Hitman: Contracts: FAQ/Walkthrough

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+|                                                                         |+
+|                   "Hitman: Contracts" Strategy Guide                    |+
+|                                                                         |+
+|                      [PS2, Xbox, 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                    |+
+|                                                                         |+
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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. Just about every mission has some new information and tweaks done to
them.

<+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>

"Hitman: Contracts" is copyright 2004 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.

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| Table of Contents                                                  [TBCT] |
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This guide uses a Quick Search Feature which takes advantage of the Find
feature used by many web browsers. This feature will allow you to go to any
chapter or section in this guide quickly. To access any of those chapters 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

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>>I. Introduction And General Information
  ***************************************
     GEN1. About The Guide
     GEN2. "Hitman: Contracts"
     GEN3. "Hitman: Contracts" Differences
     GEN4. "Hitman: Codename 47" Missions
     GEN5. Technical Data
             A. PC Version
             B. PlayStation 2 Version
             C. Xbox Version
             D. Xbox 360
     GEN6. Controls
             A. PlayStation 2 Version
             B. Xbox Version
             C. PC Version
             D. Xpadder (PC Version)
     GEN7. Game Menus
     GEN8. The Training Area
     GEN9. Starting a New Game and Mission
     GEN10. Weapons and Items
              A. Weapons
              B. Silent Assassin Bonus Weapons
              C. Non-Obtainable Weapons
              D. Standard Items
     GEN11. The Main Screen
     GEN12. Health Bar/Threat Meter and Available Actions
     GEN13. The Map
     GEN14. The Inventory Menu
     GEN15. Lockpicking
     GEN16. Observing Your Surroundings
     GEN17. Moving About and Distracting Guards
     GEN18. Sneaking, Melee Attacks, and Dragging Bodies
     GEN19. Disguises and Subterfuge
     GEN20. In-Mission Saving
     GEN21. Your Rating
     GEN22. Game Saving, Continuing, and Replaying Missions
     GEN23. The International Contract Agency
     GEN24. Mission Breakdown

>>II. The Story Continues..... (TSTR)
  ***********************************
        CTC1. "Asylum Aftermath"
        CTC2. "The Meat King's Party"
        CTC3. "The Bjarkhov Bomb"
        CTC4. "Beldingford Manor"
        CTC5. "Rendezvous in Rotterdam"
        CTC6. "Deadly Cargo"
        CTC7. "Traditions of the Trade"
        CTC8. "Slaying a Dragon"
        CTC9. "The Wang Fou Incident"
        CTC10. "The Seafood Massacre"
        CTC11. "Lee Hong Assassination"
        CTC12. "Hunter and Hunted"

>>III. Conclusion
  ***************

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| I. Introduction And General Information                                   |
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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: Contracts" 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 and Xbox versions using old game
saves to try out new ideas for this guide.

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| >GEN1. About The Guide                                                    |
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Welcome to my "Hitman: Contracts" 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: Contracts". 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 rantings 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: Contracts - All Zero Silent Assassin Walkthrough" - by 
     NightMare185.
    **************
       I had used an earlier version of his guide years ago when I was 
       playing around with the other versions of "Hitman: Contracts" looking 
       for different ideas to play with. Some of his strategies are presented 
       in this guide but I have tried to add my own observations and to make 
       them better.

       I will be referring to him and his work frequently during this guide.

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| >GEN2. "Hitman: Contracts"                                                |
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"Hitman: Contracts" is the third game that features the now-popular
protagonist known as Agent 47, a clone designed for assassination work. The
game was released in 2004 for the PC, Sony PlayStation 2, and MicroSoft Xbox.

It is an interesting entry in the series in that some of the missions are
taken from the first game "Hitman: Codename 47" and reworked. It has more
room for creativity but also feels easier at the same time. I think it mainly
has to do with less of the randomness that plagued the previous game "Hitman
2: Silent Assassin".

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, "Hitman: 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 "Hitman: 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. After completing work on the "Hitman 2"
guide in March of 2001 I then started work on this guide in late March 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").

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| >GEN3. "Hitman: Contracts" Differences                                    |
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There are several major differences between "Hitman: Contracts" and its
predecessor "Hitman 2: Silent Assassin":

>>Fewer Missions
  **************
    "Hitman 2: Silent Assassin" has twenty missions and "Hitman: Contracts" 
    has only twelve.

>>Easier Gameplay
  ***************
    Compared to the previous entry the gameplay feels easier although it 
    seems to have more creative solutions to complete your missions.

>>No Compass
  **********
    In an odd design move there is no compass to tell you what direction 
    you are facing. However, you can compensate for that for the most part 
    by the use of the in-game Map.

>>More Weapons
  ************
    In "Hitman: Contracts" you have more weapons to use and you can acquire 
    additional weapons by acquiring Silent Assassin ratings in each mission. 
    You even have more extensive use of poisons to discreetly kill your 
    targets.

>>Lack of Knives
  **************
    Although you can use bladed weapons in this game you cannot add them to 
    your weapons collection and have been depreciated in favor of the Fiber 
    Wire.

>>Perfect Assassin Ratings
  ************************
    In "Hitman 2: Silent Assassin" there were three missions where you 
    couldn't achieve what fellow "Hitman" FAQ writer Jason Carl called a 
    Perfect Assassin rating - zeros for all scoring categories. In addition, 
    the last mission didn't even have a rating screen - it just went into the 
    ending cutscene.

    In "Hitman: Contracts" you can get a Perfect Assassin rating for every 
    mission and finish the entire game with one.

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| >GEN4. "Hitman: Codename 47" Missions                                     |
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One other major feature in "Hitman: Contracts" is that several missions are
either inspired from or remastered versions of missions featured in the first
game. Because of the differences on scoring, gameplay, and layout the
strategies you would've normally used in "Hitman: Codename 47" won't work in
these remastered versions and vice versa.

>>"Asylum Aftermath"
  ******************
    This mission uses the ending of the mission "Meet Your Brother" as a 
    starting point. The entire Basement floor is completely different than 
    the one used in the first game. However, the asylum itself closely 
    resembles its original counterpart but with a few minor changes.

>>"Deadly Cargo"
  **************
    This mission is actually the combination of the two Rotterdam missions - 
    "Gunrunner's Paradise" and "Plutonium Runs Loose".

    The gang and strip club are taken from "Gunrunner's Paradise" and the 
    Ship and Target (even though he has a slightly different name he looks 
    almost exactly like Arkadij Jegorov (aka Boris)) are taken from 
    "Plutonium Runs Loose". One major change is that the Dutch Police and 
    SWAT are involved.

>>"Traditions of the Trade"
  *************************
    This mission also has some major changes from the original even though 
    you can almost kill your Targets the same way you did in the original.
    The Restaurant, at the west side of the hotel, is completely blocked off 
    and there are Guards patrolling the Dentist office where you acquire the 
    Chemical Bomb.

>>The Lee Hong Missions
  *********************
    All four of the Lee Hong missions are remastered and presented. Each 
    mission has very different layouts than their originals and present many 
    different ways to accomplish your objectives.

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| >GEN5. Technical Data                                                     |
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Listed in this chapter is technical data that I've compiled on the various
versions of "Hitman: Contracts":

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| A. PC Version                                                            \
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The PC version has several graphics resolution setting and various graphics
attributes that can be adjusted to make gameplay smoother. However, I found
on my setup at least, that any resolution above 640 x 480 tends to make for
some very choppy gameplay.

So it is best to play the game at no higher than 640 x 480 unless you have a
really nice PC setup. This will allow for the smoothest gameplay but it will
still feel more rough than the console versions. There is 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.

Better still is the fact that the default control setup is exactly the same
as was for "Hitman 2: Silent Assassin". If you're an Xpadder user then this
means that whatever setup you used for "Hitman 2" can be used here with no
changes.

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. You can also
toggle Sneak Mode on and off which is something you can't do with the console
versions.

One thing I saw during PC gameplay was the shocking amount of graphical
glitches. Glitchy floors and missing body parts, as was common during the
mission "The Meat King's Party", were some of the problems encountered.

It is unclear at this time if this is the result of using the integrated
graphics on the Optiplex GX270 instead of using a real video card. I hope to
answer that in the near future when I manage to acquire a dedicated video
card.

Other than those types of glitches I encountered no other issues.

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| B. PlayStation 2 Version                                                 \
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Unlike with the PC version the PS2 version does *NOT* have a button dedicated
to running. All movement, walking and running, is controlled by the Left
Analog Stick. In addition, you can't toggle Sneak Mode on and off. You have
to hold down the Sneak/Crouch button to sneak around.

With the PS2 version you can use cheat discs with "Hitman: Contracts". 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, unlike with "Hitman 2: Silent Assassin" (in 
    which this product didn't work with it). "Hitman: Contracts" works quite 
    well and looks pretty nice at 640 x 480 on a good VGA monitor.

>>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.

    "Hitman: Contracts" will also work with GS Mode Selector, preferably in 
    640 x 480. However, the screen tends to be a bit more narrow than what 
    you will get with HDTV Viewer and the screen sits lower and you may not 
    be able to bring the top of the screen all the way to the top of the 
    monitor (dependent on the monitor, of course).

    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: Contracts" 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: Contracts" 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: Contracts" 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.

>>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.

    This is one change that I recommend to the compatibility settings for 
    "Hitman: Contracts". Highlight "Hitman: Contracts" 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 should 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.

    I found that if you leave it OFF, at least with "Hitman 2: Silent 
    Assassin", then the game will randomly crash during gameplay. As a result 
    I recommend changing Mode 6 to ON just to make sure you don't encounter 
    any potential crash problems with "Hitman: Contracts".

    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. 
    You do not need to tweak this setting for Opal.

    However, on occasion when you boot up the game, you may encounter 
    static-like noises. In this instance it is best to reboot the PS2 
    completely. This will fix the problem.

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.

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| C. Xbox Version                                                          \
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Like with the PS2 version there is no dedicated run button. All movement,
walking and running, is controlled by the Left Analog Stick.

It has better graphics than either the PC (because it doesn't have any
glitches) and the PS2. However, it is one of the few Xbox games that does not
support progressive scan for Component Video usage (although you can force
the PS2 version to do Progressive Scan with the already mentioned programs so
that version has the advantage in this department).

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| D. Xbox 360                                                              \
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The Original Xbox version of "Hitman: Contracts" works with the Backward
Compatibility feature for the Xbox 360 (you need the Hard Drive to play
Original Xbox games on the X360). You can play this game in many different
resolutions depending on your monitor or HDTV setup. Although the game runs
pretty well there are some issues:

>>The full motion video for the Eidos logo and beginning movie will have some 
  sound and video issues.

>>There is a little line glitch that appears from time to time as you play 
  the game.

>>The full motion videos that play at the beginning of each chapter take a 
  long time to load.

>>The game will be pillarboxed and you may need to adjust your television or 
  monitor settings to compensate.

Finally, the White and Black buttons (from the Original Xbox controller) are
replaced by the Left and Right Bumpers which are situated above the Left and
Right Triggers on the Xbox 360 pad.

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| >GEN6. Controls                                                           |
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Although the manual covers the setup pretty good, I felt that I should
include a section on controls.

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| A. PlayStation 2 Version                                                 \
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0======0
| Menus \
0=======================================================>

  Select Menu Item......................................................D-Pad
  Accept Menu Selection..............................................X Button
  Cancel Selection/Return to Previous Menu....................Triangle Button
  Mission Briefing..............................................Select Button
  Pause/Options Menu.............................................Start Button

0=======0
| Action \
0=======================================================>

  [1] Move Around...........................................Left Analog Stick
  Lean Left/Right......................................D-Pad Left/D-Pad Right
  [2] Sneak/Crouch..................................................L2 Button
  [3] Action.........................................................X Button
  Use Item..........................................................R1 Button
  Drop Item.....................................................Circle Button
  Inventory List..............................................Triangle Button
  Map...............................................................L1 Button

0========0
| Weapons \
0=======================================================>

  Move Crosshair...........................................Right Analog Stick
  [4] 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=======================================================>

  Open/Close Inventory........................................Triangle Button
  Select Inventory Item................................D-Pad Left/D-Pad Right
  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

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[1] - Move slightly to walk and move further to run.

[2] - Hold down and move forward to Sneak. When you stop then you will 
      Crouch. Move forward very slowly to crawl. Release to get out of Sneak 
      Mode.

[3] - This is used to open doors, pick up an item, drag bodies, etc.

[4] - Press in and hold down to slow down aiming speed.

