 2nd
Floor stairs then start running again and drop down into the next
stairwell. Then head down the stairs and through the next door.
Angle southeast and run to the next door at the other side of this floor.
Run down the stairs and stop when you get to the bottom. There is a Laser
Door that goes into the Museum. Deactivate it and go through this Laser
Door. Run forward to the second display which is a Katana Sword. Pick it up
then turn around and run east.
You should now find the Missile Guidance System. Pick it up then bring out
the Bomb. Drop it then run right and to the southeast corner of the Museum.
At this point you will earn a Bonus Save that can only be used during this
mission. At the southeast corner of the Museum you will find the .22 SD.
Pick it up, Holster it, and run back to the Laser Door you came through.
Go back through it and run all the way back up the the 1st Floor. Stop
running just before you get to the Guards by the Laser Door and start
walking. Walk up the stairs to the 2nd Floor and start running again about
halfway up. When you get to the top of the stairs then turn right 180
degrees so you are heading west and turn left at the corner.
Run forward to the other end of the floor and head up the stairs to the 3rd
Floor. When you get to the 3rd Floor you should see a door ahead of you and
to the left.
Run through it and turn left to head to the next door. It should be noted
that there is a wandering Guard that patrols this floor. If you do
everything right then he shouldn't be in this room but in the room before
it.
Run through the next door and angle right to go through the next one. When
you go through the next door then angle slightly left so you can enter the
next room behind the wall. Here you will find the Alarm Console. On it is a
button with a big red light.
Push it to start the alarm which will get Hayamoto to flee the castle.
However, he will head down to the Museum to retrieve the Missile Guidance
System first - and walk right into your trap.
After that then run all the way back down to the 1st Floor. Don't worry
about any Guards you pass along the way - they will be too busy helping in
Hayamoto's escape.
When you get down to the 1st Floor then head back through the Laser Door.
Be careful though - some of the Guards coming up from outside may come
through the door and quickly reactivate the door before you can safely get
through it and cause Alerts.
After going through the Laser Door then run along the beams and back to the
still sleeping Guard. Then get behind him and bring out your Anesthetic
again (which will cause you to drop the Katana Sword).
Hayamoto takes his sweet time getting down to the Museum so you don't need
to worry about him at this point. When the Guard wakes up then Sedate him
again before he can fully get back on his feet. Then pick up your Katana
Sword, walk down the stairs to the door leading to the Exit Point, and
stop. Then bring out the Bomb Remote and switch to your Map.
Go to the Museum Map and wait. Eventually Hayamoto will show up and head
for where the Missile Guidance System was.
Just before he gets to the Point of Interest marker then back out of your
Map and press the Fire Button to detonate the Bomb and kill Hayamoto. Then
walk through the door, turn left, and head to the Exit Point to
successfully complete this mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
You will then find yourself back at your familiar Tool Shed where you can
admire and try out the new weapons you have acquired. Then head back to the
Garden Shed to begin the next major chapter of the game.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM4. Malaysia |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Your next major task is to eliminate one Charlie Sidjan, a very talented
hacker. He has managed to steal a very important piece of code from the
United States and the client wants it plus destroy all records of it.
His business, Carniwarez Inc. Computer Systems, is located in the Petronas
Towers at Kuala Lumpur. At 1,483 ft. tall they are considered one of the
tallest buildings in the world.
At the time the game was made they were the tallest but has since been
overtaken by a couple of other buildings including the newly built Burj
Khalifa in Dubai, United Arab Emirates. It stands at a staggering 2,717 ft.
There are three missions here and you won't be able to go back to your Tool
Shed until you complete the last one.
0=-=-=-=-0
/ Malaysia \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MLY1. "Basement Killing" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Malaysia /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
Your mission is to access the lower basement area and assassinate Charlie
Sidjan. You are also to destroy the security system for the direct Elevator
to Carniwarez.
0===================0
| Mission Objectives \
0=======================================================>
>>Find and kill Charlie in the basement.
>>Disable the surveillance system for direct Elevator.
0========0
| Weapons \
0=======================================================>
>>Fire Axe
********
Inside the Fire Department.
>>9mm Pistol
**********
Carried by all of the Guards.
>>9mm Pistol SD
*************
Inside Locker 137.
>>Deagle
******
Inside the Security Department.
++Notes
*****
The only new weapon is the Fire Axe and you can acquire it easily
during the course of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
None of the Guards appear to have any kind of randomized patrol routes.
The Civilians do appear to be randomized but they aren't going to cause
much in the way of problems.
0==============0
| General Notes \
0=======================================================>
There are a couple of ways to do this mission but the best, and most
popular way, is to set off the Fire Alarm and run down into the Basement
disguised as a Fireman.
The major thing I have noted is that the Guards in the Basement, when they
run up to the Ground Floor when the Fire Alarm goes off, will stop at a
certain point then slowly head back to their posts regardless of whether or
not the Fire Alarm is still active.
This means that the placement of the Smoke Bomb will have no effect on long
these Guards remain on the Ground Floor. In addition, I've tried to make
improvements to the overall strategy.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are three levels to the Map:
>>Ground Floor
>>Basement
>>Lower Basement
On the Ground Floor there are three Point of Interests. The first one, at
the northeast corner, is at the Laundry. This is the chute that you can
drop weapons in to retrieve them in the Basement.
The second one is at the Fire Department at the northwest corner. It
contains a Fireman Outfit and a Fire Axe.
The third one, at the southwest corner, is where you can obtain a Pizza.
This is used if you ambush the pizza delivery person in one of the
restrooms and obtain his Outfit.
There is another PoI in the first Basement level. This is the surveillance
system you need to destroy.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission begins then you will start out in an open phone booth at
the southeast corner of the Ground Floor. Your pickup is in a small room at
the west side of the Security Dep. just to the east of your position.
Run up to the door of the Security Dep. but don't go in. Look at your Map
and you will see a Guard going from the pickup room into a larger room just
east of that. If you are seen by a Guard as you try to enter this room then
you will be chased out.
Enter into the Security Dep. as the Guard is going into the larger room. Go
inside the pickup room and open Locker 137 to find a 9mm Pistol SD, some
Pistol Ammo, and the Smoke Bomb. Pick up the Smoke Bomb, equip it, then arm
it and drop it. Run out of the Security Dep. and make your way to the
northwest corner of the Ground Floor to find the Fire Department.
Stay outside of the door and look at your Map. The Fire Alarm will be
triggered by the Smoke Bomb and you will see the Firemen quickly get their
stuff and leave.
After the last guy has left then run inside and change into the Fireman
Outfit and grab the Fire Axe nearby to complete the disguise. Then run out
and through the Security Scanners east of the Fire Department then to the
Fire Stairs.
The scanner will make noise as you go through it but the Guards think that
you are heading to an emergency so they will leave you alone. Quickly go
down the Fire Stairs and through the door at the bottom then continue
straight, follow the corner, and go through the next set of doors. Here you
will be in a generator room.
All the Guards that are on this level will be upstairs with the Firemen
thus leaving you free to do what you need to do. Immediately to your left
is the door that enters into the room with basement entrance and direct
Elevator.
Quickly go into the room and look for the surveillance system for the
direct Elevator. This system is the one by the basement door. Remember,
melee weapons, such as the Fire Axe, cannot destroy anything that is not
flesh and blood. You have to use a firearm on the surveillance system.
Quickly whip out your 9mm Pistol SD, which will cause you to drop the Fire
Axe, and shoot the monitor to disable it then pick up the Fire Axe. Then go
through the basement door and run all the way down until you get to the
last door which you need to pick.
By the time you reach this door you should be notified that the fire
situation is over. As pointed out earlier, the Guards will be heading back
to their stations.
When you pick the lock then you will be able to enter the next room. Here
you will see Charlie on the far end working on his computer. However, you
will see pizza boxes and potato chips on the floor. Stepping on them will
make noise and can alert him.
But you don't need to worry much about that at all. Hold down the Fire
Button to bring the Fire Axe above your head then run forward to Charlie.
When you get to the first pile of chips then run right around them and
continue forward. You will crunch the last pile right before him but all
that will do is make him look back.
When you run to him then release the Fire Button to bring the Fire Axe upon
his head to kill him. After you kill him then you will contact the Agency.
In an interesting twist it appears that Charlie has a twin brother and it
is possible that you may need to eliminate him as well.
After that then Holster the Fire Axe and run all the way back to the door
into the security room then turn right and quickly enter the Elevator to
successfully complete the mission. If you've done everything right then the
Guards haven't arrived back here yet.
And the Guards will get suspicious when they see a Fireman here. It should
be pointed out that if they are walking into the room, regardless of how
fast you are in entering the Elevator and regardless of your Threat Meter,
you *WILL* get a Close Encounter on your rating.
0=-=-=-=-0
/ Malaysia \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MLY2. "The Graveyard Shift" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Malaysia /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
Before moving on to take care of the twin brother you need to plant a
dongle on the master server which is locked in an air conditioned room. The
dongle will allow the client to retrieve the encoded program.
The only way into this room is with the System Administrator's keycard. He
is working late along with several additional workers. There are also
multiple Guards that protect this floor that need to be avoided. After the
device is planted then you need to find a way out. That way out would be
through the SkyBridge that connects the two large buildings.
0===================0
| Mission Objectives \
0=======================================================>
>>Plant hacking device.
>>Find an exit.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by all of the Guards plus one in the System Administrator's
office.
>>9mm Pistol SD
*************
Inside the weapons box at the south side of the Office Floor.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards have no random patterns but the four Civilian programmers
are randomized. They need to be avoided whenever possible so your cover
doesn't get blown. They tend to make frequent trips into the SysAdmin
Office which can be frustrating when trying to acquire the Keycard
within.
0==============0
| General Notes \
0=======================================================>
There are a couple of ways to go about this mission. One way, and what
Jason has written, is to ambush and Sedate a Guard to get a disguise then
sneak past the SysAdmin to get the Keycard.
The other method is ambushing the SysAdmin in the Kitchen. I am presenting
both methods but adding my own tweaks and observations to them.
There is also a section near the end that details how to deal with the
SkyBridge Guards and is common to both methods.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and it is the Office Floor. This Map
will also have several Points of Interests. To the north you will see the
Server Room and the AirCon Room. The PoI in the Server Room is the actual
server you must hack.
The PoI in the Kitchen contains a Coffee Pot that is watched by a WebCam
that is connected to the System Administrator's office so he can keep an
eye on it. The PoI south of the Kitchen contains a Keycard that opens the
AirCon Room.
The two PoI's to the west are weapon boxes. The south one contains a 9mm
Pistol SD and some Pistol Ammo. The north one, which needs to be picked
open, contains Pistol Ammo and NightVision Goggles. The last PoI is the
Keycard that is in the System Administrator's office.
You will see two Guard Rooms with multiple Guards. There are also three
Guards that slowly patrol the floor.
In addition, you will see four programmers (Civilians) that are working in
the three large cubicle rooms. You need to give them a wide berth to avoid
spooking them and making them alert Guards.
0===============================0
| Mission Walkthrough (Standard) \
0=======================================================>
When you start the mission then you will be in the Elevator just south of
the Kitchen. Drop the Fire Axe you brought with you from the previous
mission if you still have it. Head into the Kitchen and find the Coffee
Pot. You should also see the WebCam that is Guarding it.