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| B. Xbox Version                                                          \
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0======0
| Menus \
0=======================================================>

  Select Menu Item......................................................D-Pad
  Accept Menu Selection..............................................A Button
  Cancel Selection/Return to Previous Menu...........................B Button
  Mission Briefing................................................Back Button
  Pause/Options Menu.............................................Start Button

0=======0
| Action \
0=======================================================>

  [1] Move Around...........................................Left Analog Stick
  Lean Left/Right......................................D-Pad Left/D-Pad Right
  [2] Sneak/Crouch...............................................Left Trigger
  [3] Action.........................................................A Button
  Use Item......................................................Right Trigger
  Drop Item......................................................Black Button
  Inventory List.....................................................B Button
  Map............................................................White Button

0========0
| Weapons \
0=======================================================>

  Move Crosshair...........................................Right Analog Stick
  [4] Precise Aiming.................................Left Analog Stick Button
  Fire/Enter Sniper Mode........................................Right Trigger
  Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down
  Reload.............................................................B Button
  Holster/Draw Weapon................................................X Button
  Exit Sniper Mode...................................................Y Button

0==========0
| Inventory \
0=======================================================>

  Open/Close Inventory...............................................Y Button
  Select Inventory Item................................D-Pad Left/D-Pad Right
  Equip Item.........................................................A Button
  Drop Selected Item.............................................Black Button

0=======0
| Camera \
0=======================================================>

  Look Around..............................................Right Analog Stick
  Toggle First/Third Person View....................Right Analog Stick Button

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

[1] - Move slightly to walk and move further to run.

[2] - Hold down and move forward to Sneak. When you stop then you will 
      Crouch. Move forward very slowly to crawl. Release to get out of Sneak 
      Mode.

[3] - This is used to open doors, pick up an item, drag bodies, etc.

[4] - Press in and hold down to slow down aiming speed.

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| C. 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
  Lean Left.............................................................Z Key
  Lean Right............................................................C Key
  [2] Run......................................................Left Shift Key
  [3] Crouch/Sneak...........................................Left Control Key
  Toggle Crouch/Sneak................................................Spacebar
  Toggle Walk/Run...................................................Caps Lock

0=======0
| Action \
0=======================================================>

  [4] 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
  [5] Melee Weapons.....................................................1 Key
  [5] Pistols...........................................................2 Key
  [5] SMGs..............................................................3 Key
  [5] Rifles............................................................4 Key
  Binoculars............................................................5 Key
  Night Vision Goggles..................................................6 Key
  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=======================================================>

  Look Around...........................................................Mouse
  Toggle First Person View.............................................F1 Key

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

[1] - Mousewheel Up/Down will also work.

[2] - Hold down while using any of the movement keys to run.

[3] - Hold down to crouch.

[4] - This is used to open doors, pick up an item, drag bodies, etc.

[5] - You can cycle through available weapons by tapping the key repeatedly.

       <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
| D. Xpadder (PC Version)                                                  \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

After playing through all of the console versions of Hitman I found that I
could not play "Hitman: Contracts" 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\
 /=========================================================================\
| >GEN7. 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.

>>Training
  ********
    This will allow you to enter the Training Area and play around with the 
    weapons that you have acquired.

>>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.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN8. The Training Area                                                  |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Before you start a mission you can go through some simple training in a
specialized Training Area. Here, all of the weapons you have acquired will be
accessible for you to play with.

The Training Area is broken into three sections:

>>Sniper Shooting Range
  *********************
    This is the very large area to the east of your starting position. All of 
    the Sniper Rifles that you have acquired, including plenty of ammo, are 
    available in the Range.

>>Target Shooting Range
  *********************
    This is the maze-like area to the south of your starting position. Your 
    goal is to shoot as many of the forty-four moving targets as you can as 
    you go through the Range.

>>Sneak Training
  **************
    This is the heavily guarded area to the west of your starting position. 
    This is where you can practice various sneaking techniques. Even though 
    the Guards are heavily armed they cannot hurt you. They can shoot at you 
    all day and not leave a scratch.

    This also makes a good way to determine how powerful your acquired 
    weapons are against human targets without getting hurt.

When you are done then go into the Pause Manu and select Quit to exit back to
the Main Menu.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN9. 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 start a mission then you will usually be given a cutscene before you
begin. You must complete the mission before you can replay it again. In your
initial playthrough of a mission you will not be given the opportunity to
select weapons and equipment. You will be given the following:

  >>Silverballers
  >>Silverballer .S
  >>Syringe
  >>Fiber Wire
  >>Lockpick
  >>Nightvision Goggles
  >>Binoculars

However, you can quit out of the mission and replay any mission that you have
successfully completed beforehand by going into Start and selecting Current
Game. This will give you the list of missions that you have completed or
about to begin along with the rating you have achieved for each one.

Select a mission and you will be given a choice of what weapons and equipment
you can take into the mission. This list will include weapons that you have
previously acquired. Make your selections and Accept to begin the mission.
Your objectives and mission details will be given to you when you start the
mission.

But, before I go any further, I need to go over.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN10. 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. You do not purchase weapons in "Hitman:
Contracts". You acquire weapons through the missions you complete.

To keep a weapon you find then you must have it with you when you complete a
mission. They will then be available to you in the Training Area with
appropriate ammo. You can then use these weapons on replays of previous
levels.

In addition, you can acquire twelve weapons by getting Silent Assassin
ratings. 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 GK17 then you can add to your ammo by picking up
another GK17.

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 GK17 by picking up a CZ2000 since it is also a pistol and they
share the same ammo.

There is also a beneficial glitch concerning weapon ammo. Usually when you
pick up a weapon for ammo it will disappear. Sometimes, though, when you pick
it up, it won't disappear but you will still get an increase of ammo. When
this happens then continue to pick up the weapon until you max out your ammo
for that weapon.

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.

      ++Syringe
        =======
          Missions: "Asylum Aftermath"
                    "Hunter and Hunted"
          Notes: This non-lethal weapon is available from the beginning 
                 although it can be found in a couple of missions.

                 The Syringe is a hyperthermic needle filled with anesthetic. 
                 When used against a victim then it will knock them out for a 
                 few minutes, usually just enough time to do what you need to 
                 do before he wakes up.

                 Unlike the Anesthetic from "Hitman 2: Silent Assassin" the 
                 Syringe can be prepped and quickly brought out like any 
                 other weapon, something you couldn't do with the slow prep 
                 time of the Anesthetic.

                 The only major drawback to the Syringe is that you will be 
                 given only one to use for a mission. However, this will 
                 usually be enough to complete your objectives.

      ++Fibre Wire
        ==========
          Notes: This is a specially made weapon, that is available from the 
                 beginning, that uses a very strong fiber wire. Its main use 
                 is to strangulate your victim from behind. Another feature 
                 is that it will not trigger metal detectors.

                 The main drawback to using this weapon is that it takes time 
                 to kill your victim during which you are vulnerable to being 
                 seen.

       <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 Dual
        =================
          Based on: .45 ACP Colt M1911.
          Magazine Capacity: 14 rounds.
          Maximum Ammo: 128 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.

                 This weapon is considered the signature handgun of the 
                 "Hitman" series and is available from the beginning.

      ++Silverballer Silenced
        =====================
          Based on: .45 ACP Colt M1911.
          Missions: "The Meat King's Party"
          Magazine Capacity: 7 rounds.
          Maximum Ammo: 128 rounds.
          Uses: .45 ACP.
          Notes: This is the exact same weapon as above but silenced plus you 
                 carry one instead of two. Although you have this weapon from 
                 the beginning you can find it in one mission.

      ++CZ2000
        ======
          Missions: "Asylum Aftermath"
                    "The Meat King's Party"
                    "The Bjarkhov Bomb"
                    "Rendezvous in Rotterdam"
                    "Deadly Cargo"
                    "The Seafood Massacre"
          Based on: CZ-G2000.
          Magazine Capacity: 15 rounds.
          Maximum Ammo: 135 rounds.
          Uses: Pistol Ammo.
          Notes: This weapon is a 9mm Pistol that was sold primarily in 
                 Europe. It has a larger magazine than the Silverballer but 
                 is less powerful.

      ++SG220 Silenced (SG220 .S)
        =========================
          Missions: "Asylum Aftermath"
                    "The Bjarkhov Bomb"
                    "The Seafood Massacre"
                    "Hunter and Hunted"
          Based on: SIG Sauer P220.
          Magazine Capacity: 7 rounds.
          Maximum Ammo: 97 rounds.
          Uses: Pistol Ammo.
          Notes: This Swiss made 9mm Pistol is similar to the CZ2000 but is 
                 silenced. However, it has a smaller clip than the CZ2000.

      ++GK17
        ====
          Missions: "Beldingford Manor"
                    "Deadly Cargo"
                    "Traditions of the Trade"
                    "Slaying a Dragon"
                    "The Seafood Massacre"
                    "Hunter and Hunted"
          Based on: Glock 17.
          Magazine Capacity: 17 rounds.
          Maximum Ammo: 137 rounds.
          Uses: Pistol Ammo.
          Notes: This 9mm Pistol is an Austrian made gun that is mostly made 
                 of polymers that is easy to maintain. It has the same amount 
                 of power as the previous two pistols but has the largest 
                 magazine of the three.

      ++Magnum 500
        ==========
          Missions: "Rendezvous in Rotterdam"
                    "Deadly Cargo"
                    "Traditions of the Trade"
                    "The Seafood Massacre"
          Based on: Smith & Wesson Model 500.
          Magazine Capacity: 5 rounds.
          Maximum Ammo: 125 rounds.
          Uses: Mag. Ammo.
          Notes: This huge weapon is a .50 caliber revolver. It is nasty up 
                 close but is less effective from a distance. In addition, it 
                 has a slow rate of fire and a small magazine.

      ++Gold Desert Eagle
        =================
          Missions: "Beldingford Manor"
                    "Rendezvous in Rotterdam"
                    "Lee Hong Assassination"
          Based on: Desert Eagle Mark XIX.
          Magazine Capacity: 10 rounds.
          Maximum Ammo: 127 rounds.
          Uses: Mag. Ammo.
          Notes: This gold plated weapon is the same caliber as the Magnum 
                 500 but has a larger magazine and a faster rate of fire.

      ++Dual Gold Desert Eagles
        =======================
          Notes: This weapon can be found inside one of the locked rooms 
                 during the mission "Asylum Aftermath" that can only be 
                 accessed by Orthmeyer's Key that is found in the mission 
                 "The Wang Fou Incident".

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Sub-Machine Guns
  ****************
    These easily concealable weapons can clear out an area of bad guys in a 
    hurry.

      ++Micro Uzi
        =========
          Missions: "Slaying a Dragon"
                    "The Wang Fou Incident"
                    "The Seafood Massacre"
                    "Lee Hong Assassination"
          Based on: IMI Micro-Uzi.
          Magazine Capacity: 20 rounds.
          Maximum Ammo: 110 rounds.
          Uses: SMG Ammo.
          Notes: This weapon, a smaller version of the Uzi, 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.

                 Part of the inaccuracy problem stems from the fact that your 
                 crosshair will jump around as you fire the weapon.

      ++Micro Uzi Silenced (Micro Uzi .S)
        =================================
          Missions: "The Wang Fou Incident"
                    "Lee Hong Assassination"
          Notes: This is the same weapon as above but silenced. When you try 
                 to pick up a Micro Uzi to replenish your ammo then you will 
                 Holster the Silenced Micro Uzi.

                 To replenish your ammo for the Silenced Micro Uzi then you 
                 have to pick up the regular Micro Uzi, pick up as many of 
                 the regular ones as you can, then go and bring out the 
                 Silenced Micro Uzi which will cause you to drop the regular 
                 Micro Uzi.

      ++MP9 SMG
        =======
          Missions: "The Meat King's Party"
          Based on: Ruger MP9.
          Magazine Capacity: 25 rounds.
          Maximum Ammo: 135 rounds.
          Uses: SMG Ammo.
          Notes: This unusual looking American made machine pistol has a the 
                 same rate of fire as the Micro Uzi but is better from longer 
                 distance, has a larger magazine, and the Crosshair doesn't 
                 move as much when firing.

      ++MP5 SMG
        =======
          Missions: "Hunter and Hunted"
          Based on: Heckler & Koch MP5.
          Magazine Capacity: 30 rounds.
          Maximum Ammo: 150 rounds.
          Uses: SMG Ammo.
          Notes: This weapon is better than the Micro Uzi because it is more 
                 accurate and has a better rate of fire. However, it cannot 
                 be concealed.

      ++Aug SMG
        =======
          Missions: "Asylum Aftermath"
                    "The Bjarkhov Bomb"
                    "Rendezvous in Rotterdam"
          Based on: Steyr AUG.
          Magazine Capacity: 25 rounds.
          Maximum Ammo: 145 rounds.
          Uses: SMG Ammo.
          Notes: This unusual looking Austrian built weapon is a bullpup 
                 assault rifle of a modular design that can be configured 
                 many different ways. It has the same accuracy as the MP5 but 
                 is a little less powerful and has a smaller magazine.

                 In addition, just like with the MP5 SMG, this weapon also 
                 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).

      ++AK74
        ====
          Missions: "The Bjarkhov Bomb"
                    "Rendezvous in Rotterdam"
                    "Deadly Cargo"
                    "Slaying a Dragon"
                    "The Wang Fou Incident"
                    "The Seafood Massacre"
                    "Lee Hong Assassination"
          Based on: Kalashnikov AK-101.
          Magazine Capacity: 30 rounds.
          Maximum Ammo: 150 rounds.
          Uses: Rifle Ammo.
          Notes: This weapon, a refinement of the popular Kalashnikov AK47 
                 assault rifle, is more accurate and durable than its 
                 predecessor.

      ++M4 Carbine Assault Rifle
        ========================
          Missions: "Deadly Cargo"
          Based on: M16A2.
          Magazine Capacity: 30 rounds.
          Maximum Ammo: 150 rounds.
          Uses: Rifle Ammo.
          Notes: This assault rifle has about the same power and accuracy as 
                 the AK74 but is far less common in the game.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Shotguns
  ********
    These weapons are very powerful in close combat situations. However, they 
    are very noisy, weak in medium to long range combat, and cannot be 
    concealed (except for one). Generally I tend to stay away from these 
    weapons for those reasons.

      ++Double-Barreled Shotgun (Shotgun)
        =================================
          Missions: "Beldingford Manor"
          Magazine Capacity: 2 rounds.
          Maximum Ammo: 52 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)
        ===========================
          Missions: "Beldingford Manor"
                    "Rendezvous in Rotterdam"
                    "Deadly Cargo"
                    "Traditions of the Trade"
                    "The Seafood Massacre"
                    "Lee Hong Assassination"
          Magazine Capacity: 2 rounds.
          Maximum Ammo: 52 rounds.
          Uses: Shotgun Ammo.
          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.

      ++SPAS 12 Shotgun
        ===============
          Missions: "Asylum Aftermath"
                    "Traditions of the Trade"
                    "Hunter and Hunted"
          Based on: Franchi SPAS 12.
          Magazine Capacity: 8 rounds.
          Maximum Ammo: 58 rounds.
          Uses: Shotgun Ammo.
          Notes: This weapon 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 these weapons. In addition, all of the sniper rifles appear 
    to have the same range of effectiveness.

      ++Enforcer Sniper
        ===============
          Missions: "Asylum Aftermath"
                    "Beldingford Manor"
                    "Lee Hong Assassination"
          Based on: Enfield L42A1.
          Magazine Capacity: 10 rounds.
          Maximum Ammo: 35 rounds.
          Uses: Sniper Ammo.
          Notes: This British made rifle has a narrow sniper scope and a two 
                 level zoom. In addition, the sight only kicks up slightly 
                 when fired.

      ++R93 Sniper
        ==========
          Missions: "Deadly Cargo"
                    "The Seafood Massacre"
          Based on: Blaser Jagdwaffen R93 Sniper.
          Magazine Capacity: 5 rounds.
          Maximum Ammo: 25 rounds.
          Uses: Sniper Ammo.
          Notes: This sniper rifle has a smaller magazine but has a larger 
                 sniper scope with a three level zoom. However, the sight 
                 kicks up considerably when fired.

      ++Dragunov Sniper
        ===============
          Missions: "Asylum Aftermath"
                    "The Meat King's Party"
                    "The Bjarkhov Bomb"
                    "Rendezvous in Rotterdam"
                    "Slaying a Dragon"
          Based on: SVDM Dragunov.
          Magazine Capacity: 10 rounds.
          Maximum Ammo: 35 rounds.
          Uses: Sniper Ammo.
          Notes: This Russian made sniper rifle has a larger magazine, and 
                 sniper scope, than the R93 Sniper. And, like the R93, the 
                 sight kicks up considerably when fired.

      ++PGM Sniper
        ==========
          Missions: "Hunter and Hunted"
          Based on: PGM Hecate II.
          Magazine Capacity: 10 rounds.
          Maximum Ammo: 35 rounds.
          Uses: Sniper Ammo.
          Notes: This French made heavy sniper rifle shares similar traits 
                 with the Dragunov. However, the sniper scope has a nice red 
                 dot in the center to help make it easier to aim.

      ++W2000 Sniper
        ============
          Missions: "The Wang Fou Incident"
          Based on: Walther WA2000 Sniper.
          Magazine Capacity: 6 rounds.
          Maximum Ammo: 35 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 is the best sniper rifle in the game despite the 
                 smaller magazine as compared to the last two rifles. The 
                 three level sniper scope has a distance calculator and it 
                 only kicks up a little more than the Enforcer Sniper when 
                 fired.

                 And the really nice thing about this weapon is that it is 
                 silenced thus making it perfect for long distance quiet 
                 kills.

                 This weapon is considered the signature sniper rifle of the 
                 "Hitman" games.

      ++Sniper Suitcase
        ===============
          Missions: "Traditions of the Trade"
                    "Slaying a Dragon"
                    "Lee Hong Assassination"
                    "Hunter and Hunted"
          Notes: This specially made suitcase, given to you on a couple of 
                 missions, is how the W2000 Sniper can be carried, and 
                 obtained, discreetly.

                 However, according to reader Steven Larink, the Sniper 
                 Suitcase can be used to carry all of the other sniper 
                 rifles.

                 Equip the Sniper Suitcase to bring out the W2000 Sniper. 
                 Then drop the W2000 nearby. Pick up another sniper rifle and 
                 pick up the Suitcase to put the weapon into it. An excellent 
                 way of safely obtaining new sniper rifles.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Heavy Weapons
  *************

      ++M60
        ===
          Missions: "Deadly Cargo"
                    "Slaying a Dragon"
                    "Lee Hong Assassination"
          Based on: M60E3.
          Magazine Capacity: 100 rounds.
          Maximum Ammo: 450 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 Carbine and is 
                 certainly more powerful although it has a slower rate of 
                 fire than the 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.

      ++Mini Gun
        ========
          Missions: "Asylum Aftermath"
          Based on: GE M134 Minigun.
          Magazine Capacity: 1,000 rounds.
          Maximum Ammo: 5,000 rounds.
          Usese: MG Ammo.
          Notes: This large gatling-style machine gun is the most powerful 
                 weapon in the game. It spits ammo like there's no tomorrow 
                 and very little can stand up to it.

                 The Mini Gun can be found inside one of the locked rooms 
                 during the mission "Asylum Aftermath" that can only be 
                 accessed by Orthmeyer's Key that is found in the mission 
                 "The Wang Fou Incident".

                 In real life, this weapon is often attached to vehicles and 
                 cannot be carried by a person. But, just like with the M60, 
                 you have no problems lugging this thing with you.

                 There are a couple of major drawbacks though.

                 The first is that it takes about three to four seconds from 
                 the time you hold down the Fire Button to actually shoot the 
                 weapon. This is because the barrel needs to start spinning 
                 before it can shoot bullets.

                 Another downside to the Mini Gun is that you move very 
                 slowly while carrying it. This makes you vulnerable to 
                 attack plus it takes you forever to get anywhere.

                 However, once you start firing the Mini Gun, bodies will fly 
                 as you unleash the full power of this mighty weapon.

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| B. Silent Assassin Bonus Weapons                                         \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

Listed in this sub-chapter are the bonus weapons you get for obtaining a
Silent Assassin ranking:

>>"Asylum Aftermath"
  ******************
    CZ2000 Dual

>>"The Meat King's Party"
  ***********************
    Micro Uzis

>>"The Bjarkhov Bomb"
  *******************
    Silverballers Silenced (Silverballers .S)

>>"Beldingford Manor"
  *******************
    Magnum 500 Dual

>>"Rendezvous in Rotterdam"
  *************************
    Sawn Off Shotgun Dual

>>"Deadly Cargo"
  **************
    M4 Carbine Assault Rifle .S

>>"Traditions of the Trade"
  *************************
    SG220 .S Dual

>>"Slaying a Dragon"
  ******************
    MP5 Sub-Machine Gun .S

>>"The Wang Fou Incident"
  ***********************
    AK74 Assault Rifle Silenced

>>"The Seafood Massacre"
  **********************
    GK17 Dual

>>"Lee Hong Assassination"
  ************************
    Micro Uzis Silenced

>>"Hunter and Hunted"
  *******************
    PGM Sniper Rifle Silenced

When using the silenced versions of the MP5, M4 Carbine, and AK74 then you
will drop the weapon when you try to pick up the regular version of the
weapon in an effort to replenish ammo.

To replenish your ammo for the silenced weapon then you have to pick up the
regular weapon, pick up as many of the regular ones as you can, then go and
pick up the silenced weapon which will cause you to drop the regular one.

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| C. Non-Obtainable Weapons                                                \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

Listed in this sub-chapter are weapons that you will find in certain missions
that you cannot take back with you to add to your weapons collection:

>>Electrical
  **********

      ++Stun Gun
        ========
          Missions: "Asylum Aftermath"
          Notes: The Stun Gun is a non-lethal weapon that will knock out a 
                 person rather than kill him. However, it has little effect 
                 on armored personnel.

      ++Bolt Gun
        ========
          Missions: "The Meat King's Party"
          Notes: The Bolt Gun is a device that is meant to kill livestock 
                 from behind. It cannot be used from the front.

                 If you try to use the weapon on somebody from the front it 
                 will have the same effect as if you are just standing there 
                 doing nothing.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Blunt Object
  ************
    These melee weapons can instantly kill a target from behind. However, 
    when attacking from the front, you will have to hit the target a couple 
    of times with the weapon to kill him.

      ++Meat Hook
        =========
          Missions: "The Meat King's Party"
                    "Rendezvous in Rotterdam"
          Notes: This is a simple large meat hook used in abattoirs but can 
                 make a handy weapon if the need arises.

      ++Fire Poker
        ==========
          Missions: "The Bjarkhov Bomb"
                    "Beldingford Manor"
          Notes: This long metal object is generally used for fireplaces to 
                 move around burning logs.

      ++Pool Cue
        ========
          Missions: "Beldingford Manor"
                    "Rendezvous in Rotterdam"
                    "Deadly Cargo"
          Notes: The Pool Cue is used to play games of pool. Being that this 
                 weapon is made of wood it will break apart after a few hits 
                 but will last longer if you use it from behind instead.

      ++Shovel
        ======
          Missions: "Beldingford Manor"
          Notes: This large wooden weapon will break apart after a couple of 
                 hits regardless of whether or not it is used from the front 
                 or behind.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Bladed
  ******
    These melee weapons share the same damage properties as the Blunt Force 
    types.

      ++Kitchen Knife
        =============
          Missions: "Asylum Aftermath"
                    "The Meat King's Party"
                    "Rendezvous in Rotterdam"
                    "Deadly Cargo"
                    "Traditions of the Trade"
                    "Lee Hong Assassination"
          Notes: This is just a simple large kitchen knife that can be used 
                 to slash somebody's throat from behind.

      ++Meat Cleaver
        ============
          Missions: "The Meat King's Party"
                    "Lee Hong Assassination"
          Notes: This is a large meat cleaver that can be used just as easily 
                 against humans.

      ++Chinese Sword
        =============
          Missions: "Lee Hong Assassination"
          Notes: This large two-handed sword has the same damage properties 
                 as the other melee weapons despite the fact that is supposed 
                 to be poisoned.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Poisons
  *******
    These weapons, when used with food or drink, can either cause a person to 
    go to the bathroom or kill them discreetly.

      ++Laxative
        ========
          Missions: "The Bjarkhov Bomb"
                    "Lee Hong Assassination"
          Notes: This non-lethal poison is used to make the person ingesting 
                 it run to the bathroom making it easier to attack the 
                 target.

      ++Vial of Poison
        ==============
          Missions: "Beldingford Manor"
                    "Lee Hong Assassination"
          Notes: This is a small bottle of cyanide.

      ++Weedkiller
        ==========
          Missions: "Beldingford Manor"
          Notes: This is a large can of herbicide used against weeds. 
                 However, it can also be used against livestock if the need 
                 arises.

      ++Rat Poison
        ==========
          Missions: "Deadly Cargo"
                    "Rendezvous in Rotterdam"
                    "Slaying a Dragon"
                    "The Seafood Massacre"
          Notes: This is a box of poisonous powder that is generally used 
                 against vermin. But it can kill just about anything, 
                 including humans, if enough is ingested.

      ++Bottle of Poison
        ================
          Missions: "Traditions of the Trade"
          Notes: This is a bottle of unidentified poisonous pills. Probably 
                 cyanide.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

>>Explosive
  *********
    These weapons are meant to completely destroy your target in a large 
    fiery explosion.

      ++Remote Controlled Bomb
        ======================
          Missions: "The Bjarkhov Bomb"
                    "Slaying a Dragon"
                    "The Wang Fou Incident"
          Notes: This is a large bomb that is planted on, or near, a vehicle 
                 or object and can be detonated with the Bomb Remote that 
                 either comes with it or can be found nearby.