Shoot the WebCam with the 9mm Pistol SD and the System Administrator will
come to investigate. Bring out your Anesthetic, enter Sneak Mode, and
stand close to the right of the door so when it opens you can't be seen.
After awhile the SysAdmin will enter the Kitchen. As he approaches the
Coffee Pot then sneak up and Sedate him. If you try to Sedate him through
the door using the 45-Degree Door Trick then you more than likely will
cause him to disappear and you will have to restart. By ambushing him this
way then you will prevent this.
After Sedating him then Change Clothes. As you would expect, the Keycard is
not on him - it is in his Office. From here, you need to get to his Office
and obtain the Keycard. When the coast is clear then try to run when you
can and head to the south cubicle room which is the one closest to the
SysAdmin's Office.
You need to walk through this room or you will spook the programmers. If
you are good at Tap Running or Sliding then those speed-up methods will be
very useful here. You also need to be careful of the patrolling Guard that
walks the hallway by the SysAdmin's Office. Another annoyance is the
programmers that will randomly go in and out of the SysAdmin's Office.
You cannot go inside the Office when a programmer is there or you will
spook him when you try to get the Keycard. I have had one mission failed
because all four of them would keep going in and out of the Office and they
wasted enough time to allow the SysAdmin to wake up and alert the Guards.
As you enter the hallway then you should see the windows leading out onto
the SkyBridge. Turn left at the corner and stand a few feet away from the
entrance to the cubicle room.
Then check your Map to see if any programmer is in the SysAdmin's office or
is approaching it. When the coast is clear then run to the Office, go
inside, and get the Keycard which is on his desk.
After that then head to the Server Room while dodging the Guards and
programmers. Again, run, Tap Run, or Slide when you can as you proceed
through the cubicle rooms and hallways. Enter the Server Room and Plant
Hacking Device. You will then get a message stating that the device is
working and that you need to get to the SkyBridge.
After this then head back to the Kitchen and to the (hopefully) still
sleeping SysAdmin. Bring out your Anesthetic and wait for him to wake up
then Sedate him again. This will give you additional time to properly make
your escape. Then head back to the window overlooking the SkyBridge.
0================================0
| Mission Walkthrough (Alternate) \
0=======================================================>
For this method you need to ambush a patrolling Guard. When you start the
mission then look at your Map. Just to the southeast of your position is a
Guard. This is the Guard you will need to ambush. For things to work out
right he needs to be entering the Guard Room. If he is exiting the Guard
Room when you start then restart.
After he enters the Guard Room then head to the door south of the Elevator
but *DON'T* go through it. There is a Guard on patrol beyond this door and
you need for him to pass before you can go through it.
Once he is safely passed then go through the door, close it, stand with
your back to it, then bring out your Anesthetic. The patrolling Guard that
was in the Guard Room will be heading towards your position.
When he tries to open the door then slowly sidestep left until it opens
enough to let him through then Sedate him using the 45-Degree Door Trick.
After you Sedate him then drag him back through the door then Change
Clothes.
From here, head to the SyAdmin's Office while dodging the other Guards and
Civilians. When you get to his door then check your Map. Make sure that no
Civilian is in the Office or heading to it before you make your move. When
the coast is clear then go into Sneak Mode and enter the Office.
If he has his back to you then slowly approach his desk and grab the
Keycard. If he turns around as you open the door then sidestep left as you
enter then wait for him to turn around before proceeding.
After acquiring the Keycard then slowly exit the office and head to the
Server Room. After planting the hacking device then head back to the
sleeping Guard. Drag him to the Kitchen then bring out your Anesthetic and
wait for him to wake up then Sedate him again. This will give you
additional time to properly make your escape.
Then head back to the window overlooking the SkyBridge.
0===================0
| Mission Completion \
0=======================================================>
Regardless of what mission method you used this is the part that is common
to both and involves your eventual escape.
When the coast is clear then whip out the 9mm Pistol SD and shoot once to
destroy a window then jump down and immediately duck under the stairs then
enter Sneak Mode. The reason for this is because you may cause everybody to
panic and they will run to the Guards. You will get a warning about
suspicious Guard/System Administrator but no more.
However, everyone will run around trying to see what has happened with the
window and the Guards will be temporarily hyper alert. But things will
eventually settle down and they will go back to business as usual. By
hiding under the stairs then nobody can see you while this is going on so
you are quite safe. But you shouldn't move yet.
Depending on how long things take this may allow the sleeping Guard/System
Administrator to wake up before you can get to the other end of the
SkyBridge. If it is the Guard then you will get an additional warning about
a suspicious Guard then he, and several others, will randomly run about the
floor looking for you.
If it is the System Administrator then he will run to the Guards and you
will get a warning about a suspicious System Administrator. However, only a
couple of Guards will run about looking for you then stop and return to
their posts. Even more interesting is that the SysAdmin will eventually
return to his office even though he is almost naked.
It is important to note that, depending on version, you may not cause a
panic when shooting the window. Sometimes everyone will just keep going
about their business. Still it is advisable to sit under the stairs until
the person you Sedated has awakened and for things to settle down
completely before proceeding.
When everything is completely settled down, or that the Guards are nowhere
near the broken window, then move southwest across the SkyBridge. Ahead of
you is a maze of wired lights and small air conditioning units. At the
other end of the SkyBridge is the Exit Point.
However, there are two Guards that patrol the SkyBridge. I will call them
the Left Guard and the Right Guard.
If you tried to cross the SkyBridge while the Guards were hyper alert then
these Guards will automatically see through your disguise when the warning
comes up, regardless of whether or not they can actually see you by an air
conditioning unit, and will run up to attack you. Very annoying.
But, by waiting for everything to completely settle down after breaking the
window and for the sleeping person to wake up, then they should be back to
normal and should cause no problems.
The Left Guard has a patrol route that goes from near the Exit Point to the
center of the SkyBridge (when looking at the Map that would be where the
"B" is). The Right Guard has a patrol route that goes from the center of
the SkyBridge (also by the "B") to just above the "I".
Stand by the air conditioning unit that is just above the "G". You do not
want to get too close to the north end of the Right Guard's patrol route or
he may come closer to investigate.
If he does and you manage to avoid blowing your cover then he may stop in
the center of the path not far from the south end of his route and will
stay there. The problem is that if you try to get by him then more than
likely you will blow your cover and both Guards will then shoot at you.
What you need to to is wait for both Guards to stand at the center of the
SkyBridge or the Right Guard to stand at the center of the bridge and the
Left Guard to be either at the west end of his route or heading back to the
Exit Point before making your move.
When you successfully get past both Guards and to the Exit Point then you
will successfully complete this mission.
0=-=-=-=-0
/ Malaysia \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MLY3. "The Jacuzzi Job" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Malaysia /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
The bonus Target you need to kill is the twin brother of Charlie Sidjan. He
behaves very differently from his other brother. He is quite the playboy
and has his own penthouse suite in the upper levels of the building. He
also is surrounded by several female bodyGuards.
He also has a taste for expensive art as he has a rare 16th century statue
on display. This means additional Guards are on patrol inside the place.
Your task is to eliminate him and make it look like a robbery gone bad by
taking the statue and additional money which can be found inside a safe.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Charlie Sidjan.
>>Steal the money.
>>Steal the statue.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by both male Guards.
>>Revolver
********
Carried by all four female Guards plus one in the Fuse Room.
>>SMG
***
Carried by the four Guards that come up the Elevator if you set off the
alarms.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards have no random patterns but the Secretary in the Safe Room
is the wild card here. How she moves about will determine the timing of
your moves throughout the mission.
0==============0
| General Notes \
0=======================================================>
I came up with a pretty nifty way to achieve a Silent and Perfect Assassin
rating depending on what you want to do to the Guard you need to ambush.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the Apartment itself. And
it is a pretty compact level to boot.
There are two male Guards that wander around the center of the apartment
and hallways. There are three female Guards that hang out with Charlie by
the hot tub at the northwest corner of the area. There is another female
Guard playing the piano at the southwest corner of this floor.
There are three Point of Interests (and really should be a fourth). The
first one, at the northeast corner of the floor, is the Safe that has money
you need to steal. This room is occupied by a Secretary who will check on
the money every so often. I will call this room the Safe Room.
The second Point of Interest, southwest of the first one, is the Statue you
need to steal. The last one, south of that is where you can find
Nightvision Goggles.
The last place of interest is the Fuse Room which is across the hallway
west of the Safe Room. Both the Statue and Safe are protected by alarms so
you need to cut the power to get at them safely.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be on the ledge just outside the
window looking into the Hot Tub Room where you can see Charlie and the four
female Guards. It should be pointed out that the window is bulletproof so
you can't shoot Charlie from here.
Carefully run south along the edge, follow the corner and stop at the next
corner. You should see the piano playing Guard through the curved window to
your right.
Look at your Map to find the two wandering male Guards. You need to wait
for them to head north and close to the two doors near the Exit Point
before making your move or you will be seen through the large windows
which, by the way, are not bulletproof.
When the coast is clear then run along the edge to the patio just outside
the Safe Room. Then climb the railing and walk to the door then stop.
Now, there are some things to note depending on whether or not you want to
Kill the Guard that comes into the Safe Room near the end of his patrol
route. If you decide to Sedate the Guard then the timing of everything you
do is critical. If you decide to Kill the Guard then not so much.
If you decide to Sedate the Guard then look at the Secretary on your Map.
At this point she should be sitting at her desk. After a few seconds then
she will do one of two things.
If she leaves to go to the Restroom, on the west side of the floor, then
you are almost good to go. However, if she decides to check the safe
instead then either restart the mission or Kill the Guard when she does
leave.
The timing necessary to do everything when you Sedate the Guard is
completely blown if she checks the Safe instead of leaving.
Thankfully, most of the time she just leaves for the Restroom so you
shouldn't have too much trouble here (except in the GameCube version which
seems to make her go to the safe more frequently than in the other
versions).
When she does leave for the Restroom, look for the Guard in the hallway.
If he hasn't reached the angled corner leading to the door ahead then
restart. This means that the Secretary has left too early and she will see
you drag the Guard into the Fuse Room regardless of whether or not you
Sedated him when she returns from the restroom.
If the Guard is very near the door, at the door, or even just inside the
main apartment area, then you are good to go for the next stage. When she
leaves then head to the door and stand near it. Then use the 45-Degree Door
Trick to either Sedate or Kill the Guard as he tries to enter.
After the Guard has been successfully Killed or Sedated then drag his body
across the hallway and into the Fuse Room. Then Change Clothes and go back
to the door but don't go through it yet.
Look at your Map and, by the time you get to this point, then the Secretary
should be back inside the Safe Room. In addition, the three female Guards
should be back from their restroom break and the other Guard should be
heading back into the main apartment area thus giving you a clean shot to
run to the Hot Tub Room.
When you get into the Hot Tub Room then turn left and walk forward. You
should see a large heart shaped bed and a lamp.