      ++Gasoline
        ========
          Missions: "Beldingford Manor"
          Notes: This is a can of gasoline that can be made to explode when 
                 exposed to flame, such as a fireplace.

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| D. Standard Items                                                        \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

In this sub-chapter are the standard equipment that can be useful in most
situations:

  ++Lockpick
    ========
      This item will allow you to open most locked doors and gates. More 
      details later in the guide.

  ++Binoculars
    ==========
      This item 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 restricted. It 
      is like walking around while looking through a large sniper scope. 
      In addition, you will become suspicious and risk blowing your cover if 
      you are seen running around wearing it.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN11. The Main Screen                                                   |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Your Main Screen is where all of the action in "Hitman: Contracts" take
place.

In the center of your screen is Agent 47. You use the joypad (PS2, Xbox) or
keyboard/mouse - Xpadder/joypad (PC) to move him around and manipulate the
camera.

In the lower left corner of the Main Screen is where your Health Bar (which
shows your current health) and the Threat Meter (which shows your stress
level) 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 lower 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. Near the top of the screen is where information will be
displayed when certain events occur.

Now for a breakdown of some of these displays.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN12. 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\
 /=========================================================================\
| >GEN13. The Map                                                           |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

This is the most important tool 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. Since there is no compass to tell you which way you are
pointing then the Map will help in compensating for that. The top of the Map
is considered north and the bottom is south.

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
  *****
    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.

>>Gray
  ****
    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 (Cops). 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 circle with an X is a dead body. A solid orange circle is an animal (Dogs,
Horses). 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 green 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. A blue
circle with a lightning symbol is a Power Switch. A white circle with an
arrow is a Sewer Hole.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN14. 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. You can use this to
drop items and weapons also.

If you are using a weapon then you can Holster it by using the Holster
button. Just like with "Hitman 2" 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.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN15. Lockpicking                                                       |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

One particular action you can do in "Hitman: Contracts" 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. So you must make sure that nobody is around before
you do any lockpicking.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN16. 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.

It is very important to note these patterns as it can make the difference
between success and failure. When you first play a mission then it is best to
take your time and observe everything so you can get the feel of how
everybody moves before doing anything of importance.

If any Civilian sees you doing something out of the ordinary, like moving a
body, then that person will become alarmed and go to alert the Guards or
Police.

Placing yourself in the exact spot in the patrol pattern of a Guard can make
it much easier to take him down without fuss and where you don't need to move
the body (or be much closer to a place where you can drag him). Or waiting
for the precise moment when a Civilian goes around a corner so you can take
down a Guard without being seen.

One of the more irritating things about "Hitman 2" was that there was a lot
of general randomness that made things frustrating in certain missions.
Although "Hitman: Contracts" can get random at times it is far less than that
of its predecessor.

One other aspect of "Hitman 2" that also made its way into this game is what
I call psychic Guards. This generally happens when you Sedate a person, take
his clothes, and then he wakes up and talks to a Guard before you can switch
into something else.

What happens in this instance is that all of the Guards on a level will
suddenly run up to you and start attacking even though none of them may have
seen you previously. It's as though you started yelling "HERE I AM!!" at the
top of your lungs. Very irritating.

However, this won't become a problem as long as you get into another set of
clothes before your victim wakes up.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN17. Moving About and Distracting Guards                               |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Most of the time you will be walking through a mission. You can increase your
speed by running. But the bad 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.

Sometimes, though, you can make a Guard look away from somebody by simply
walking past him in a certain direction.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN18. Sneaking, Melee Attacks, and Dragging Bodies                      |
 \=========================================================================/
           \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 Fiber Wire to take him down. If you do not wish
to kill him then use your Syringe.

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 two specific Melee Attack words:
Sedate and Wire. 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 target regardless of whether or not he is moving.
      --Bring out your SYRINGE.
      --Enter Sneak Mode and creep up on your target.
      --Attack your victim.

>>Wire
  ****
    This is if you wish to kill a target with the Fiber Wire. It uses the 
    same moves as the Sedate method described above.

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 but it will take several hits to bring down
a Guard. However, your victim will only stay down for a little while 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 stand around, cower, or run when he gets up.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

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.

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\
 /=========================================================================\
| >GEN19. 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 person and taking his clothes.

As long as you do not do anything out of the ordinary 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 person 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 person you took the clothes from
wakes up. However, depending on where the sleeping person is or what you do
with him, he may not be able to warn the others. However, if you Sedated a
person and did not take his clothes, then, when he wakes up, he will go about
his business as if nothing has happened.

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.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN20. In-Mission Saving                                                 |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

One feature to "Hitman: Contracts" 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. You can either save in
a separate slot or overwrite an existing one.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN21. 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.

    However, you can blow your cover and not have it count as a Close 
    Encounter as long as the Guards don't draw their weapons and attack you.

>>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 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.

>>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.

It is also very important to point out that the game will save only your best
score for a mission. If you got a Silent Assassin ranking for a mission and
played through it again killing everybody to obtain weapons then that score
won't count against you.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN22. Game Saving, Continuing, and Replaying Missions                   |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

After looking over your rating then Continue to move forward. You can save
your progress and go the next mission. On both the Xbox and PC versions the
game will automatically make a game save at the end of every mission. On the
PS2 version 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 at the Training Area.

When you Quit a current mission 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\
 /=========================================================================\
| >GEN23. The International Contract Agency                                 |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

The ICA or The Agency, as it is often called, is the shadowy organization
that Agent 47 works 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\
 /=========================================================================\
| >GEN24. 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.

  It is recommended that you get a Perfect Assassin score in a mission first 
  before replaying it again to obtain weapons.

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 fellow Hitman FAQ writer Jason Carl 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 two weapons in your arsenal: the Syringe and 
  the Fiber Wire. I also take advantage of mission specific weapons such as 
  poisons and other unobtainable weapons.

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 television screen with a ballistics expert named
Donna Davis explaining the operation of a standard handgun in a demonstration
cutscene. As the bullet in the cutscene leaves the gun there is a sudden loud
noise and people screaming as the television screen goes static.

Next we see 47 staggering down a hallway. He has been shot by someone who was
laying in wait for him. But the assassin failed to kill 47 and he is now
trying to get back to his hotel room.

When 47 opens the door then he falls down and loses consciousness. As he lays
there visions of his past work begin to float inside his head and that is
when the game starts.....

   0=-=-=-=0
  / Romania \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC1. "Asylum Aftermath"                                                 0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ Romania /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 lays on the floor then he begins to remember his encounter with Dr. 
  Orthmeyer, the person who created him using the genetics of not only the 
  doctor himself but of four other people - Lee Hong, Pablo Belisario Ochoa, 
  Frantz Fuchs, and Arkadij Jegorov.

  47 then kills the doctor and begins to leave the asylum. But there are SWAT 
  all around the inside of the building and he must get past them in order to 
  escape.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Escape from the Sanitarium.

0========0
| Weapons \
0=======================================================>

  >>Syringe
    *******
      This is the Point of Interest inside the Basement.

  >>CZ2000
    ******
      Found on most of the bodies of the clones and on the table near the 
      Elevator at the Basement.

  >>SG220 .S
    ********
      Carried by one of the SWAT outside of the Sanitarium.

  >>SPAS 12 Shotgun
    ***************
      Carried by some of the SWAT, found by the dead SWAT by the Elevator on 
      the 2nd Floor, and in a room at the north end of the 3rd Floor.

  >>Aug SMG
    *******
      Carried by most of the SWAT.

  >>Enforcer Sniper
    ***************
      Found in a gun cabinet in an office at the center of the 2nd Floor, in 
      a gun cabinet in the office at the south side of the 2nd Floor, and two 
      rooms at the southeast side of the 3rd Floor.

  >>Dragunov Sniper
    ***************
      Carried by the two snipers outside of the Sanitarium.

  >>Mini Gun
    ********
      Carried by the patient in one of the rooms in the Basement that can 
      only be opened with Orthmeyer's Keycard (found in the mission "The Wang 
      Fou Incident"). It is the locked room to your right when you reach the 
      first junction with the busted laser scanner.

  >>Desert Eagles (Dual - Gold)
    ***************************
      Found on the floor just inside the door of one of the rooms in the 
      Basement that can only be opened with Orthmeyer's Keycard (found in the 
      mission "The Wang Fou Incident"). It is the long narrow locked room at 
      the southeast corner of the floor.

  >>CZ2000 Dual
    ***********
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      There is a whole lot of weapons here. I prefer to go over the mission 
      several times at the beginning of the game, after acquiring a Perfect 
      Assassin score, to obtain all but the last two weapons - the Mini Gun 
      and Dual Gold Desert Eagles.

      You can safely acquire the Dragunov Sniper and SG220 .S by doing the 
      following. When you get outside through the main entrance then hang an 
      immediate right. You should see two SWAT right next to the stairs. Head 
      to the northwest a bit while staying close to this pair.

      If you do everything right then the SWAT right next to the light should 
      turn either west or northwest. Once you get him properly turned then 
      head to the southwest corner of the area. To the northeast you should 
      see a large tree with one of the Dragunov carrying snipers.

      Sneak up behind him and Wire him. But leave the Rifle. It is important 
      to note that you *CANNOT* Sedate any of the SWAT - you can only kill 
      them.

      After killing this SWAT you should see another SWAT standing next to a 
      car to your right. This one has the SG220 .S. Holster your Fiber Wire 
      then carefully sneak up on this SWAT. When you get right up to him then 
      bring out the Fiber Wire and Wire him. Then grab the gun and go back 
      for the Rifle.

      If the SWAT by the stairs was not turned to the west then he would see 
      you kill his friend and your cover will be blown. After acquiring these 
      weapons then head north to the car to make your getaway.

      There is also a way to safely acquire the Enforcer Sniper and Aug SMG. 
      After walking through the Operating Theater and heading down the stairs 
      where you should find a group of SWAT then go through the *EAST* door 
      instead of the door that leads outside.

      You should then enter a lab room. Head straight to the corner then turn 
      southwest so you are looking at a spiral staircase. One of the SWAT 
      will do a patrol up and down the staircase. When he comes down and goes 
      back up then go up the staircase.

      When you get to the top then turn left to find a painting on the wall 
      and turn left again when you get near it. You should find a pair of 
      double doors that the SWAT is currently walking through. When the doors 
      close then walk up to them and open them but don't go through them yet.

      This SWAT will eventually head to the glass doors ahead. As he goes to 
      them then enter Sneak Mode and get up behind him then Wire him. Then 
      either grab his Aug SMG or go back to the glass cabinet in the previous 
      room to obtain the Enforcer Sniper. Then go through the glass doors and 
      down the ladder to the car to make your getaway.

      When you finally get Orthmeyer's Keycard, found in the mission "The 
      Wang Fou Incident", then return to this mission to get obtain Mini Gun 
      and Dual Gold Desert Eagles.

      The SWAT will fire on you when you have the Mini Gun but just go ahead 
      and shred them. With all that power how can you not?

0==============0
| General Notes \
0=======================================================>

  This is a very simple mission made even easier with the hints and the SWAT 
  Outfit.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are five levels to the Map:

    >>Basement
    >>1st Floor
    >>2nd Floor
    >>3rd Floor
    >>Outside

  The Basement Map is where you start. The only Point of Interest is the 
  Syringes you can find on a table. The green line is the path leading to the 
  Elevator. The 1st Floor is where most of the SWAT are. The Point of 
  Interest, to the north, is the Patient Outfit that you can use to blend in.

  The 2nd Floor has one Point of Interest and that is where you can find Car 
  Keys you can use to help in your escape. The 3rd Floor has nothing special 
  on the Map but that is where you can find some weapons laying in some of 
  the rooms. The Outside Map is where you can find the Exit Point.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then you will be in a large white room with 
  Orthmeyer's body in front of you. Go to his body and pick up the Car Key.
  From here, follow the way to the Elevator but grab an CZ2000 from one of 
  the clones along the way. There are no threats down here - the patients 
  won't hurt you.

  Get on the Elevator and take it to the 2nd Floor. Turn left to find a dead 
  SWAT. Take Clothes, and the nearby SPAS 12 Shotgun, then walk south through 
  the doors into the large Operating Theater. As long as you walk through the 
  Sanitarium then the SWAT will ignore you.

  Walk through the next door and you should see stairs leading up and two 
  sets of stairs leading down to your left and right. Head down to find a 
  group of SWAT at the bottom. Look south to find two doors. Go through the 
  one on the west side, the one to your right, and it will lead you outside.

  Head to the northwest corner of the Outside area to find a car with one of 
  the SWAT patrolling it. Wait for him to get on the passenger side of the 
  car before approaching it and escaping to successfully complete the 
  mission. Don't worry if you run over the SWAT in the cutscene - it won't 
  affect your score.

   0=-=-=-=0
  / Romania \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC2. "The Meat King's Party"                                            0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ Romania /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 comes to he then heads to the bathroom. While he is cleaning himself 
  up then he begins to hallucinate. He eventually finds himself in a freezer 
  truck interrogating a butcher. After knocking him out then 47 begins 
  another mission.

  The Targets are Campbell Sturrock (aka "The Meat King") and his lawyer 
  Andrei Puscus. The client's daughter was kidnapped by Sturrock but, despite 
  overwhelming evidence in court, the lawyer got the charges dropped.

  So now the client wants both men dead. But the assassinations is not all 
  that needs to be done. 47 must also find and rescue the kidnapped girl. She 
  is being held at the meat plant where a huge party is being held in 
  celebration of the charges being dropped. A party that 47 intends to 
  crash.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate "Meat King" Campbell Sturrock.
  >>Assassinate Lawyer Andrei Puscus.
  >>Rescue the client's daughter.
  >>Escape the Compound.

0========0
| Weapons \
0=======================================================>

  >>CZ2000
    ******
      Carried by some of the Guards.

  >>Silverballer .S
    ***************
      Carried by Andrei Puscus.

  >>MP9 SMG
    *******
      Carried by most of the Guards.

  >>Dragunov Sniper
    ***************
      Leaning against a table in the main Abattoir area.

  >>Micro Uzis
    **********
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is the only mission where you can obtain an MP9 SMG. You can 
      obtain it safely by doing the following after completing your 
      objectives and switching back into the Butcher Outfit.

      On the east side of the building there are three doors that lead 
      outside. Just north of the north-most door is a U-shaped room. A Guard 
      will patrol in and out of this room. He will head into the southeast 
      corner and stand for a bit before going back out again.

      What you want to do is to stand in this corner and wait for him. It is 
      important to note that sometimes he will face southeast instead of 
      northwest when he stops here. When he stops and turns his back to you 
      then Wire him and grab his MP9. The room is also secluded so you don't 
      have to worry about moving him.

      To safely obtain the Dragunov you will need to also obtain the W2000 
      Sniper first so you can bring in the Sniper Suitcase. When you get 
      inside the building then drop the Suitcase at the bottom of the stairs 
      as you head to the girl.

      After you complete all of your objectives then switch back into the 
      Butcher Outfit and grab the Suitcase. Head into a secluded room then 
      bring out the W2000 Sniper and drop it. Grab the Suitcase and head into 
      the Abattoir.

      The problem is that there is a Butcher working right next to the rifle. 
      In addition, there is an additional Butcher and Guard that come into 
      this part of the area. Get behind the Butcher at the table and wait. 
      When the other Butcher and Guard are walking away and out of the area 
      then Wire the Butcher, grab the Dragunov, and put it in the Suitcase.

      Then quickly complete the mission before too many Alerts are thrown up. 
      You can get both weapons in the same runthrough but go after the MP9 
      SMG first.

0==============0
| General Notes \
0=======================================================>

  This mission lends itself to some creativity. Most people, including 
  NightMare185, use the standard smuggling technique where you smuggle a 
  weapon inside a large chicken then kill Sturrock with the weapon after he 
  chases the two girls, his companions, away so he can eat.

  However, I found that the girls tend to come back into the room and 
  discover his body which results in an Alert.

  But, one of NightMare185's other contributors, KJK150, suggested knocking 
  out the girls with the Opium Pipe before killing Sturrock. I found that to 
  be better because they will have no chance of discovering his body.

  Unfortunately, they can be made to wake up if you don't do things in order. 
  For the Opium Pipe to be most successful it needs to be done after you 
  smuggle a weapon into the chicken and drop it into Sturrock's room. And you 
  should kill the lawyer first before going after Sturrock.

  In addition, one of the rules of this mission is that there can only be one 
  Opium Waiter in the Bar/Opium Den area at one time. It will make you 
  suspicious if you are in that area when the other one is also there.

  While NightMare185 prefers to avoid him and do his business when the Opium 
  Waiter is in the Locker Room I prefer to just Sedate him and get him out of 
  the way for the rest of the mission.

  I also found that you can run with impunity while disguised as the Butcher 
  and Opium Waiter. This is very useful and can allow you to set up things 
  and complete the mission quickly if you do things in a different order 
  (such as saving the rescue for last).

  But I decided to do the mission walkthrough this way to slow things down 
  for beginners.

  Although you can smuggle and use the Meat Hook to kill your targets I 
  prefer to just drop it since that is a weaker weapon than the Meat Cleaver 
  and Kitchen Knife found in the Kitchen.

  With all that explained, what I've done here is to combine the weapon 
  smuggling and Opium Pipe techniques plus knocking out the Opium Waiter and 
  streamlined the strategy into a very nice run-through.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are three levels to the Map:

    >>Outside
    >>1st Floor
    >>2nd Floor

  The Outside Map is where you start. Your Exit Points are to the east side 
  of the Compound. The 1st Floor is the main Abattoir/Bar/Opium Den/Dance 
  area. The Abattoir is the large area to the north. The Bar/Opium Den/Dance 
  area is to the south.

  There are also three Point of Interests here. The one near the center is 
  the Opium Waiter Outfit which is inside the Locker Room. The second one, 
  just below that, is the Chicken Plate that you can use to smuggle weapons 
  upstairs. The last one, just south of that, is the Bar where you can find 
  Opium Pipes.

  Andrei Puscus, and his personal Guard, can be found wandering this floor.
  The 2nd Floor has one Point of Interest, on the north half, is where you 
  will find the kidnapped girl. Sturrock himself is at the west side of the 
  south half.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then you will be inside the truck. Take Clothes 
  from the Butcher then drop all guns plus the Meat Hook. Then get out of the 
  truck and find the red blinking switch on the side. Activate it to close 
  the doors and prevent the Butcher from alerting anyone when he wakes up 
  later.

  Follow the way until you get to the main door. Here you will be frisked for 
  the first time. Even though the Meat Hook can be used as a weapon having it 
  on you won't blow your cover - after all you're supposed to be a Butcher at 
  this point.

  After being frisked then go through the door. Continue straight and go 
  through the next double door. Turn left to find a set of stairs leading up 
  to the 2nd Floor. When you get to the top of the stairs then turn right and 
  go through the double doors. Then stop when you get to the next double 
  doors and check your Map.

  To the north of you is the kidnapped girl. The Guard in the west side of 
  this half of the floor is Sturrock's brother. Wait for him to leave the 
  girl and enter the room to the southwest before running to her. Or, 
  unfortunately, what's left of her.

  After the cutscene then grab the Murder Proof and go back down the stairs 
  you came up on. When you get to the bottom of the stairs then continue 
  forward until you get to the wall then turn left. You should see another 
  set of stairs and a nearby Guard. There is a set of double doors next to 
  him.

  Go through this door and you should enter a short corridor with a trash 
  dumpster. Go through the door at the end and you will enter a short 
  corridor section with doors on all four sides. The door that enters into 
  the Locker Room is to your left.

  Continue straight and go through the next double door. You should enter a 
  longer corridor section. To your left is a single door and, a little bit 
  further down, is a double door. Go through the double door and you will 
  enter the Kitchen. You will then be told to take the Chicken up to 
  Sturrock.

  Go to the Chicken Plate, pick up the nearby Meat Cleaver, and Place the 
  Meat Cleaver into the Chicken. Then go back out of the Kitchen and head 
  south to the Bar/Opium Den area. By taking the Chicken yourself this will 
  keep the Chef from delivering the Chicken and will prevent any potential 
  interference from him.

  In addition, the Meat Cleaver is a much better weapon that the Meat Hook 
  which is why you should drop the Hook at the beginning of the mission and 
  use the Cleaver. And you cannot have the Meat Hook on you for the later 
  stages of the mission.

  When you go through the entrance to the Bar/Opium Den area then go south 
  through the door on the other side and follow the way to the Dance Floor. 
  Here you should see the stairs leading up to the south half of the 2nd 
  Floor.

  On the Xbox version you should stick to the railing on the right side as 
  you head up.

  At the top of the stairs is another Guard who will frisk you. However, he 
  is more diligent and will blow your cover if you have any kind of weapon, 
  including the Meat Hook, on you. This is why you need to drop the Meat 
  Hook. But he won't find the Meat Cleaver because it is hidden inside the 
  Chicken.

  On the Xbox version you will turn left to face the Guard as you are being 
  searched. If you are against the left railing then the Guard may glitch 
  through it and fall down to the lower floor. Unfortunately, this will, 
  quite lamely, blow your cover.

  After getting frisked then turn right, go through the door, and you should 
  be near Sturrock's room. Enter his room, go behind the wall at the back of 
  his bed and close to the door so the Guard in the previous room doesn't see 
  you, then retrieve the Meat Cleaver and drop it.

  Then go into the main area of the room and go to the nearby Curtain 
  Controls and Pull Curtains so they will drop down and conceal Sturrock. 
  Give the Chicken to Sturrock (the last meal before his execution) then 
  leave but drop the Plate before you get to the door.

  Head to the Bar to pick up an Opium Pipe then go to the Kitchen to pick up 
  a Kitchen Knife. Go into the Locker Room and you may see the Opium Waiter 
  being entertained by one of the guests.

  Drop the Opium Pipe between the two rows of lockers then go back near the 
  door and stand in the corner until both the Opium Waiter and his guest 
  leave. Then go back to the door but stand to the left of it, have your back 
  against the wall, then bring out the Syringe. This will put you in good 
  position to ambush the Opium Waiter when he comes back here later.

  However, at this point it will be a bit of a wait as Andrei goes from the 
  Opium Den to the Restroom then back into the Bar/Opium Den area. Then he 
  will go to the Dance Floor and back to the Opium Den and, shortly after he 
  arrives then the Opium Waiter will head back to the Locker Room.

  When he opens the door and enters then quickly sneak behind him and Sedate 
  him. If you do this right then you should get him around the first row of 
  lockers if not before.

  Usually when he enters and sits then one of the guests will come to 
  entertain him, like you saw earlier, so it is best to drag his body out of 
  the Locker Room. However, I prefer to drag him outside to the west because 
  I don't want him to be near the Exit Point.

  After you drag him outside the building then drag him either north or south 
  of the door just to be safe then drop him. At this late stage of the 
  mission you may want to take his Outfit but I prefer to take the one inside 
  the Locker Room.

  The reason you take the other Outfit instead of taking it from the Waiter 
  is that, if he somehow wakes up before you can leave, then you won't be 
  suspected because you never took the clothes off of him. Of course, if you 
  do everything right, then you should be long gone before he wakes up.

  After changing clothes then get the Opium Pipe you dropped, Prep your 
  Kitchen Knife, then head back to the Bar/Opium Den area. If you happen to 
  be running when you get to the Bar then start walking when you get inside. 
  Go to one of the Opium Dens to find Andrei who should be laying on one of 
  the beds.

  Wait for the door curtain to settle down before doing anything or you may 
  risk being seen as you attack Andrei. Place the Opium Pipe on the 
  nightstand, bring out the Kitchen Knife, and kill him with one swipe.

  Then, *VERY IMPORTANT*, drop the Kitchen Knife. One of the biggest mistakes 
  here is to forget to drop your weapon in the middle of the action and have 
  your cover blown when you go back upstairs. In addition, if you ran all the 
  way to the Den, then you will have the Guards turning in your direction and 
  may allow them to find Andrei's body when you leave.

  After killing Andrei and dropping the Kitchen Knife then pick up the Opium 
  Pipe and head back upstairs to Sturrock's room (and get frisked by the 
  Guard again).

  Enter Sturrock's room and drop the Opium Pipe near one of the girls at the 
  foot of the bed. While she is picking it up then head back to the dropped 
  Meat Cleaver, pick it up, and Prep it. Then head back to the girl who will 
  be smoking from the pipe and then drop it. Pick up the pipe and drop it 
  next to the other girl then stand next to Sturrock and wait.

  Eventually the first girl will pass out. When the second girl passes out 
  then quickly bring out the Meat Cleaver, kill Sturrock, then Holster the 
  weapon. From here, run back to the Locker Room and through the east door 
  that leads outside. Then run to the Exit Point to successfully complete the 
  mission.

   0=-=-=-=0
  / Siberia \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC3. "The Bjarkhov Bomb"                                                0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ Siberia /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 sits in the entrance of the bathroom then he will continue to 
  hallucinate. He sees a Russian soldier standing at the other side of the 
  room and this takes 47 back to a mission in Siberia.

  In this mission you have to kill two Targets, an international terrorist 
  named Fabian Fuchs and Commander Sergei Bjarkhov, a known weapons dealer. 
  In addition, you also need to destroy a submarine that is being use to make 
  radioactive dirty bombs.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Fabian Fuchs.
  >>Assassinate Commander Bjarkhov.
  >>Destroy dirty bomb production capability.
  >>Escape via Cargo Plane.

0========0
| Weapons \
0=======================================================>

  >>CZ2000
    ******
      Carried by a few of the Guards, Fabian Fuchs, and Commander Bjarkhov.