Get next to the lamp and stand near the center of the bed. If you get any
closer then you risk having the female Guards come up to you to investigate
when they head to the Restroom again which will more than likely blow your
cover or turn around and head back to the Hot Tub which will blow the
timing for the rest of the mission.
Wait for them to completely leave the room before making your move. After
they are gone then get right up behind Charlie, whip out your Knife, and
Slash him. Then Holster your Knife and grab his body by the arm then drag
his body to the bed and to where you were standing earlier. This will hide
the body from the female Guards when they return.
If you grabbed him by the leg then you risk having it stick up when you
drop him and this will attract the attention of the female Guards when they
return to the room. This is why you grab him by the arm - so this doesn't
happen.
Wait for them to return and, by doing so, you will allow for the wandering
Guard to leave the hallway and go back into the main apartment area. This
will give you a clean shot to run to the door that the sleeping Guard
normally goes through.
Go through this door and walk to get the Nightvision Goggles before
returning to the Fuse Room.
When you get back to the Fuse Room then put on the Nightvision Goggles and
destroy the fuses to kill the power. A technician will be called to fix the
problem. It is important to note that security will be called if the power
is not fixed quickly so ambushing the technician is not an option.
You have a short amount of time before he arrives so you need to be quick.
When the power goes out then the Secretary will leave the Safe Room and
head to where the piano playing Guard is at. This will clear the Safe Room.
Go to the Safe and open it if it hasn't already been opened. It takes a few
moments for it to be opened but not too long. Grab the Money when the Safe
is completely opened. Next, head back out onto the patio and go through the
other door leading into the center of the apartment. Grab the Statue and go
back out and re-enter the Safe Room.
Then go into the hallway and head to the Exit Point. By going this route
instead of going into the doors nearest the Exit Point this will allow you
to completely avoid the other Guard and prevent any possible suspicions.
When you get to the Exit Point then stand to the left of the Elevator and
wait. When the technician arrives and leaves the Elevator then enter it
yourself to successfully complete this mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
You will then find yourself back at your familiar Tool Shed where you can
admire and try out the new weapons you have acquired. Then head back to the
Garden Shed to begin the next major chapter of the game.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM5. Nuristan |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Your next major task is to retrieve some valuable cargo for the client. It
was stolen by renegades who have hidden it in the desert. In addition to
obtaining the cargo you are also to kill the people responsible for its
theft.
There are three missions here and you won't be able to go back to your Tool
Shed until you complete the last one.
0=-=-=-=-0
/ Nuristan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >NRS1. "Murder at the Bazaar" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Nuristan /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
You need to kill Lieutenant Ahmed Zahir and get a map from him. After that
then you need to kill Colonel Mohammad Amin and obtain a key from him.
The key is an important part of the cargo you need to find and the map will
help you in locating it. You can't risk having the alarm raised or the
Colonel will try to escape and you will more than likely fail the mission.
The Lieutenant is weak and goes for a nap after noon prayers which makes it
a good time to get rid of him. The Colonel, on the other hand, will be
shopping in the nearby Bazaar which will have several Civilians inside.
0===================0
| Mission Objectives \
0=======================================================>
>>Eliminate Lieutenant Ahmed Zahir.
>>Get map of the location of the warheads from the Lieutenant.
>>Eliminate Colonel Mohammad Amin.
>>Get the key from the Colonel.
0========0
| Weapons \
0=======================================================>
>>AK
**
Carried by all of the Guards.
>>9mm Pistol
**********
Carried by the Lieutenant.
>>Revolver
********
Carried by the Colonel.
>>SVD Sniper
**********
Inside the Guards Quarters.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Guards have no random patterns but the Civilians, most likely the
one closest to where you kill the Colonel, could cause a problem. But I
have had no major incidents - still I rate it as low just to be safe.
0==============0
| General Notes \
0=======================================================>
This is a simple straightforward mission. The strategy is based on Jason's
work but I have tried to add my own observations and tweaks to it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Bazaar
>>Village
The Bazaar itself is at the south side of the Village. It will have Guards
situated at the west end and a couple of more stationed near the east side.
There is a ladder that leads to the roof of the Bazaar near the west end of
the building. This is where you will go later.
On the Village Map you should see the Guard Quarters and the Lieutenant's
Quarters. Don't bother with the Guards Quarters. Other than the SVD Sniper
there is nothing else of importance in there.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will be at the southwest corner of the
Village. Turn north and run up the road.
Your goal is the alley behind the Lieutenant's Quarters. Run behind the
Quarters, past the door, then stop at the southeast corner. Look at your
Map and you should see the two Guards stationed at the front of the
Quarters and the Lieutenant.
If you ran to the southeast corner then the noise you made from running
should make all three turn and look south. This will make things easier.
On the PC version you need to make sure that the Lieutenant is facing
*SOUTHEAST* not just south. If he is facing straight south then he will see
you when you try to sneak up and be forced to restart. On the other
versions he can still face south and not see you.
But you need to hurry since there are two wandering Guards heading in your
direction from the north. Enter Sneak Mode and creep to the door then pick
the lock. Creep up the stairs and you should see the Lieutenant standing
there like an idiot.
Get up behind him and Wire him. If you use the Knife then you may make
noise that can cause the approaching Guards to be twitchy. After killing
him then grab the Coordinates and Change Clothes. You need to change into
the Lieutenant Outfit for the next part of the mission.
As you are doing this then the two wandering Guards I mentioned should have
just entered the Quarters. Wait for them to stop in the middle of the room
and turn their backs to you. Then creep down the stairs and head back
outside. Creep to the southwest corner of the Quarters and get out of Sneak
Mode.
Head west and turn left when you get to the end of the building then turn
left again to enter an alley. Head east along the alley and to the ladder
at the west end of the Bazaar building.
Keep an eye out for a pair of wandering Guards. If you've done everything
correctly then they should be way ahead of you near the east end of the
Bazaar building. If they are nearby then wait for them to move away before
proceeding.
Climb to the top of the ladder then the stairs to get to the roof. Stay
close to the windows and head to the east end of the Bazaar. If you still
wore the Civilian Outfit then the Guards will see you and fire at you. By
using the Lieutenant Outfit then they won't do anything since, from afar,
they think you are him.
As you near the east end of the Bazaar roof keep an eye out for the two
wandering Guards. Make sure they are away from the east entrance and
heading back west before proceeding.
You need to get onto the green awning that is above the east entrance.
However, there is a decorative stone block in the way. Get around it and
onto the edge of the roof then onto the awning. Go to the south end of the
awning and drop down. From here, head inside the Bazaar building.
Go inside the first shop on your left (there should be two stacks of pots
just before it). Then go behind the stack of crates in the back, look at
the crates, enter Sneak Mode, and wait.
After awhile you should see the Colonel and his bodyguard appear in the gap
between the crate you are looking at and the stack of pots to the right.
He will head near the stack of crates, turn his back to you, then smoke.
Creep up behind him and Wire him then take the Key.
After that then bring out the Anesthetic, creep up behind the Guard, and
Sedate him. Do *NOT* drag the body. Oddly enough, even though a Civilian is
looking at you Sedating the Guard, more than likely he won't do anything
unless you drag the Guard.
The Civilian may approach the body even as you finish your business but he
may not do anything other than just stand there. Still, you need to hurry
just to make sure he doesn't have time to do anything.
Then Change Clothes so you look like a Guard (this will make you look less
suspicious) and walk back out. Go up against the building just outside of
the Bazaar, turn north, and then follow the side of the building.
Doing this will allow you to keep your distance from the two stationary
Guards nearby. Then keep following the side of the building all the way to
the Exit Point to successfully complete this mission.
0=-=-=-=-0
/ Nuristan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >NRS2. "The Motorcade Interception" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Nuristan /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
You need to kill the local Khan, Abdul Bismallah Malik, who is trying to
sell the cargo to the UN. He is heading back to his Palace in his Limo
which is being escorted by some UN Soldiers. You have to kill him before he
gets there and without harming the UN personnel. There is an Agency contact
who will provide you with some weapons.
You also need to be careful since the locals don't take too kindly to
foreigners carrying around weapons in their town.
0===================0
| Mission Objectives \
0=======================================================>
>>Find your contact - get the weapons.
>>Kill the local Khan
>>Spare the UN-Troops.
0========0
| Weapons \
0=======================================================>
>>AK
**
Carried by all of the Guards.
>>MI95
****
Found at your contact.
>>M4
**
Carried by most of UN Soldiers.
>>M60
***
Carried by the UN Soldiers on the jeeps.
++Notes
*****
The only new weapons of note is the powerful MI95 Sniper Rifle, the
M60, and the M4.
The best thing to do is simply rampage through the level and kill
everybody. Kill the first couple of Guards with the 9mm Pistol SD then
grab an AK and finish everybody off.
Then grab the MI95 and perch yourself at the tallest building then
shoot the Khan as he is heading down the road to get inside the town.
Then run to the Exit Point as the UN Soldiers are shooting at you.
There is no way to safely acquire the M4 and the M60 from the UN
Soldiers and you can't kill them or let them be killed to acquire them.
Besides, you should have the M4 from getting Silent Assassin on the St.
Petersburg missions and you can easily acquire the M60 in the next
mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
The Guards appear to have no random patterns but you can control when
they go to the Mosque at the south side of the Village. The main wild
cards are the two randomly wandering Civilians. And they move much
faster than the Guards which adds to their annoyance factor.
0==============0
| General Notes \
0=======================================================>
This mission is a pain in the ass. There are a lot of Guards about and you
have to use a noisy weapon in order to get the job done. But the Guards
aren't the real problem. It is the two randomly wandering Civilians that
can cause the most headaches.
These Civilians are very sensitive and if they see you with the MI95, even
in a Guard Outfit, then they will run to a Guard and they in turn will
attack you. And their random movements make them even more irritating.
Especially if you're trying to sneak up on a Guard or moving into position
with the MI95.
Thankfully the Guards aren't too much of a problem but you still should not
get too close to them while holding the MI95.
One interesting thing about the MI95 Sniper Rifle. It is so unique to this
area that if you drop it it will *ATTRACT* people to it. This can be useful
for luring someone into a favorable area but bad if you do not want to be
seen with it since you can't just drop it and wait for the Guard or
Civilian to pass before picking it up again.
And you are also on a time limit although you can speed things up by being
in the right place. And, speaking of the right place, even after going
through numerous places to snipe the Khan, the best place is still the
highest point on the Map which is just southeast of the Agency Pickup.
In addition, for this method, it is best to save the game in three specific
points to limit backtracking should things go wrong. According to Jason it
is possible to kill the Khan without firing a shot but it requires too much
effort so I am skipping trying to do that here.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the Village itself. And
it is a reasonably medium sized level. There is a large Mosque to the south
and near the Exit Point. The Agency Pickup is at the northwest side of the
area.There is also a long road just outside the Village. This is the road
that the Khan will arrive from.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission begins then you will be behind some crates at the south
side of the Village and near a large Mosque. You will also be dressed as a
Civilian.
As long as you are unarmed then you can pretty much do whatever you want.
But you need to get a Guard Outfit to make it to the sniping point without
attracting too much attention to yourself when carrying the MI95.
From the starting point, head to the mostly enclosed area that contains the
Agency Pickup. Go inside the enclosed area but *DO NOT* go the the Pickup.
Stay just outside of it and near a small cubbyhole.
You see, there are a lot of Guards patrolling around the Village. However,
you can actually control when some of them go to the large Mosque at the
south side of the Village. They will go approximately one minute after you
pick up the MI95. So, if you time things correctly, then you can make them
go and keep them at the Mosque long enough to complete the mission.
At the west side of the enclosed area you should see a couple of patrolling
Guards close together as they move south. Wait for them to be directly
south of the Agency Pickup before you acquire the weapon.
After acquiring the weapon then go to the cubbyhole next door to the
Pickup. Look at the Map and you should see three Guards to the east of the
enclosed area (three clustered and one singular to the north of them).
Eventually three of them will head south to the Mosque leaving one of them.
That one Guard is moving northwest along the northeast side of the enclosed
area. Directly southeast of your position is another Guard that is starting
to head north along the road. These two Guards are your "target" Guards.
Go after one of these two Guards depending on whether or not you want to
Kill or Sedate:
>>Kill
****
If you want to Kill a Guard then you need to use the MI95 as a lure.
Your target Guard is the one patrolling counterclockwise around the
enclosed area.
There are four crates that make up part of the cubbyhole you should be
standing at. Drop the MI95 against the wall across from the end of the
crates so that it can be seen by the patrolling Guard (but make sure
that no Civilians are going to be going near the opening or they will
see it too).
Go back into the cubbyhole and Prep your Knife. When the Guard sees the
weapon then he will quickly walk to the weapon. Then he will stop and
spin in place. This makes it impossible to Sedate him since the
Anesthetic is brought out too slow. This is why you use the Knife.
Go up against him and, when he spins so he isn't looking at you, then
quickly bring out your Knife and kill him then drag his body to the
cubbyhole. Go back and grab the MI95 before anybody else sees it then
Change Clothes and save your game.
>>Sedate
******
As noted, you can't Sedate the Guard when he is spinning in place if he
discovers the weapon. You can Sedate him when he is walking to the
weapon and you are far enough away to bring out the Anesthetic (but
remaining close to him).
Then quickly run up or Slide to get him. However, he is very sensitive
and 99% of the time you will alert him as you Sedate him which will
count as a Close Encounter on your rating. If you're okay with this
then no problem.
But, if you don't want a Close Encounter on your rating, then you have
to go after another Guard. And that takes us to the other target Guard
- the one southeast of your position.
Drop the MI95 in the cubbyhole, go up behind this Guard and stay close
to him as he moves north along the road. To your left you should see a
tree.
Just as you get in line with this tree then check your Map to see where
the Civilians are. If they are heading in your direction or threatening
to do so then you may have to restart. If the coast is clear then you
are good to go.
Enter Sneak Mode, bring out your Anesthetic, and Sedate the Guard.
Then quickly drag him to the cubbyhole, Change Clothes, grab the MI95,
and save your game.
It is *VERY* important to note that if you Sedate this Guard then you
will have to move fast since you already used up precious time dragging
him to the cubbyhole and the Motorcade takes a lot of time to get to
the Village.
Even worse is that there is one Guard, who goes east along the main
road, that can get run over by the Motorcade which will count as an
Alert when his body is found.
So you may need to spend more time waiting for him to move just enough
so he doesn't get killed. Even more important is that you need to go
back to the sleeping Guard and Sedate him again when he wakes up.
If he wakes up then at least one Guard will become psychic and attack
you regardless of disguise and where you are hidden.
When you are properly disguised then you need to get into position to snipe
the Khan. You need to get to the stairs which should be directly east of
your current position so you can get access to the ladder to the sniping
point. Check your Map to find where the Civilians are before making your
move.
Once you get to the rooftops then you have the option of dropping the MI95
should a Civilian get too close before you can climb the next ladder. They
can't get at the weapon from ground level so you are safe to do this if you
need to.
After climbing up the second ladder to the sniping point then drop the
MI95, so you don't unnecessarily upset the Civilians, and enter Sneak Mode.
At this point you should get the notice that the Motorcade is entering the
region.
It should be pointed out that, regardless of how much time you have taken
at the beginning part of this mission, you can always get the Motorcade to
appear by getting up to this point. Check your Map and when the Motorcade
appears on the Map then save your game a third time. This is in case you
miss your Target and need to reload.
The game designers wanted you to use the engine busting capabilities of the
MI95 to shoot the engine of the front jeep and then snipe the Khan. But
this will cause the UN Soldiers to shoot at you and raise Alerts which can
make things more difficult.
However, they also gave you the option to shoot the Khan from behind. This
is indicated by the short wall on the west side of this rooftop and the
wall extension that borders the ladder that keeps you hidden as you climb
down.
Look west toward the short wall and wait for the notice that the Motorcade
has approached the gates before picking up the MI95. Then enter Zoom Mode
and zoom in one level.
Look for the top of the white wall, that has the archway the motorcade will
drive through, and find the angled bend. Keep the Crosshair near this and
wait the for Motorcade to appear through the scope.
After the first jeep passes through then the Limo should appear. You have a
few seconds to adjust your aim before the Limo angles into the Palace and
gets out of view. Find the person sitting in the middle of the back window
(the Khan) and shoot him. Then *IMMEDIATELY* get out of Zoom Mode, crouch
down so you can't be seen behind the short wall, and drop the MI95.
If you Killed the Guard then wait about a minute for things to settle down
a bit before leaving this rooftop. If you Sedated the Guard then, while
crouching, immediately go down the ladder and start heading back to the
sleeping Guard. If you did everything correctly then the Guards and UN
Soldiers won't know who did the shooting and you won't be implicated.
However, as already noted, there is a Guard that patrols east along the
road and can get run over by the Motorcade. If this happens and you don't
want the Alert on your score then you will have to reload the game from the
cubbyhole.
Then get to the base of the ladder leading to the highest point then drop
the MI95. Wait for about thirty seconds then grab the weapon, climb the
ladder, drop the MI95 again, and save your game. Then snipe the Khan and
hopefully this Guard will have moved enough not to get his stupid ass run
over.
When you get back down to the lower rooftop then walk along the rooftop to
head back to the dead or sleeping Guard and drop back down to ground level.
Go back to the Guard and change back into your Civilian clothes. If you've
Sedated him then you have to wait for him to wake up then Sedate him again
before proceeding.
From here, just walk to the Exit Point to successfully complete the mission
unscathed.
0=-=-=-=-0
/ Nuristan \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >NRS3. "Tunnel Rat" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Nuristan /
0-=-=-=-=0
0=========0
| Overview \
0=======================================================>
Your mission is to eliminate Yussef Hussein who is the commanding officer
of an underground base. Then secure the Cargo that the Khan tried to hide
and bring it to the surface where a chopper will pick it up.
0===================0
| Mission Objectives \
0=======================================================>
>>Access the base.
>>Kill Yussef Hussein.
>>Transport the Cargo to the surface.
0========0
| Weapons \
0=======================================================>
>>Deagle
******
Carried by a couple of the Guards plus Yussef Hussein.
>>AK
**
Carried by most of the Guards plus one in the Guards Quarters.
>>Anesthetic
**********
Three bottles can be found in Yussef Hussein's quarters.
>>M60
***
Carried by a couple of the Guards plus one inside the Guards Quarters.
++Notes
*****
The only new weapon of note is the M60 and you can acquire it easily
during the course of the mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Medium.
>>Notes
*****
The Guards that are posted at the entrances appear to be randomized,
especially the two near the Helipad. And I think that one of the two
Guards near the quarters also moves randomly. However, it still isn't
too bad.
0==============0
| General Notes \
0=======================================================>
This is not a terribly difficult mission despite all the Guards. This is
based on Jason's strategy but I've made my own observations and tweaks to
it to improve upon it.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are two levels to the Map:
>>Compound
>>Ruin Area
There are two entry points into the Compound area. Both of them are inside
round buildings at the north and south sides of the Ruin Area. If you look
at the Compound Map then you will see three Points of Interests.
The one at the northeast part of the Map is the Cargo which is residing in
the Elevator. The second one at the end of a wavy looking corridor is a
Generator. The last one is where you can find the Nightvision Goggles.
The round room on the right side is where you can find Yussef Hussein. You
will notice that he does not appear on the Map. He will only appear when
you rescue the Prisoner who is being tortured at the northeast corner of
the Map.
You will also see six small rooms at the south side of the Map. They can be
useful for dodging Guards.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission begins then you will start at the southeast part of the
Ruin Area and east of the south entry point. To the south of the south
entry point is a large U-shaped wall.
Run west and then angle southwest and go west along the south side of this
U-shaped wall, turn the corner going north, then stop when you reach the
end. Look to the northeast to find the round building which is the south
entry point.
If you see the Guard wandering around then remain still until he returns to
his post. If you don't then proceed to the west side of the building.
When you get to the north side of the round building then stop running and
start walking along the building. As you get close to the door, and the
Guard, then go into Sneak Mode and bring out your Anesthetic. Get up
behind the Guard then Sedate him.
Pick the lock then drag the Guard partway down the stairs. Then Change
Clothes and pick up his AK. The funny thing about this Guard is that when
he wakes up then he will eventually return to his post minus his clothes
and his weapon! And he won't even warn his fellow Guards either.
Go down the stairs and stop at the curve that leads north into the room
where the Nightvision Goggles are at. There is a Guard that patrols the
corridor with the six small rooms.
You need to wait for him to stop at the west end of his patrol then turn
and head east. Then follow him, but not too closely, and duck into the
little corner cubbyhole that is in front of the last small room on the
left.
In addition to this patrol there are also a couple of Guards that patrol
the north-south corridor where Yussef's quarters are at. They stop in front
of his door for awhile then at least one will go north to check on the
prisoner.
One of these two Guards is a bit random and may go south and stop at the
nearby corner then go back north to the door again. Wait for the Guard to
go west by you then go east and follow the corner north and stop about
halfway between the corner and the door. If one of the two Guards head
south towards you then go back to the corner cubbyhole.
When both of these Guards head north then head to the door. It is important
to point out that this door does *NOT* auto close. You must close this door
manually after you open it. So go through the door, close it, then enter
Sneak Mode and pull out your Fiber Wire. Sneak to the little room at the
south side of the round room and open the door.
You will find Yussef checking out his stash of contraband. Wire him to
complete another one of your objectives. On the crate nearby you will find
three bottles of Anesthetic which you should grab for the last part of the
mission (if you wish to Sedate the Helipad Guards).
Sneak back to the door, get out of Sneak Mode, and wait. Look at your Map
and wait for the two Guards to move away from the door in any direction
before proceeding. Go through the door, close the door, and head north then
enter the corridor just before where the Prisoner is being tortured. This
will lead you into the Guards Quarters.
At the northwest corner of the quarters is where you can find the M60 for
your weapons collection. Grab it then head to the east end of this corridor
and wait.
Wait for the wandering Guard to head south again before proceeding north.
Hug the wall to your right and proceed forward to the corner then turn west
with the corner and stay against the wall. This will keep the Guard who is
beating up on the Prisoner from becoming a problem. Continue west and you
should enter a larger room. This room has three Guards.