  >>SG220 .S
    ********
      On the desk inside Commander Bjarkhov's office.

  >>AK74
    ****
      Carried by most of the Guards, inside Bjarkhov's office, and inside the 
      Weapons Room on the Transport Ship 1st Floor.

  >>Aug SMG
    *******
      Carried by some of the Guards.

  >>Dragunov Sniper
    ***************
      In the northwest corner of the Hangar and carried by the sniper on the 
      deck of the ship at Marine Base Outside.

  >>Silverballers Silenced
    **********************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is the first mission you encounter the AK74 and I outline a safe 
      method of acquiring it at the end of the mission walkthrough.

0==============0
| General Notes \
0=======================================================>

  This is perhaps the one of the largest Maps in the entire "Hitman" series. 
  The Marine Base Outside is one huge Map by itself.

  Although you can use the Fiber Wire to kill Fabian one of NightMare185's 
  contributors, Gregg Van Osdoll, recommended the use of the Fire Poker. I 
  recommend it as well since you can kill Fabian from the front with it which 
  is something you can't do with the Fiber Wire.

  When you try to ambush him in the Restroom you won't have much time to get 
  him before he reaches the toilet which is why the Fire Poker makes the 
  better weapon although it is weak like the Meat Hook from the previous 
  mission.

  Even though you can Sedate a Civilian in the Airport Service Tunnel it is 
  best to nail the one that goes into the plane to take the Grocery Crates. 
  It is one less person to go in and out of the Mess Hall when you are trying 
  to ambush Fabian.

  One last thing to note is dealing with the dead Guards when you blow up 
  the Submarine and to prevent the other Guards from finding them and getting 
  Alerts. I spent some effort finding ways to time things so you can prevent 
  unnecessary Alerts based on NightMare185's information.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are twelve levels to the Map:

    >>Airport
    >>Mess Hall & Hangar
    >>Airport Service Tunnel
    >>Control Tower 1st Floor
    >>Control Tower 2nd Floor
    >>Tunnel
    >>Transport Ship 1st Floor
    >>Transport Ship 2nd Floor
    >>Submarine
    >>Warehouse
    >>Barracks
    >>Marine Base Outside

  The Airport is where you start off at, inside the Cargo Plane, and that is 
  also where your Exit Point is located. There is a Power Switch at the 
  southwest corner and that is the Train you can ride through the Tunnel.

  The Mess Hall and Hangar is where you can find one Point of Interest which 
  is in the Kitchen. The PoI is the Borscht you can poison with the Laxative 
  that is also found in the Kitchen. Fabian Fuchs can be found here in the 
  Mess Hall.

  The Control Tower 1st and 2nd Floors have nothing special. The Airport 
  Service Tunnel has a Guard and a Civilian that you can ambush if you choose 
  to do so. The Tunnel is what connects the Airport to the Marine Base 
  Outside. There are also a couple of Guards that patrol it.

  The Marine Base Outside is a huge area that has the Warehouse, Barracks, 
  Submarine, and Transport Ship. The Power Switch to the east is for the 
  Train. The Barracks, Submarine, and Warehouse have nothing special to show 
  on the Map.

  The Transport Ship 1st Floor has a small room with Guards that stand 
  outside a smaller room that is the Weapons Room. The Transport Ship 2nd 
  Floor is where Bjarkhov's office is located.

0====================0
| Mission Walkthrough \
0=======================================================>

  When you begin the mission then you will be behind some giant spools and 
  small crates. You will also be facing the rear of the Cargo Plane. A 
  Civilian will then enter the plane and start to take the Grocery Crates to 
  the Mess Hall. As you are waiting drop all of your guns, bring out your 
  Syringe, and wait for the Civilian to grab a Grocery Crate.

  When he grabs a Crate and turn his back to you then run up behind him and 
  Sedate him. Then drag him back to where you started and Take Clothes. Then 
  run out of the plane, turn right, and go east towards the Mess Hall. You do 
  not need to bring a Grocery Crate. And don't worry about the Guards as you 
  run past them - they won't do anything.

  When you get inside the Mess Hall then run forward towards the large flag. 
  To your left you should see a Guard standing by a small Stove. While near 
  the flag then run around in a tight circle until the Guard turns in your 
  direction and faces east.

  When you have him turned properly then slowly back away east towards the 
  Restroom door then slowly sidestep left until you line yourself with the 
  left Kitchen door. Then go forward through the door and turn left to find 
  the Laxative on the counter in the corner.

  You can talk to the Cook if you want and he will provide all of the 
  information you need - most importantly the three places to plant the Bombs 
  to sink the Submarine. However, even though the Cook is a friend, you need 
  to wait for him to leave the Kitchen through the north door or he will blow 
  your cover as you poison the Soup with the Laxative.

  The bowl of Soup is at the west side of the Kitchen. Get near it and wait 
  for the prompt to Poison the Soup then check your Map. If you've done 
  everything correctly then the Guard by the Stove should be pointing east. 
  If you don't point him east then he will more than likely see you as you do 
  the deed.

  When the Cook goes through the north door then wait for it to completely 
  close then Poison the Soup. After successfully poisoning the Soup then 
  *RUN* through the north door and get near the Guard again, this time to his 
  west. Once again, run in tight circles until you get him to look in your 
  direction to point him west and away from the Restroom door.

  When he is looking west then slowly back away and sidestep right until you 
  see the corner of the Restroom wall. Then slowly walk forward to the corner 
  and turn north. As you near the Restroom door then enter Sneak Mode and 
  continue forward to the wall corner and turn left. As you are doing this 
  then Fabian will be ordering the Soup from the Cook.

  Sneak forward towards the small Stove. Next to it is a Fire Poker - a handy 
  weapon at this stage of the mission. It is used to kill Fabian when you 
  ambush him in the nearby Restroom. To grab it you need to have the Guard 
  turned first so he doesn't see you grab it.

  When you get close enough to the Stove then you should be able to pick up 
  the Fire Poker. Strangely enough, if the Guard manages to turn around as 
  you grab the weapon, as long as you are in Sneak Mode then you should still 
  be okay.

  After you grab the weapon then sneak through the Restroom door and get into 
  the northwest corner. When Fabian opens the door later then you should be 
  behind it. As you lay in wait then the Cook will give Fabian the poisoned 
  Soup. Later, Fabian will head to the Restroom as the Laxative takes effect.

  After he goes through the door then close it, so the Guard doesn't see you 
  as he approaches the door, and sneak behind Fabian. Get close to him and 
  kill him with the Fire Poker. Either you will stab him through the back or 
  hit him with it. If you hit him it will take two hits to kill him.

  A good way to kill him is to wait until he actually sits on the toilet then 
  hit him two quick times with the Fire Poker.

  After he is dead then Take Clothes, so you look like Fabian, and Prep your 
  Fiber Wire. Then exit the Restroom and you will find the Guard who will 
  take you to Bjarkhov. He will lead you to the Train that will take you 
  through the Tunnel. Get on the Train and activate it.

  When you get to the other end then wait for it to completely stop and get 
  off on the platform. The Guard that came with you will stay behind. From 
  here, head south and towards the large Transport Ship. You will be stopped 
  by a couple of Guards at the ship entrance. They will tell you how to get 
  up to the 2nd Floor.

  When you get inside then you will see three doors. The one ahead of you is 
  locked. The one to your immediate right leads into the small room with 
  three Guards and the Weapons Room where you will find the three Bombs you 
  need to sink the Submarine. The second door to the right is the one to go 
  through.

  Go through this door and follow the way until you get back outside and on 
  the main deck. There will be a couple of Guards here and they will frisk 
  you for weapons - plus one at the very end with a Dragunov Sniper Rifle.

  Any guns or most other weapons will be removed from you. This is why you 
  should drop all of your guns and not to visit the Weapons Room prior to 
  this. After getting past these Guards then head to the only door on this 
  deck which leads into Bjarkhov's office. Go inside and he will greet you.

  After the cutscene then follow him to the small table in the corner. When 
  he gets there then he will turn around and make some gestures. After he 
  turns back around then get into Sneak Mode, bring out the Fiber Wire, and 
  Wire him. Then go to his desk, grab the SG220 .S, and grab the Master Key.

  Go through the door at the south side of his office and follow the way 
  until you get back down to the 1st Floor and through the locked door. Now 
  you can go to the Weapons Room here on the ship - the Guards won't do 
  anything as you walk past them.

  However, one time I got my cover blown for no good reason so I recommend 
  acquiring the Bombs from the Submarine instead to prevent any trouble.

  Walk back outside and head to the Warehouse at the northwest corner of the 
  Marine Base. Go inside and make an immediate right and hug the wall. Go 
  forward through a wall gap and you will find the Radiation Outfit on the 
  floor. You will need this to get close to the Submarine.

  It is important to point out that there is a Civilian that wanders the 
  Warehouse. For the most part he won't cause any problems but you should 
  still be careful around him or he will run to the Guards.

  When you get the Radiation Outfit then go back outside and head south 
  toward the Submarine. The Submarine is connected by a large Bridge that is 
  patrolled by four Guards - one that patrols the north side, two stationary 
  ones near the beginning of the bridge, and one that goes along the south 
  end.

  Walk past the Guards and and should get to a large tarp that covers the 
  entrance to the inside of the Submarine. Go down into the sub and head 
  south to find the three Bombs on a crate. Then go back out and head to the 
  ladder at the south end of the Bridge.

  When you get to the end of the Bridge then drop down and run along the ice 
  sheet to plant the three bombs. Then get back up to the Bridge and to the 
  north end of the Submarine.

  Now it is time to blow up the Submarine. But, in order to obtain a 
  Silent/Perfect Assassin score, you have to time things just right and do 
  certain things during and after the explosion.

  First off, you need to wait until the Guard that patrols the north side of 
  the Submarine to get far enough on the Bridge so that he is either badly 
  wounded or killed in the explosion. If he survives unscathed then he will 
  find the bodies of the two stationary Guards and that will result in an 
  Alert.

  The explosion will also cause the Guards at the Barracks to the north to 
  run down to investigate. They will also find the bodies when they get close 
  enough.

  The cutscene of the explosion itself is "real time" in that what you see in 
  the cutscene is what is actually happening - not something that is 
  pre-rendered.

  With that explained it is time to go through the necessary motions.

  Walk to a point just northeast of the Submarine and look back at the 
  Bridge. More specifically, look back at the lamppost at the start of the 
  Bridge. You also want to be close to the end of the patrolling Guard's 
  route. He will stop at a point north of the Submarine and head back to the 
  bridge.

  When he stops at the end of his route here then move so you line him up 
  with the lamppost. Then look just beyond the lamppost and to the chain-link 
  fence. You should see the fence posts for the fence. From the left of the 
  lamppost you should see three fence posts. The first fence post should be 
  against the tip of the Submarine.

  When the patrolling Guard starts going back to the Bridge then bring out 
  the Bomb Remote and wait for him to get between the *FIRST* and *SECOND* 
  fence posts then detonate. As soon as the cutscene starts then 
  *IMMEDIATELY* get out of it, Holster the Bomb Remote, and *RUN* north 
  towards the Barracks.

  You should now see four Guards running toward the Submarine - one straight 
  ahead, two clustered just to his left, and one to the far right. Ignore the 
  one on the right. Run to the Guard just ahead of you but just run real 
  close by him then angle to the left and run real close to the pair of 
  Guards and turn around and run back to the Bridge.

  What you've done is cause these three Guards to stop in their tracks. Then 
  they will just turn around and go back to the Barracks. The Guard you 
  ignored will be too far away to see the bodies.

  But there is still one more thing to do first before you leave the 
  Submarine area.

  As I said, you need to run back to the Bridge. When you get back then keep 
  an eye on the one Guard you ignored, wait for him to turn around and head 
  back, then grab the body of the dead patrolling Guard and drag him back 
  beyond the bodies of the two stationary Guards.

  Incredibly enough, despite the darkness, blizzard and distance, the Guard 
  that patrols the south side of the Barracks *CAN* see the body of the 
  patrolling Guard when he gets to the very southern edge of his route. When 
  he does then he will run to the bodies and you will get an Alert.

  So by dragging the patrolling Guard's body further down the Bridge then the 
  Barracks Guard won't be able to see it. He won't see the bodies of the 
  stationary Guards so you only need to drag this body a short distance.

  After you drop the body then go back to the Warehouse and change back into 
  Fabian's Outfit. An alternate method, if you want the AK74, is to Take 
  Clothes from one of the dead Guards and take the weapon with you. Just be 
  careful to walk when you are close to other Guards.

  Then it is just a matter of retracing your steps back to the Cargo Plane to 
  successfully complete the mission.

   0=-=-=-=0
  / England \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC4. "Beldingford Manor"                                                0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ England /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 drifts in and out of consciousness then a doctor will enter the room. 
  He puts 47 on the table and begins to work on him. All of the noise makes 
  47 remember a peculiar mission in the English countryside.