Just as you enter the room then you should see a grill on the floor and a
large pillar at the other end. Walk along the right side of the grill then
angle left so you are walking to the left side of the pillar. When you get
to the left side of the pillar then angle right so you are heading to the
Elevator. This will keep the three Guards from being a problem.
When you get to the Elevator then open it, get inside, and press the button
for Ground Level. This will set off an alarm so go behind the Cargo and
crouch behind it. When you get to the top then you will be told to secure
the Helipad. There are two Guards that patrol the Helipad area. The mission
ends when both of them are down.
If you wish to take the M60 then you need to Holster it and use either the
Knife or Silenced Pistol to kill both Guards. Otherwise, Sedate them.
One of them stays by the door but occasionally goes north to urinate on the
nearby wall. The other one will stand by the door but will roam around the
nearby area and the building. But he will also urinate on the east side of
the round building. So you need to ambush him there.
Go through the Helipad door and head to the east side of the round
building. Stay back a bit and wait for the Guard to come here. When he
stops then walk up close enough to get the Threat Meter to barely register
then enter Sneak Mode and creep up on him. Either Kill him with the Knife
or Sedate him.
When he is down then go east then north around the corner and follow along
the wall until you get near the other Guard. Usually when you get near him
he will be urinating on the wall. Wait for him to get back to the door
before sneaking up on him to either Kill or Sedate him to successfully
complete this mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
You will then find yourself back at your familiar Tool Shed where you can
admire and try out the new weapons you have acquired. Then head back to the
Garden Shed to begin the next major chapter of the game.....
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM6. India |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
As it turns out the client you were helping in Nuristan was double-crossed
and the Cargo was stolen by an Indian based cult. The client wants the cargo
back and the people behind the theft killed.
At the time the game was released there was some controversy concerning some
material within the game that was offensive to Indians. Some of this material
was either altered or removed depending on what version you have.
There are three missions here and you won't be able to go back to your Tool
Shed until you complete the last one.
0=-=-=0
/ India \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >INA1. "Temple City Ambush" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ India /
0=-=-=0
0=========0
| Overview \
0=======================================================>
Your main goal is to gain access to the sacred cult Gurdwara through a
secret passage in one of the shops in the city. There are also a couple of
thugs within the city looking for suspicious foreigners so you need to be
careful. You will find a contact inside the International Parcel Service
shop that will provide more info.
0===================0
| Mission Objectives \
0=======================================================>
>>Meet with the Agency's contact.
>>Meet Agent Smith.
>>The agent must survive.
>>Kill the two Assassins and photograph their bodies.
>>Bring the photos back to the agent.
0========0
| Weapons \
0=======================================================>
>>Revolver
********
Carried by some of the Guards.
>>R93 Sniper
**********
Carried by two of the Assassins.
>>SP12 Shotgun
************
Laying by your initial contact and inside a small storage unit with
several large bags north of the west open market area.
>>9mm Pistol SD
*************
Carried by one of the Assassins.
>>SMG
***
Carried by one of the Assassins.
>>SMG-SD6
*******
Carried by the Purple Turban Guard.
>>Deagle
******
Inside Agent Smith's office.
++Notes
*****
The only new weapon of note is the SP12 Shotgun. There is no way to
conceal it so you either have to rampage through the mission or run to
your Exit Point with it while avoiding the Guards and their gunfire
near the end of the mission after completing your main objectives.
If you wish to get the Shotgun but still get a Silent Assassin rating
then you will have to sneak it to the Carpets Inter. Shop at the
northwest corner of the City at the beginning of the mission. This Shop
will become your Exit Point at the end of this mission.
Make sure that there is no one on the pathways outside of the shop
where you get the weapon before leaving. Leave the shop when the coast
is clear and head north then, after some distance and close to a
corner, drop the weapon and check your Map. Make sure that the coast is
clear before proceeding further.
Continue with this pattern of running to a point and dropping the
weapon by a corner and checking the Map until you reach the Shop. The
problem here is that the door is locked so you need to drop the weapon
at the inside part of the corner so you can pick it up at the end of
the mission.
Make sure that the coast is clear before picking up the weapon and
running into the Shop to complete the mission when you are allowed to
enter.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
Everybody, Civilians, Guards, and Targets, have randomized patterns.
This can make things somewhat frustrating when trying to take down the
wandering Assassin in the open markets. However, all of this
randomization can make some of the people, including the wandering
Assassin, freeze.
0==============0
| General Notes \
0=======================================================>
This can be a tricky mission because of the random placement of the Agent
and the randomness of the Guards and Civilians. Even more unusual is the
appearance of what is known as the Purple Turban Guard which I will go into
more detail on in the mission walkthrough including safe disposal of him.
According to Jason it is possible to kill the Assassin in the market
without firing a shot but it requires so much effort and for things to go
right that it really isn't worth it unless you definitely want a Perfect
Assassin rating.
But, as I just noted, the wandering Assassin can freeze in place which will
make it a lot easier for you to take him down and do it cleanly. The amount
of time to allow this to happen will depend on platform (it takes longest
on the PC version).
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There is only one level to this Map and that is the City Map itself. And
it is a fairly large area with lots of narrow passages. The two Point of
Interests in the center mark the two large open air markets. The Agency
Pickup, where you will find your initial contact, and the SP12 Shotgun, is
at the southeast corner of the City Map.
0====================0
| Mission Walkthrough \
0=======================================================>
You will start in an open area at the east side of this city. The city
consists of a maze-like system of narrow paths. The place also swarms with
Guards and Civilians. If you stand still for too long and a Guard hovers
around for awhile then he will get spooked and fire on you. So you should
keep moving to avoid this problem.
The International Parcel Service shop is at the southeast corner of the
city. It is here you will meet with your initial contact who will mark a
specific shop on the Map where you will find the Agency contact.
The Agency contact can be found randomly in one of six empty shops
(however, it will always be marked as Carpet Inter.). It should be noted
that he appears on the Map as a VIP regardless so you don't even need to go
to the IPS shop. The empty shops can be found on the Map by searching for a
short light gray line. This info is useful for later in the mission.
Go to the Agency contact and you will find that it is Agent Smith again. He
is holed up in his office and pretty drunk.
He informs 47 that he was trying to do basic surveillance and that all of a
sudden there are people are trying to kill him. He did, however, pick up
part of a conversation concerning the cult leader stepping up security
because of a rumored attempt on his life.
Agent Smith also tells 47 that there are a couple of Assassins trying to
look for him. He wants 47 to find them, kill them, and take their picture
with the Camera that he gives him. When 47 comes back with the pictures
then Agent Smith will sober up and help 47 to the secret passage in another
shop.
After the cutscene then two Assassins will appear on the Map. One will be
randomly perched on the second level of a shop that is on the edge of one
of the large open markets. The second will roam randomly within the two
large open air markets. He will never leave the market area unless he sees
you and decides to chase you.
It should be noted that if he sees you, regardless of whether or not he
chases you, this will count as an Alert so, if you want to keep your score
clean, you need to avoid him. The fact he never leaves the market area and
that it is usually swarming with people makes it tricky to get rid of him
without drawing too much attention to yourself.
But, before I deal with them, I also need to deal with someone else who
also appears on the Map when they do. And that is the Purple Turban Guard
(also known as the PTG). The PTG is pretty damn weird and I don't know why
he was put in the game. He is dressed like a Guard (orange clothing) and
wears a purple turban but he appears as a Civilian on the Map.
When he sees you then he will draw out an SMG-SD6 and run to you. He will
stay with you no matter what you do. He won't do anything to you as long as
you don't pull out a weapon. He will only attack if you draw out a gun or
any other weapon.
It is quite annoying to try to deal with these Assassins then suddenly have
this guy come up to you leaving you to try to find a way of dealing with
him. So I am going to find him first so I can get rid of him safely before
dealing with the Assassins. Go around the city but stay away from the
market area. Once you find him then head for one of the empty shops.
The one you should go to is the one called Sohan Lal Travel (with a green
sign) at the northwest or south side of the city. The reason you should go
here is because this is the easiest place to deal with him for reasons I
will outline in a bit.
Go to either one of these shops, enter it, and go into the corner next to
the other door. The PTG should follow you inside. Stand still and wait for
him to get in front of you.
It should be pointed out that he tends to move around a lot even if you are
standing still. So you need to find a way to get him to stand still so you
can deal with him.
On one side of the room is a desk. There is a gap between the desk and the
larger metal garage door. Get into this gap and the PTG will get near it.
Move closer to him so he can push you back into the corner of the wall and
get his back turned to you.
Because he is now in the gap and against you he has no room to move about
so he will stand still. When this is achieved then bring out your
Anesthetic, Sedate him, and Change Clothes (this should make you look less
conspicuous). There is no need to take the SMG-SD6 since you can't conceal
it and you should already have one from the Japan missions.
Now leave the shop. Once you leave the shop then he can no longer follow
you (when he wakes up later) thus leaving him trapped there and no longer
posing a problem for you. If, by some chance, his body disappears after
Sedating him then this is better since he will completely disappear from
the Map.
Now head to the market and to where the stationary Assassin is laying in
wait on the second floor of one of the shops that ring the market area.
When the other Assassin is out of view then go into the shop and to the
stairs then enter Sneak Mode and creep up the stairs.
Pull out your Fiber Wire and get up to him then Wire him (and Change
Clothes if you didn't do so with the PTG). Then bring out your Camera and
take a picture. This takes care of one of the Assassins. As for the other
Assassin, there are two methods you can use to deal with him:
>>Standard
********
You can take the R93 Sniper that the stationary Assassin dropped when
you killed him and shoot the wandering Assassin when he comes near you.
While this is effective this also tends to alert Guards most of the
time.
Another way is to climb onto the roof of the building that sits between
the two markets. When you get onto the roof then stay far enough back
from the edge so you aren't seen by the people below. When the other
Assassin comes into view then bring out your Silenced Pistol and nail
him with a headshot to kill him quickly and silently.
Then Holster your weapon and take a picture of the body to successfully
complete your objectives. You will get an Alert when the Guards find
his body but killing him silently will mean one less Alert than by
using the Sniper Rifle.
>>Frozen
******
As mentioned, if you wait long enough, then the wandering Assassin can
freeze up which will make it easier to take him down.
One way is to sneak into the shop that is closest to and behind him.
Then back yourself as far as you can inside the shop, switch to 1st
Person Mode, and bring out your Silenced Pistol when there is no one
close to the shop and the Assassin. Aim at his head then shoot him to
kill him.
Of course, you can also use the Knife on him then drag his body into a
shop so nobody will find his body. This is much harder but doable. The
closer he is to a shop, the better. Prep your Knife before entering the
market area.You need to sneak up on him. If you walk up to him then the
noise will make him unfreeze.
You need to make sure that no Guards actually walk up to you as you try
to sneak up on the Assassin. Remember, if they hover around you long
enough then they will attack you regardless of disguise. If one looks
like he will walk to you then back off until he goes away.
When you are finally against the backside of the Assassin then make
sure that there are either no Guards and Civilians in the immediate
area or far enough but walking away from you before attacking.
Quickly bring out your Knife, Knife the Assassin, Holster your Knife,
then quickly drag him into the nearby shop. Then drag him up the stairs
as this will reduce the opportunity for either Civilians or Guards to
come inside to look at the body.