  At the large Beldingford Manor 47 must rescue the kidnapped son of the 
  client plus kill the two people responsible for his abduction, Lord Winston 
  Beldingford and Alistair Beldingford. Apparently there is going to be a 
  hunting party the following morning.

  But 47 is going do some of his own hunting the night before.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Lord Winston Beldingford.
  >>Assassinate Alistair Beldingford.
  >>Rescue Giles Northcott.
  >>Escape Beldingford.

0========0
| Weapons \
0=======================================================>

  >>GK17
    ****
      Carried by some of the Guards.

  >>Gold Desert Eagle
    *****************
      Carried by Alistair's hunting friend.

  >>Sawn Off
    ********
      Carried by Winston and Alistair Beldingford.

  >>Double-Barreled Shotgun
    ***********************
      Carried by most of the Guards, in a gun cabinet on the 1st Floor, and 
      two in the Guest Bedrooms on the 2nd Floor inside the Manor.

  >>Enforcer Sniper
    ***************
      Carried by the Guard in the Stable Loft and inside a gun cabinet in the 
      room north of where Alistair is at inside the Manor.

  >>Magnum 500 Dual
    ***************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      There are four new weapons here and this is the only mission that the 
      Double-Barreled Shotgun appears in.

      This is also the first mission that you will encounter the GK17, Gold 
      Desert Eagle, and Sawn Off. You can acquire these weapons in later 
      missions but you can still get them here without too much problem. 
      Rampaging your way through is a good way to acquire them.

      But, if you want to be sneaky, then the following is the way to go.

      After Sedating the Guard at the beginning of the mission then take his 
      Double-Barreled Shotgun and drop it some distance away from him. That 
      way he can't pick it back up when he wakes up later (and continues to 
      patrol his route - without his clothes). Proceed through the rest of 
      the mission as normal.

      When you get back to the Study after poisoning the Whiskey Cask then 
      stand at the east side of the room and wait for Alistair to die. Then 
      wire his hunting friend to obtain the Gold Desert Eagle and grab the 
      Sawn Off from Alistair himself.

      When you get past the showering Maid on the way back then go downstairs 
      instead of going back through the open window. Carefully go into the 
      Basement, so you don't disturb the Dogs, and Wire the Guard that comes 
      down in here to acquire the GK17.

      Then go back to the beginning to pick up the Double-Barreled Shotgun 
      and head to the Exit Point to successfully complete the mission.

      Another option is to wait until the next mission to easily obtain the 
      Sawn Off and Gold Desert Eagle and the mission after that to easily 
      obtain the GK17 without killing anybody. Just grab and drop the 
      Double-Barreled Shotgun at the beginning of the mission and pick it up 
      on the way out.

      It is also very important to note that you *CANNOT* bring in a Sniper 
      Suitcase - if you bring in the W2000 Sniper then you will bring in the 
      rifle only. However, you can still safely obtain the Enforcer Sniper.

      After completing your objectives then head back to the Stables. Climb 
      up to the second floor to find the lone Guard with the rifle. He will 
      patrol around the large opening but stop at the window at the front. 
      Follow him around and, when he stops at the window, then sneak up and 
      Wire him.

      Grab the Enforcer and keep an eye for the Civilian and any Guards at 
      the front entrance. When you manage to get out of there safely then 
      head back to the Exit Point while avoiding the patrolling Guards.

0==============0
| General Notes \
0=======================================================>

  This mission was a pain to go through. This is a large multi-level Map with 
  a large manor with lots of rooms and hidden passages. To make matters 
  worse, the Guards are quite twitchy and will become psychic if you remain 
  in the Guard Outfit when the Guard you took the Outfit from wakes up.

  NightMare185 prefers to Sedate the Guard in the Basement and walk through 
  the Manor to get where he needs to go. But, because of the twitchy Guards, 
  I decided to find a way that reduces as many encounters with Guards as 
  possible.

  To this end I went and Sedated one of the two Guards at the beginning of 
  the mission then rescued Giles before going after the Beldingford's. You 
  can also run through the open areas because the darkness and rain makes it 
  harder for the Guards to see you so that helps a lot too.

  And, in being able to run a lot through the early part of the mission,  
  this will allow you to have time to kill Winston and obtain the Hunter 
  Outfit before the sleeping Guard wakes up.

  You can also go up the ladder into the open window and walk past the 
  showering Maid in the upstairs bathroom instead of turning off the Furnace 
  which will help a lot in reducing Guard encounters. Going through the Study 
  where Alistair and his hunting friend are at also greatly reduces Guard 
  encounters.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are seven levels to the Map:

    >>Basement
    >>1st Floor
    >>2nd Floor
    >>3rd Floor
    >>Stables
    >>Stable Loft
    >>Park

  The Park is where you where you start out in and has multiple Guards plus a 
  group of Dogs. There is a Power Switch on the west side of one of the large 
  barns at the southwest part of the Map.

  The Manor itself is at the southeast part of the Map. There is a Hedge Maze 
  at the north part of the Map and it contains a Point of Interest which is 
  the trap door into the Basement. The Basement has a Point of Interest which 
  is the Whiskey Cask that you can poison.

  The 1st Floor also has multiple Guards wandering about. Alistair and his 
  drinking partner is at the east side of this Map. There is a Power Switch 
  at the southwest corner of the Map and that turns off the furnace that 
  supplies the hot water for the shower above.

  The 2nd Floor has two Points of Interest. The first one, to the west, is 
  the Vial of Poison you can use on both Targets. The second one, further 
  east from the first one, is a secret door that you can use to access 
  Winston's bedroom. Winston himself goes between his bed and the bathroom on 
  the east side of the Map.

  The 3rd Floor has a Point of Interest that is the Chimney that you can 
  place the Gasoline Can in to create a Bomb which will kill Alistair and his 
  hunting friend (and maybe the butler too).

  The Stables is where Giles Northcott is being kept. There are plenty of 
  Horses here too and some Guards. The Point of Interest is the Water Pool 
  (that is linked to all of the Horses) that you can poison with the 
  Weedkiller found in one of the other rooms in the Stable.

  The Stable Loft has one Point of Interest which is the window that you can 
  use to snipe Winston with the Enforcer Sniper (once you get it from the 
  nearby Guard).

0====================0
| Mission Walkthrough \
0=======================================================>

  When you start then you will be behind a small ruined building next to your 
  Exit Point. Prep your Syringe, turn around, and head south toward the small 
  set of stairs.

  When you get to them then start sneaking up and through the doorway then 
  stop and crouch at the top of the next set of stairs leading down. On the 
  other side of the stairs are a pair of Guards engaged in conversation.
  Angle your camera so you are looking down the stairs and that the Guards 
  are to your right. Keep an eye on the top Guard.

  After the conversation ends then two Guards will split up. One will go 
  right, and south, and the other one up, and east. As soon as the top Guard 
  starts going east then immediately get up, walk down, and follow him. He 
  will walk a little slower than you so you can catch up to him.

  But don't walk too close or you will alert him. When you get to about a 
  body length behind him then start sneaking. Bring out the Syringe and wait 
  until you get to the lamppost before Sedating him. Take Clothes then drag 
  him to the east side of the nearby tree so he isn't seen by anybody.

  The next goal is the door at the southwest side of this area. From your 
  current point, run southwest through the bushes and trees towards this 
  door. There should be a pair of Guards heading towards this door but you 
  should be able to beat them to it.

  At this point you will start getting messages about Alistair ordering 
  Whiskey. This gives you a hint of one of the things you can do to him.

  When you get to the door then run through it to enter the Tennis Court 
  area. Then run south to the next opening that leads to the large western 
  Stable. At this point the area in front of the Stable should be clear of 
  Guards. Run along the south side of the Stable.

  Then continue along the side of the Stable and to the west side. Eventually 
  and you should see the Power Switch for the Satellite near the back 
  entrance. If you look at the Stables Map then you will see three Guards in 
  a small room. This room has the Stable Key that you need to free Giles who 
  is being kept prisoner in the south part of the Stables.

  Disabling the Power Switch will draw all three of the Guards outside to 
  investigate.

  There will also be a Civilian who is tending to the Stables. But, if you 
  stand too close to him for too long, then you will spook him and he will 
  run to the Guards. However, he still won't be too much of a problem here as 
  long as you minimize contact, keep moving, and away from him.

  Disable the Power Switch then go inside the Stable. To the right of the 
  door you came through is a set of stairs leading up. Go up to the second 
  platform, about halfway up the stairs, then stop and turn around to look 
  north at the Water Tank. You should see the three Guards appear as they 
  walk out to fix the Power Switch.

  When they are almost out of the Stables then just walk forward, drop down, 
  turn right, and go through the door. Now you need to run through the next 
  part of this mission. Run through the door on your right and grab the 
  Stable Key then run out and go into the main Stable area. Then run through 
  the door on your right to enter the south Stable area.

  You will notice that the Horses will make all kinds of noise which will 
  alert the Guards. But, since the Guards are outside at this point, they 
  will not cause any problems. The Civilian may also be here tending to the 
  Horses but, as long as you keep running, then he should pose no problems 
  either.

  Run to Giles' cell and free him then run back out of the door and turn 
  right to exit the Barn. If you're pretty quick at this point then there 
  should be no Guards in the front of the Stable. By doing things this way 
  then you won't need to poison the Horses with the Weedkiller to silence 
  them.

  From the Stable entrance then angle right and run southeast toward the 
  southwest corner of the smaller Stable. When you get to the corner then run 
  east along the south side of the Stable. This will allow you to move fast 
  but maintain distance from the Guards who are patrolling the nearby path.

  Beyond the Stable is the part of the wall for the Manor. Continue east and 
  you should see a lamppost and a door. Walk through the door and you should 
  see some large sheets on a clothesline. The clothesline is connected to an 
  overhang with a ladder that leads to the open window above.

  At this point you may see a Guard arrive at a point under the overhang. 
  Wait for him to leave before climbing up the ladder. Just when you get to 
  the window check your Map. In addition to the Guard you just saw there is 
  another Guard you need to keep an eye on.

  Southeast of your position is a very large open area with a Guard on patrol 
  (plus two stationary Guards by the front door). Despite the darkness and 
  distance the patrolling Guard can see you enter, and exit, the window.

  However, he can only see you if he is close enough and that is in the 
  center of the grey area. If he is going south or east away from the center 
  then you are good.

  Obviously the first Guard you encountered here can see you enter the window 
  too. But, because you had to wait for the first Guard to go away, then that 
  should give you time for the patrolling Guard to get away from the center.

  With both Guards out of view then enter the window and you should see a 
  dresser ahead of you. That dresser has the Vial of Poison. Grab it then 
  exit through the nearby door.

  Ahead of you, and slightly to the left, is another door. Go through it to 
  enter the bathroom where you will find a Maid taking a shower. Just walk 
  past her and to the large mirror which is the secret door leading to a 
  hidden passage leading up to Winston's room.

  98% of the time the Maid will stand there and admonish you. The other 2% 
  she will run off to warn someone. If this happens then you will probably 
  need to restart since that will usually result in a blown cover.

  Go up to the passage to the next door then look at your Map. You should see 
  Winston. If you were pretty quick in getting here then he should be just 
  getting up to go to the bathroom at the east side of the floor. When he 
  leaves and gets into the next room then sneak out and head to his bed.

  There is also a sleeping Maid here but, as long as you don't run, then she 
  won't cause a problem.

  On Winston's nightstand is a glass of Milk. Poison it then sneak back to 
  the secret passage. Wait for him to come back, take a drink of his Milk, 
  then die before sneaking out. Another option, depending on your timing, is 
  to suffocate him with the Pillow while he is asleep. The Pillow can be 
  found at the foot of the bed.

  Regardless of method, when Winston is dead, then sneak into the next room. 
  When you get to the next room then turn right to find a large bookcase. 
  However, that happens to be a secret door leading into another passage. Go 
  through this door and climb the ladder.

  This will lead you to the 3rd Floor where you can find the Chimney you can 
  sabotage with the Gasoline you can find in either the Basement, by the 
  car outside the front door, or by the Furnace on the 1st Floor. That will 
  kill both Alistair and his hunting friend but will also alert Guards 
  because of the explosion so that is not going to be used here.

  From the top of the ladder then run to the next door, through the short 
  passage, and to the next door. Go through this door and you will be in the 
  north spiral stairwell which is at the northeast side of the Manor. Run 
  down the stairwell and to the next door. Go through the door, into the 
  short passage, and stop at the next door.

  This door leads into a large bedroom with a sleeping Guest. Go into Sneak 
  Mode and enter the room. Head to the northwest corner where you will find 
  the Hunter Outfit. Change Clothes and sneak back to the spiral stairwell.

  *DON'T* pick up the Double-Barreled Shotgun. You will be more suspicious 
  and can blow your cover easily if you carry it.

  When you get back to the stairwell then go down to the next door. This door 
  leads into a large room north of the Study where Alistair and his friend 
  are enjoying themselves.