If you spook a Civilian that is okay. By the time he gets to a Guard
then you should have dragged the body into the shop and out of view.
You will get a suspicious cult member warning but no more. At least one
Guard will stand outside the shop looking around.
But they will eventually settle down and go about their business once
more. When this happens and that there are no Guards in the immediate
area of the shop then it will be safe to leave after you take the
picture of the body to complete your objectives.
After dealing with these Assassins then head back to Agent Smith. He will
look at the photographs then tell you that you need to kill the cult leader
and his main propagandist, Dr. Von Kamprad. But, as you get ready to leave,
Agent Smith will pass out. However, your Exit Point will be marked on the
Map.
Leave the shop but make sure you close the door. If you don't then Agent
Smith will be found and he will be killed resulting in a mission failure.
As you make your way to the Exit Point two more Assassins will appear on
the Map. They will be directly south of the Exit Point.
The best way to approach the Exit Point is from the east. If you decided to
obtain the SP12 Shotgun and managed to safely deposit it near the Exit
Point then make sure that the coast is clear before picking it up. Run into
the shop before the Assassins can see you and head for the west wall to
successfully complete the mission.
0=-=-=0
/ India \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >INA2. "The Death of Hannelore" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ India /
0=-=-=0
0=========0
| Overview \
0=======================================================>
You now have to kill the cult leader's personal physician and main
propagandist, Dr. Von Kamprad. She has an office on the second floor of the
Temple. After killing her then you need to hide the body in the designated
room.
0===================0
| Mission Objectives \
0=======================================================>
>>Pick up door key to the hiding place.
>>Kill Dr. Von Kamprad.
>>Hide the body of Dr. Von Kamprad - check your Map.
>>No Civilians must be killed.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by all of the Guards.
>>9mm Pistol SD
*************
In the Storage Room.
>>AK
**
In the Storage Room.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
High.
>>Notes
*****
The Guards don't have any random patrol patterns but all of the
patients do. And there are several of them. You cannot be seen by them
or the Guards will get involved and that will usually result in a
restart.
0==============0
| General Notes \
0=======================================================>
This level is a bit of a pain because of the random movements of the
patients that will make it difficult to get at the Patient Outfit which is
the best Outfit to use. Another problem is a patient that will come up to
the second floor as you are trying to deal with the Doctor. I've come up
with a good ambush method for him.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are four levels to the Map:
>>Temple Garden
>>Sewers
>>Temple 2nd Floor
>>Temple 1st Floor
The Temple Garden is the outside of the facility and has the Exit Point.
The Sewers has a ladder that leads into the Pool in the middle of the
Temple (plus a secret ladder the leads into another part of the Temple).
The Temple 1st Floor has three Points of Interests. The two on the west
side are Cult Outfit you can use to disguise yourself. The last one at the
northeast corner is a Patient Outfit that can also be used as a disguise.
The Temple 2nd Floor is where the Doctor, and the Hiding Place, is.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start the mission then you will start by an overturned boat not
far from your Exit Point. Your goal is the Sewers at the west side of this
area.
You need to wait for the patrolling Guard, which should be heading in your
general direction, to turn south and head up the path. After he heads up te
path then run to the beach and continue west until you reach the Sewer
stream then follow it to enter the Sewer itself.
When you check the Sewer Map then you will see a maze of pipes and a ladder
that leads into the pool at the center of the first floor. Check your Map
at each intersection so you don't get lost. Follow the pipes until you
reach the ladder room but *DON'T* go up the ladder.
Inside the ladder room are four additional channels where additional sewage
is merging with the main channel. One of these channels, the first one on
the right as you enter the room, is a secret passage leading to another
ladder.
Stay at the bottom of the ladder and look at the Temple 1st Floor Map. At
the southeast corner is a patient room. Just outside this patient room is
an L-shaped group of columns:
X
X
X X
L <<-----Ladder
At the southeast area of this floor are three patient rooms. They are
occupied by patients who stay inside most of the time.
There is also a Guard that goes in a counterclockwise patrol along the
outer edge of the central open area. And there is also one patient that
goes through the rooms at the northeast side of this floor and to the
Temple 2nd Floor.
While at the bottom of the ladder then save your game. Then if the coast is
clear, meaning that the three patients are in their rooms, the Guard is
moving north away from you (or on the other side), and the other wandering
patient is inside the north side of the Temple, climb up the ladder.
Then walk north and to the *THIRD* opening that will appear to your right.
Then go through the door, turn right, and then go through the next door to
your right which enters into the bathroom. Check your Map. If everything is
calm then go ahead and save your game again. From here, head north and
acquire the Patient Outfit.
After you get the Patient Outfit then you need to head to the Agency Pickup
at the southwest corner of the Map.
The thing to note about the Patient Outfit is that you can go around just
about everywhere even if there are a bunch of Guards about. The same cannot
be said of the Cult Outfit. You cannot go onto the Temple 2nd Floor when
in a Cult Outfit or you will be shot at.
Now head to the south central area of the 1st Floor south of the large
pool. Here you should see two doors - one to the east and one to the west.
Go through the west door and in-between two Guards. Even though you will
max your Threat Meter they won't do anything. Go inside the Storage Room
and find the Door Key then leave the same way you came in and back outside.
Now, before I proceed after the Doctor, I need to deal with a troublesome
patient. As already mentioned, there is a patient that will roam about the
northeast corner of the 1st Floor and will go up to the 2nd Floor and into
the Doctor's Office. He is the only patient that will go up there.
Although you can kill the Doctor and hide her if you time things right I
feel that can be a bit risky. So I am going to ambush him and Sedate him
(you can't Kill him or you will fail the mission). He will always go
through the northeast room where you got the Patient Outfit. Go into the
bathroom there and look at your Map.
Find him and observe his route. After going up to the 2nd Floor then he
will head back outside and to the northeast room. He is either going to
come though the west door or the south one. When he makes his decision then
bring out your Anesthetic and head to the appropriate door then overwrite
your in-mission save.
Use the 45-Degree Door Trick to ambush him. After you have Sedated him then
drag his body into the bathroom since other patients will also go through
this room on occasion. It is also important to point out that you should
note the movements of other nearby patients before attacking this one so
you aren't interrupted while you are taking him down.
If, by some chance, the patient you Sedated disappears after you attack
him, then this makes things even better since you don't have to worry about
him again.
From here, then head to the Doctor's Office. There are three doors that go
into the lobby area. You can take any one of them - the Guards won't do
anything.
Once in the lobby area then take either of the stairs leading up to the
Doctor's office. Then go inside the office next door west of her office,
stand by the door leading into her office, get into Sneak Mode, and Prep
your Knife.
Then sneak through the door and creep behind the Doctor. Quickly Knife her
and then drag her body out the main door. Proceed straight south and turn
right when you get to the door at the south side of this open area. This
will keep the Guards at the top of the stairs from seeing you. Then drag
her the short distance to the Hiding Place and deposit her body there.
After that then go back downstairs and outside then head north and just go
straight through the door into the Temple Garden and to the Exit Point to
successfully complete the mission (the Guards outside just see you as a
patient so they don't care).
0=-=-=0
/ India \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >INA3. "Terminal Hospitality" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ India /
0=-=-=0
0=========0
| Overview \
0=======================================================>
You are now on what is known as Hospital Island. It is here that the Cult
Leader, Deewanna Ji, is staying. He is to undergo an operation for a heart
transplant and a pacemaker. You need to infiltrate the hospital and perform
an operation of your own. One that ends the life of Deewanna Ji.
There is also some equipment in the office of Dr. Chakran that is
necessary to complete this mission.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill the Cult Leader.
>>Escape Hospital Island.
0========0
| Weapons \
0=======================================================>
>>Uzi
***
Carried by some of the Guards.
>>SMG
***
Carried by a small number of the Guards.
>>Deagle
******
Carried by most of the Guards plus one inside the Temple.
>>R93 Sniper
**********
Inside the Temple.
>>AK
**
Carried by a small number of the Guards plus three inside the Temple.
>>Anesthetic
***********
Inside the room next door to Dr. Chakran's Office.
>>Scalpel
*******
In a couple of offices in the Basement.
++Notes
*****
The only new weapons of note is the Scalpel and the Uzi. You can
acquire both easily during the course of the mission.
If you have been good in weapons collecting, including obtaining the
W2000 Sniper from "Invitation To A Party" and the Custom Sniper from
"At The Gates", then the Scalpel and Uzi will be the last weapons to
complete your weapons collection.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
Low.
>>Notes
*****
The Nurses appear to be random but will cause no problems.
0==============0
| General Notes \
0=======================================================>
This is a pretty straightforward mission without a lot of room for
creativity. But it is still a fairly easy mission.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
There are six levels to the Map:
>>Island
>>Ventilation Shafts
>>Basement
>>1st Floor
>>2nd Floor
>>Roof
The Island Map is where your Exit Point is. There are also three Point of
Interests here as well.
The first one, inside the temple at the west side of the island, is where
you will find multiple weapons. The PoI east of that is where you will find
a Cult Outfit. Northeast of that is where you will find a window that will
let you into the 1st Floor of the hospital itself.
The Basement is where the operation will take place. It can be in one of
the four rooms inside the Target Area. There are also three Point of
Interests here.
The one at the south side of the Basement is the Generator that you can
knock out. The other two are where you can find Scalpels. The Ventilation
Shafts are where you can safely look inside the operating room to find the
cult leader. The 1st Floor has nothing special.
The 2nd Floor has the Agency Pickup and a Point of Interest which is the
Doctor Outfit. The Roof has nothing special but can be used as a safe
means to access the Basement through the stairwells.
0====================0
| Mission Walkthrough \
0=======================================================>
When the mission begins then you will be at the southeast corner of this
island. From here, proceed forward, around the corner, and up the stairs
but stay against the wall to your right. Beyond the doorway you will see a
Guard. Go into Sneak Mode and wait. Eventually he will head in your
direction and angle north.
As he moves north then creep into the doorway and angle your camera to keep
an eye on the Guard. When he moves safely out of view then sneak west to
the other doorway. After you go through the other doorway then run to the
path that leads to the Shiva Temple. As soon as you see the Guard that
stands by the pool then stop running.
There is another Guard that goes around the Temple. But he should be on the
west side at this point so walk north to the Outfit, which is laying on the
ground, and Change Clothes. After that then head to the front door of the
Hospital. Go through the door and head through the lobby.
At the other end of the lobby are two sets of stairs that lead to the
second floor where Dr. Chakran's Office is at. Go up the set on your RIGHT
and turn left when you get to the next floor.
After turning left then stay close to the railing as you don't want to get
too close to the nearby Guard stationed here. Continue walking south to the
door at the other side of this large room.
The Guard by the stairs plus the one that roams this room will follow you
as you proceed. Go through the door, close it, and go right to the next
door. By doing this then you will get the Guards to stop following you and
you will put yourself in position near the Office. Look at your Map and
find Dr. Chakran's Office.
In the room south of the Office you will see a person there. That person is
a Nurse and she is working on her computer. Every so often she will walk
away for a smoke break on the nearby balcony. When she walks away then go
to the Office door and pick the lock. Go inside and open the box to find
the Room Key and the Nightvision Goggles.
Pick up both items then go into the room north of here to find the Doctor
Outfit and some Anesthetic. After changing into the Outfit then go out of
the Office and onto the balcony when the Nurse has sat back down at her
desk.
Climb up the stairs and onto the roof. This will allow you to avoid a
wandering Guard. Head to the stairs at the northwest corner of the roof.
Then go down the stairs until you get to a metal door. The metal door
enters into the Basement where the Cult Leader is but don't go through it
yet. Nearby is another door.
This door leads outside but it is locked. Pick the lock so it will be
unlocked. This will help you later. Now go through the metal door. You will
see a bunch of Guards. They are protecting the four Surgery Rooms. The Cult
Leader is in one of them.
You cannot just go through each room to find him. You will spook the Nurses
and other personnel and this will lead to Alerts. Besides, you need the
Scalpel to kill him (if you wish to keep your score clean). At the south
side of this floor you will find three Points of Interest. Two of these
PoI's are where you can get a Scalpel.
The northern one resides in an office where you need to pick the lock to
enter. The center one has an unlocked door but there is a Nurse you need to
wait for to enter the smaller room before you can enter and take the weapon
off of the desk. The southern one contains the Generator. Turning it off
will shut off all of the lights and will make things a lot easier.
Go and acquire a Scalpel from either of the two mentioned rooms and then go
south to the Generator room. Keep an eye out for the Guards and pick the
lock so you can enter. Go to the Generator but don't do anything yet. Check
your Map and look at the four Surgery Rooms. One of them will have nobody
in it. Of course, he is not here.
Out of the other three rooms look for the one that will have two people up
against either the north or south wall. They are Guards and this is the
room that the Cult Leader is in. After finding where he is at then pull out
your Scalpel, put on your Nightvision Goggles, and turn off the Generator.
Head through the door and run to the room with the cult leader. Nobody will
bother you because they can't see. In addition, the Guards that were
Guarding the Cult Leader have left which will make things easier still.
When you get to the Cult Leader then kill him with the Scalpel. This will
take some time. It should noted that you cannot use either the Combat or
Kitchen Knife on the Cult Leader. You won't be able to hit him. If you wish
to speed things up and not worry about your score then just put a round
from the 9mm Pistol SD into his head instead.
After killing the Cult Leader then go back out into the stairwell and
outside through the door you picked earlier. Then avoid the roaming Guard
as you make your way to the Temple.
If you wish to obtain the Uzi then here is an easy way to get one. Find the
Guard that goes around the Temple. He moves slowly and you can sneak faster
than that. Sneak up behind him and wait until you are right against his
back before pulling out your Anesthetic and Sedating him.
Then grab the Uzi and Change Clothes then Holster the weapon. Then head
back to the doorway near where you started. Wait for the Guard to walk away
from the doorway area before proceeding but, as you near the doorway
leading down to your boat, stay to the right of it.
If you look down through the doorway then you will see someone that looks a
lot like you waiting there. If he sees you then he will fire a silenced
pistol at you then flee.
What you need to do is sidestep left into the doorway to let him see you
then quickly sidestep right again so he can't hit you. If he hits you then
the Guards will be alerted (but they won't suspect you of anything). If you
follow the assailant then he will lead you to a door which will close
behind him. You can't open this door.
However, if you are close enough to him, then you can enter the door before
it closes. Unfortunately, entering the door will kill you as this triggers
some kind of explosive booby trap. So let him run off. After he runs away
then head to your Exit Point to successfully complete this mission.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
/=========================================================================\
| >HTM7. An Unexpected Development |
\=========================================================================/
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
The authorities have found the chopper and cargo that was meant for the
client. Both have been traced to Russian crime lord Sergei Zavorotko.
Sergei is the client you have been helping all along by tracking down various
items and eliminating competitors and double crossers. But now he has been
exposed and the United Nations wants The Agency's help in eliminating him
because he is also a known terrorist as well as a crime lord.
It is against The Agency's ethics, such as they are, to perform a hit on a
former customer but have decided to make an exception because of the business
potential from the UN. So now you must take down Sergei and this leads you
back to St. Petersburg.....
0=-=-=-=-=-=-=-0
/ St. Petersburg \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >UXD1. "St. Petersburg Revisited" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ St. Petersburg /
0-=-=-=-=-=-=-=0
0=========0
| Overview \
0=======================================================>
You are now back at St. Petersburg and must kill Sergei in the same
building that you killed a General earlier in the game.
0===================0
| Mission Objectives \
0=======================================================>
>>Kill Sergei Zavorotko.
>>Escape to the Metro.
0========0
| Weapons \
0=======================================================>
>>SVD Sniper
**********
Inside Locker 137.
>>Deagle
******
Carried by most of the Guards.
>>SP12 Shotgun
************
Carried by some of the Guards.
>>W2000 Sniper
************
Carried by Mr. 17.
++Notes
*****
If you did not acquire the W2000 Sniper from the mission "Invitation to
a Party" then you can easily acquire it here when you kill Mr. 17.
If you want the SP12 Shotgun then you will have to rampage your way
through this mission. It is probably best to do this on a replay and
bring the Silenced Ballers to make it much easier to take down the
Guards so you can get the Shotgun.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
Although the Civilians are random they can't do anything to you or your
score.
0==============0
| General Notes \
0=======================================================>
This mission is interesting in that on your very first time through you
only have one weapon on you - the Fiber Wire. Only after you beat this
mission will you will be able to replay this again and bring any weapon you
want.
For this reason I am doing two walkthroughs for this mission - one for the
first time and the second for later replays. These are based on Jason's
work but I made my usual observations and tweaks.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0========0
| The Map \
0=======================================================>
The Map is the exact same one as the one in the earlier mission "St.
Petersburg Stakeout". At the Metro Station Map you will find the Agency
Pickup with the empty SVD Sniper.
The Streets Map is different in that there are no soldiers and the entire
area is open. The Agency Pickup is where you can find ammo for the sniper
rifle. The Point of Interest is the same apartment building where you
sniped the General earlier.
There will also be a bunch of Guards on the first floor of the Pushkin
Building.
0====================0
| Initial Walkthrough \
0=======================================================>
For your first playthrough the only weapon you will have is the Fiber Wire.
You have the SVD Sniper in Locker 137 but it has no ammo. However, there is
some Sniper Ammo at the pickup at the west side of the Streets area. But,
it is useless because they are *BLANKS*. It appears that this mission is a
set up. But you still need to get inside the building and kill Sergei.
Even more interesting is that, when you approach the building, you will be
shot at by a clone, Mr. 17. And he will always appear in the window
regardless of what side of the building you approach. So you need to be
careful on how to approach the building so Mr. 17 can't get a bead on you.
When you start the mission then retrace the path you took to the Manhole
you used in the mission "St. Petersburg Stakeout". In the process you will
need to re-pick the locked door but you will be using this door again on
the way back.
When you get back up onto the Streets and see the parked truck ahead of you
then angle northeast past it. Then go north between the buildings and stay
as far away from the Pushkin Bldg. as possible. When you can no longer go
north then head west along the northernmost building then turn south when
you get to the next building.
When you get to the southeast corner of this building then cross the street
and head to the north corner of the Pushkin Bldg. This will keep Mr. 17 at
the southeast window which will make it easier for you to approach him when
you enter the building.
When you get to the Pushkin Bldg. then go southwest alongside the wall then
turn the corner and head to the front doors. When you get to the front
doors then enter Sneak Mode. The reason you need to sneak is because there
are lots of Guards inside the building and you don't want to disturb them.
Head inside the building and go up the left stairway. When you enter the
next room then you will find that your Target, Sergei, is nothing than a
cardboard cutout. This is definitely a setup all right.
After going through the door then turn left and go through the next set of
doors. Continue going through the hallway until you reach the big room at
the southeast side of the building. Here you will find Mr. 17 standing by
the window.
Creep up to him and Wire him. When you do that then you will get a cutscene
of 47 looking over him. During the cutscene 47 will notice a headset that
Mr. 17 was wearing and that somebody is trying to contact him. That person
is Sergei.
When 47 picks up the headset and introduces himself then he threatens
Sergei if he doesn't back off. However, Sergei counters with the news that
he is the one holding Father Vittorio hostage. This news surprises and
angers 47 as he tells Sergei to let him go. But this falls on deaf ears.
However, he now knows where they are at - the Gontranno Sanctuary.
But, first things first - he needs to get out of here alive. When Mr. 17
dies then all of the Guards on the first floor will disperse from the
building to look for 47. In addition, several Guards will be posted at the
Metro and four more will be inside the Sewers. You need to get to the Metro
while avoiding them.
After the cutscene then Change Clothes and grab the W2000 Sniper if you
hadn't got it from the earlier mission "Invitation to a Party". The Mr. 17
Outfit will keep the Guards from shooting at you as you flee the building.
Go downstairs and run out the front door. Then go to the Manhole in the
street southwest of the Metro Entrance. By the time you climb down the
Manhole and enter the Sewers then you will be notified that the Guards have
found the body of Mr. 17 and that the disguise is no longer good.
It should be noted that no disguise will fool the Guards by the Metro no
matter what so this is why you need to go into the Sewers. However, there
is still the matter of the four Guards inside the Sewers. You need to sneak
by them. The goal is the door on the east side of the Sewers that you
picked earlier.
Head north until you get near the main Sewer area. Right at the end of this
tunnel is a stationary Guard. Go into Sneak Mode, get behind him, and Wire
him. Change Clothes and proceed northeast. When you see the next pair of
Guards near the next tunnel then enter Sneak Mode and continue forward.
When you enter the tunnel then run to the door which should be unlocked
from your first passthrough. After you go through the door then check your
Map. Look for the two Guards north of your position. When they are
clustered and looking north then run all the way to the train platform to
successfully complete this mission.
0===================0
| Replay Walkthrough \
0=======================================================>
The only way to improve your score, meaning no Alerts, is to play this
mission again after you beat the game. When you played through this mission
the first time then you had no choice in weapons. But when you replay this
mission later then you can bring any weapon you want. And this includes the
Anesthetic.
You approach the building and Mr. 17 the exact same way as before but
Sedate him instead. The Guards only move into position when he dies. So the
idea is to drag Mr. 17 all the way to the Metro and kill him there. This
will take awhile but it is worth it to improve your score.
After Sedating Mr. 17 then drag him out the front door and head to the
Manhole you used in the earlier mission - the one where you got the Guard
Outfit. Don't worry if you freak out Civilians - they won't hurt your
score. Drop Mr. 17 into the Sewers and continue to drag him to the Metro.
At some point you will let go of him as you drag him along.
This means that he is about to wake up. When you drop him then bring out
your Anesthetic and Sedate him again when he gets up. Then continue to
drag him to the Metro. Go through the door leading into the Metro and drag
him up the stairs and down the escalator. When you get to the bottom of the
escalator then drop him and bring out your Fiber Wire.
Wait for him to wake up then Wire him when he does. After that then run to
the train platform to successfully complete the mission.
And this will set up the final showdown with Sergei.....
0=-=-=-0
/ Sicily \
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >UXD2. "Redemption at Gontranno" 0
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
\ Sicily /
0-=-=-=0
0=========0
| Overview \
0=======================================================>
Sergei has taken Father Vittorio back to Gontranno and has holed themselves
up in the Church. Now 47 has to rescue Vittorio and kill Sergei. But he has
to deal with a lot of Guards first. And to make matters worse, all he has
for a weapon is the Fiber Wire.....
0===================0
| Mission Objectives \
0=======================================================>
>>Kill all of Sergei's Bodyguards.
>>Save Vittorio by killing Sergei.
0========0
| Weapons \
0=======================================================>
>>9mm Pistol
**********
Carried by some of the Guards.
>>SVD Sniper
**********
Carried by some of the Guards.
>>Custom Sniper
*************
Carried by some of the Guards.
>>SP12 Shotgun
************
Carried by Sergei.
++Notes
*****
You can easily obtain the Custom Sniper and you can get that at the
very end. You can't get the SP12 Shotgun from Sergei because the game
will end when you kill him.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
0===========0
| Randomness \
0=======================================================>
>>Rating
******
None.
>>Notes
*****
Although you can disrupt Guard patterns there isn't any random patrol
routes, mainly since most of the Guards are stationary.
0==============0
| General Notes \
0=======================================================>
After all of the sneaking around you had to do in the previous missions you
have to kill everyone here. In addition, there is no scoring at the end of
the mission.
Because of the lack of good weapons at the start of this mission this makes
it hard to get to the Tool Shed without taking damage from the nearby
Bodyguards. However, I found a reliable way to get there with minimal
damage.
For this strategy I used the regular and Silenced Ballers because they are
powerful and you have plenty of ammo for them within the Tool Shed.
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0========0
| The Map \
0=======================================================>
There are three levels to the Map:
>>Monastery Gardens
>>Church
>>Dungeon
On the Monastery Gardens Map you will see five Guards. Two of them are in
the courtyard. One of them will do a small, slow north-south patrol pattern
and the other will go around the outer edge of the courtyard.
Two more Guards will be in the larger area east of the courtyard. A sniper
will be in the training area to the north of them. The Point of Interest to
the east is the Tool Shed.
On the Church Map you will see fifteen Guards, most of them armed with
Sniper Rifles - including the Custom Rifle. The two in the Church lobby are
armed with SMG's so you won't be able to go through there. On the Dungeon
Map you will find one Guard.
0====================0
| Mission Walkthrough \
0=======================================================>
When you start then you will be in the darkened, rainy courtyard in front
of the Church doors. As noted, the only weapon you have is your Fiber Wire.
Because of the fact that you only have the Fiber Wire it will be hard to
get to your Tool Shed without taking damage. However I have come up with a
way to get there without taking a lot of damage or no damage at all.
From where you start, run up to the Church door but don't open it. While in
front of the Church door, rotate left and look west. Then keep an eye on
your Threat Meter.
When the patrolling Guard gets close enough to you then you should see your
Threat Meter go red. The moment that happens then immediately run forward,
angle right when you get to the corner of the Church, and straighten out so
the courtyard columns are on your left.
When you get to the column at the corner then turn left and rotate so that
47's face is up against the column and pointing east. Through the gap
between the columns to your right you should see several Guards running
toward your position.
Basically what you've done is lure all of the nearby Guards, including the
one from the Dungeon, up here to the courtyard. And all of them should be
heading toward you. This should give you a clear shot to your Tool Shed.
When they get close enough then turn right and run south and then go left
at the next corner and proceed east. Stay close to the columns so they can
provide cover when they fire at you.
After going through the door at the east side of the courtyard then proceed
forward and drop down to ground level then run to your Tool Shed. Once
inside then grab your plain Ballers, immediately equip them, and get as
much .45 ACP ammo as you can carry. Then look at your Map and see where the
Guards are at. Most of them are looking around for you.
The best thing to do is to lure them here to the Tool Shed. Open the door
and aim the Crosshair at the sniper in the training area. When the
Crosshair turns red then fire a quick burst to kill him and the noise
should lure the others.
As they get to the door then kill them as they approach. If you're lucky
then the Guard that patrols the Dungeon will be amongst them. But more than
likely he has run back into the Church and is running about amongst the
other Guards.
When this part is done then go and grab your Silenced Ballers and more
ammo. Then proceed to the door that goes into the Dungeon. When you get
inside the Dungeon then head to the bottom of the stairs that lead upwards
into the Church and stop just to the right or left of them. Stay here and
look at the Church Map.
See if there is a Guard running about. If there is then observe his
pattern. If his path crosses near the top of the stairs then sidestep to
look up the stairs and kill him with your Silenced Ballers when he comes
into view. The use of the Silenced Ballers will keep the other Guards
nearby from looking for you.
After he is down then go into Sneak Mode, hug the left side of the
stairwell, and creep about halfway up the stairs. Then rotate right and up.
You should see a Guard through the railing. He is part of a group of four
Guards near the top of the stairwell. There are two approaches to take
based on what version you have:
>>Console Versions
****************
Although it doesn't look like you could you can actually shoot through
the wooden railing at the top of the stairwell.
So kill this Guard with a couple of shots, rotate right a little bit
until you find another Guard (using the Red Crosshair), kill him with a
couple of shots, rotate right a little more until you find another
Guard (using the Red Crosshair), and kill him with a couple of shots.
Then look northwest a little bit and you should see part of a Guard.
Sidestep right a bit until you expose enough of him to shoot then kill
him.
Then creep to the stop of the stairwell and look southwest and up. You
should see a sniper on the upper level. Kill him with a couple of shots
then rotate right until you are looking at the pillar nearby. Look to
the right of the pillar and up to find another sniper on the upper
level. Kill him the same way.
Stay in Sneak Mode then get up to this pillar, which will be your cover
for this next part, and look southwest. Directly southwest from this
pillar is another pillar. By this pillar is another sniper. Use the Red
Crosshair to find him then slowly sidestep right until you see him then
kill him.
Then rotate left and look south. Slowly sidestep right and you should
see the Confessional Booth. Look above it to find a Guard. Kill him
then look back down toward the Booth. Sidestep right a little more to
find a sniper near the Booth. Kill him then look up above the Booth
again.
Sidestep right a little more to find another Guard. Kill him then
sidestep a little more to the right and go between a couple of pews.
Look northeast and almost straight up. You should see the upper level
and another sniper. Kill him and, while looking at the upper level,
rotate right so you are looking southeast.
There is another Guard on this upper level but you can't see him from
here. You have to use the Red Crosshair to find him and kill him.
>>PC Version
**********
You *CANNOT* shoot through the wooden railing in the PC version.
Instead, move up just enough to see their heads and aim the Crosshair
on them. For the rest of this part you can do it pretty much the same
as above but with a couple of changes.
For the Guard above you you need to move just enough to see his head
then kill him. For the last one you need to get the Custom Sniper from
one of the Guards then move to the west side of the Church so you can
see enough of his head to kill him.
Killing all of these Guards will take care of all but three inside the
Church. If at any time you start to run low on ammo then run back to the
Tool Shed to get more.
After this part of this mission then grab a Custom Rifle (if you didn't
already), go back down to the Dungeon, drop the Custom Rifle, and go to the
northwest door then pick it so you can get the Church Key inside. After
getting the Key then go back up into the Church and to the door to the east
of the Booth.
After going through this door then get into Sneak Mode and go to the door
that leads into the Church Lobby. Open the door and kill the Guard that
appears. Then creep forward and rotate left so you are looking at the
dividing wall. Use the Red Crosshair to find the Guard on the other side
then sidestep right until you expose him and kill him.
After that then go to the door on the other side of the Lobby and open it
so you can kill the Guard inside the stairwell.
This will complete the first major objective.
At this point you will hear Father Vittorio talk to Sergei about the heart.
This is a clue of what you need to do. Go to the Confessional Booth and aim
at the heart inside. Fire a shot and you will wound Sergei.
It is important that you skip the cutscene that follows. If you don't then
most times Sergei will be just outside the Booth (although sometimes he
will simply run). He is armed with a SP12 Shotgun and can do some serious
and even fatal damage if he hits you. If you skip the cutscene then he will
go through the door in the Church Lobby thus keeping him from firing at you
roughly 95% of the time.
After this part then make a mad dash for the Dungeon stairwell and head
back down then stop and grab the Custom Rifle you dropped here earlier.
Wait for a little bit and look at your Map. Sergei will eventually stop at
the uppel level above the Confessional Booth. Go back up the stairs and
stop at the pillar near the top of the stairwell.
Then, using the pillar as cover again, get into Sneak Mode and slowly
sidestep right until you see Sergei. Go into Zoom Mode and shoot him in the
head to end the mission and the game as you finally rescue Father Vittorio.
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And with this I complete the guide and move onto the sequel, "Hitman:
Contracts". But there is one more thing to do first before I close things
up.....
/==++====++==\ /==++====++==\
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| III. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This document is copyright (c) Robert Allen Rusk (RARusk) 2011-2012.
This guide may only be distributed and/or posted in its original format
(and, most importantly, UNALTERED in any way).
If you wish to post or use excerpts from this guide then please ask for my
permission first before doing so (especially if you work for a magazine or
website). A lot of time and effort was spent putting this thing together
and that should be taken into consideration.
And remember.....
"Respect is everything."
Although my guides and FAQs can be found at many sites around the internet,
the latest versions of my work can always be found first at GameFAQs since
that is my primary contribution site. A complete listing of all of my work
can be found here:
>>http://www.gamefaqs.com/features/recognition/33493.html
Most of my guides are dedicated to the popular "Grand Theft Auto" game
series but some of my other work include "The Chronicles of Riddick" games,
"Bully", and "The Darkness" titles.
0===================0
| Additional Sources \
0=======================================================>
--"Hitman 2: Silent Assassin" (Game Manual)
--"Hitman 2 Perfect Silent Assassin Walkthrough V2.04" - by Jason Carl
--The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia
--Weapon names and information
--Wikipedia
--Fugu
--Tallest Buildings in the World
0=========================0
| Additional Contributions \
0=======================================================>
--M.A.K.
0========0
| Credits \
0=======================================================>
Credits and thanks go out to the following:
>>IO Interactive
**************
For creating this wonderful game series and making me a fan of composer
Jesper Kyd.
>>Jason Carl
**********
For creating his Perfect Assassin guide that I had used long ago. I
hope that I have done his work some justice by finding ways to improve
upon it.
>>GameFAQs, IGN, and many other gaming sites
*******************************************
For providing a place for writers like myself to publish our work and
help other gamers while indulging in one of our favorite pastimes.
And finally, my biggest thanks of all goes to you the reader (and especially
those who have made suggestions as well as those who took the time to write
me).
0====================0
| Contact Information \
0===============================================>
E-MAIL: rarusk[at]netzero[dot]com
FACEBOOK: Robert Allen Rusk (San Antonio, TX, USA)
LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b
BLOG: http://rarusk.livejournal.com
XBOX LIVE GAMERTAG: RARusk
So now I've come to the end of yet another gaming adventure and looking
forward to new ones. I hope that my guide helps you in getting the most out
of "Hitman 2: Silent Assassin".
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