  When there are either no Guards in the room, or far away from the door 
  going into the Study, then go through this large room and into the Study. 
  Alistair and his hunting friend are too busy talking to care about you so 
  you are safe.

  Go through the hidden door at the south side of the room and turn left to 
  enter the south spiral stairwell leading into the Basement. Go down the 
  stairwell then through the next two doors and you should see the Whiskey 
  Cask ahead of you. Check your Map first before doing anything though.

  There is a Guard that comes in and out of the west side of the Basement and 
  will stop near the center and near the Whiskey Cask. When he is away from 
  the Cask then poison it. This will get Alistair to order some Whiskey. 
  After that then retrace your steps back through the study and into the 
  north spiral staircase. But don't go up - stay behind the door.

  When the Guards and the Butler are away from the large room, preferably at 
  the south side of the Manor, then exit the stairwell and to the double 
  doors at the north side of this room. These doors need to be picked - this 
  is why you need for the room to be completely clear.

  After picking the lock then go outside. Head north, while dodging Guards, 
  and into the Hedge Maze. By the time you get through here then Alistair 
  will be dead from the poisoned Whiskey.

  When you get into the Hedge Maze then head to the door at the north side. 
  When the Guard on the other side moves away from the door then head out and 
  walk through the bushes and trees past the Guards to reach the Exit Point.
  When you get to the Exit Point then you will successfully complete the 
  mission.

   0=-=-=-=0
  / Holland \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC5. "Rendezvous in Rotterdam"                                          0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ Holland /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As the doctor finishes his work on 47 then the wounded assassin begins to 
  drift back to a series of missions in Rotterdam, Holland.

  In this mission 47 needs to acquire some incriminating photographs and kill 
  the leader of the biker gang, Rutgert Van Leuven, who currently has them. 
  In addition, 47 also has to kill an investigator that was sent in earlier 
  to get the photos because of fears that he was either captured or turned.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Klaas Teller.
  >>Assassinate Rutgert Van Leuven.
  >>Retrieve the Photographs.
  >>Escape.

0========0
| Weapons \
0=======================================================>

  >>CZ2000
    ******
      Carried by some of the Guards, inside some of the lockers at the Firing 
      Range, and inside the Weapons Room in the Basement.

  >>Magnum 500
    **********
      Carried by some of the Guards, inside some of the lockers at the Firing 
      Range, and inside the Weapons Room in the Basement.

  >>Gold Desert Eagle
    *****************
      Carried by Rutgert Van Leuven.

  >>AK74
    ****
      Carried by some of the Guards.

  >>Sawn Off
    ********
      Carried by some of the Guards, the Bartender, and inside the Weapons 
      Room in the Basement.

  >>Aug SMG
    *******
      Inside the Weapons Room in the Basement.

  >>Dragunov Sniper
    ***************
      Inside one of the lockers at the Firing Range and inside the Weapons 
      Room in the Basement.

  >>Sawn Off Shotgun Dual
    *********************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is the first mission that the Magnum 500 appears in. You can get 
      that pretty easy along with some of the other weapons.

      If you did not get the Sawn Off and Gold Desert Eagle from the last 
      mission then you can get them very easy here. You can get the Gold 
      Desert Eagle when you kill Rutgert and the Sawn Off, Magnum 500, and 
      AK74 you can get from the Weapons Room (after you kill Klaas).

      The Aug SMG will get your cover blown if you try to walk out with it. 
      Either you need to shoot your way out or get this weapon from another 
      mission.

      To safely obtain the Dragunov you will need to obtain the W2000 Sniper 
      so you can bring the Sniper Suitcase with you. Drop the Suitcase in the 
      room just before Rutgert's office and pick it back up after you kill 
      him. Drop it again when you reach the Weapons Room the first time.

      After you kill Klaas then return to the Weapons Room, bring out the 
      W2000 Sniper and drop it, then pick up the Dragunov and store it inside 
      the Suitcase. Then continue the rest of the mission as normal.

0==============0
| General Notes \
0=======================================================>

  NightMare185's strategy for this mission is pretty effective and I went 
  with that here. However, I made a few tweaks and observations to make it 
  better.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are eight levels to the Map:

    >>Basement
    >>1st Floor
    >>2nd Floor
    >>Factory 1st Floor
    >>Factory 2nd Floor
    >>Outside
    >>Sheds
    >>Hideout

  The Hideout is where you start. The Outside Map has two Points of Interest.
  The first one, to the north, is the reporter you can Sedate to get his 
  Outfit and money. The second one to the south is a Shed that contains a 
  Gate Switch. There is also a Power Switch on the south side of the main 
  building.

  There are two Exit Points at the southwest and southeast corners of the 
  Outside Map. You can also find some Rat Poison between two dumpsters in the 
  alley at the north side of the south building.

  The Basement has multiple areas of interest. At the northwest corner is 
  where you can find Klaas Teller and a Power Switch. There is also a Power 
  Switch at the south side of the floor.

  There are also three Points of Interest. The first one, in the center room, 
  is the Firing Range. The second one, in the northeast corner, is where you 
  can find a Biker Outfit. The last one, in the southeast corner, is the 
  Weapons Room where you can find all sorts of firearms.

  The 1st Floor has multiple rooms with Guards and Civilians. A Power Switch 
  can be found in the large room at the northwest corner. The Bar, where you 
  can find the Bartender who can lead you to Rutgert Van Leuven, is to the 
  east.

  The 2nd Floor has multiple rooms. The lone Point of Interest is to the 
  southeast and that is the Safe that has the pictures. This is also Rutgert 
  Van Leuven's office and that is where he can be found most of the time.

  The Factory 1st Floor has multiple rooms and Guards. The Factory 2nd Floor 
  is mostly empty save for a Guard and Civilian to the east. The Point of 
  Interest is where you can find a Biker Outfit.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then you will be in your Hideout. Immediately turn 
  around and run north through the door and through the next one to get 
  outside. Then run down the stairs and turn right, and north, when you reach 
  the street. Run forward to the alley then turn left to enter it.

  As you run forward through the alley then bring out your Syringe. Run up to 
  the Reporter, who will be at the other end, and Sedate him. Grab the 
  Envelope and Take Clothes to change into his Outfit then drop all of your 
  guns. Then run south to the gate.

  Wait for the gate to open and walk through. The Guard nearby will stop you 
  so you can be frisked - this is why you need to drop your guns. After being 
  frisked then walk past the shed and turn left. Here you will see a large 
  overhang. Run up the stairs leading to it and go through the double doors 
  on the east wall under the overhang.

  Then run through the next room and go through the next set of double doors 
  to enter a larger room with chairs and tables. Angle to your right to find 
  a bike. Not far from it is another set of double doors. Run to and through 
  them then turn left to find a single door. Run through this door and turn 
  left to find the Bar. Go and talk to the Bartender.

  After that then walk close to the door you just came from. Eventually the 
  Bartender will come through another door and you will need to follow him. 
  He will also give you a VIP Keycard which is used to access restricted 
  areas.

  Follow him until you reach a large tattooed Guard. At this point the 
  Bartender will stop. Now go around the *RIGHT* side of the Bartender and 
  walk to the Guard. The Guard will stop you so you can be frisked.

  The reason to do things this way is that a patrolling Guard will come 
  through the double doors nearby if you were fast in getting to this point. 
  If you position yourself wrong then he may push you away from the Guard 
  while he is searching you.

  If that happens then you will blow your cover even though it wasn't your 
  fault that you moved. Of course, that is pretty lame.

  After being frisked then go through the double doors then wait at the 
  bottom of the stairs for the Bartender. Follow him upstairs and to Rutgert 
  Van Leuven. After the cutscene then head to the Safe but stay close to the 
  chair. When he turns his back to you then get into Sneak Mode, bring out 
  your Fiber Wire, and Wire him.

  Grab the Safe Combination in case you kill him before he opens the Safe. 
  Grab the Gold Desert Eagle and the Envelope (if you want to be greedy). 
  Open the Safe and grab the Pictures. This completes two of your objectives. 
  Now you need to kill Klaas.

  Run back to the stairs and stop just before you get to the 1st Floor. If 
  you are fast then you should see the Bartender go through the double doors 
  leading back into the large room. Now look at the Basement Map.

  As you look at the Basement you should see two Guards. One will be inside 
  the restroom which is next door north of the Weapons Room. Another will 
  patrol the hallway on the east side of the floor. Eventually there will be 
  a Guard coming down the stairs. This is the Guard that you saw earlier when 
  you were being frisked. Keep an eye on him.

  He will head east then turn north along the east hallway. When he starts 
  turning north then get out of your Map and run to the Weapons Room. When 
  you get to the Weapons Room then look at your Map again. One of the Guards 
  will be torturing Klaas.

  One of the Guards will be heading south along the east hallway and will 
  eventually go through the exit just south of you. Another Guard will also 
  be heading south along the west hallway.

  When the Guard in the west hallway reaches the door of the middle room on 
  the west side of the floor then get out of your Map then run out of the 
  Weapons Room and run to the northeast room. Here you will find three 
  bodies. Apparently there was a fight and nobody lived. But one of the 
  bodies has a Biker Outfit you can use.

  Take Clothes and look at the Map again. When the Guard that is torturing 
  Klaas leaves then run to to Klaas, turn on the power to kill him, then run 
  back out. This will complete your last objective

  From here, head back to the Weapons Room. Grab a Sawn Off Shotgun and a 
  Magnum 500 then leave and turn left. Go through the door in front of you 
  then walk up the stairs and turn right past the Guard stationed here. Then 
  angle southeast and walk past the Power Switch.

  The goal is the Shed at the entrance. However, you can't walk through the 
  gate - it is closed and the Guard inside the Shed is the only person that 
  can open it. But you can still go through this gate. You just have to wait 
  for a little bit. Go to the back of the Shed and stand at the northwest 
  corner.

  After about a minute or so the Reporter you Sedated will wake up and run 
  through the gate thus opening it up in the process. You should also get a 
  notice about a suspicious reporter but you are already out of that Outfit 
  so you are safe.

  When the gate opens then just walk through it and head south toward the 
  Exit Point to successfully complete the mission.

   0=-=-=-=0
  / Holland \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC6. "Deadly Cargo"                                                     0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                \ Holland /
                                                                 0=-=-=-=0

0=========0
| Overview \
0=======================================================>

  47's next mission in Rotterdam is to kill an international arms smuggler 
  named Boris Ivanovich Deruzhka who is trying to get a nuclear device from 
  the biker gang you dealt with earlier.

  However, the local Police are onto him and want to take him alive. The 
  client does not want that to happen. So now you need to infiltrate the ship 
  and kill Boris before it is stormed by the SWAT team. Not exactly a Dutch 
  treat.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Boris Ivanovich Deruzhka.
  >>Escape.

0========0
| Weapons \
0=======================================================>

  >>GK17
    ****
      Carried by most of the Cops plus one inside the Police Station 1st 
      Floor.

  >>CZ2000
    ******
      Carried by a couple of the Guards.

  >>Sawn Off
    ********
      Carried by the Biker gang members.

  >>Magnum 500
    **********
      Carried by Boris.

  >>M4 Carbine
    **********
      Carried by the SWAT plus one in the north warehouse on the 2nd Floor.

  >>AK74
    ****
      Carried by the Guards.

  >>R93 Sniper
    **********
      Carried by the Police Sniper on the south warehouse rooftop.

  >>M60
    ***
      Carried by the Cop in the helicopter.

  >>M4 Carbine Assault Rifle .S
    ***************************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is the only mission that the M4 Carbine and the first of three 
      missions that the M60 appear in.

      Acquiring the M60 in this mission is difficult. The problem with this 
      weapon in this mission, as well as in the mission "Slaying a Dragon", 
      is that the weapon is held by somebody in a moving helicopter. And to 
      make things harder still you must shoot that person in a very dark 
      environment.

      Although you can get the M60 quite easily in the later mission "Lee 
      Hong Assassination", if you want this weapon now, then this is the way 
      to get at it.

      First thing, though, is to Wire the Police Sniper on the roof of the 
      south Warehouse. Thankfully there is a ladder from the Warehouse 2nd 
      Floor you can use to get at him and his R93 Sniper (and Sniper Ammo - 
      giving you a total of 25 shots).

      After taking care of the Sniper and changing clothes then you need to 
      use the R93 to shoot the Cop holding the M60. The problem here, in 
      addition to moving around, is that most of the helicopter's flight path 
      is over water.

      Shoot the Cop over the water and the weapon is lost. So you must shoot 
      him when he is over land, either to the north or south ends of the 
      flight path.

      To further complicate things the helicopter will stop for a few seconds 
      which will make the officer easier to hit but that point is over the 
      water. So you can't shoot him there.

      The best angle of attack is to shoot at the chopper when it is at the 
      south side of his circular flight path and aim near the center. 
      Hopefully you should be able to hit the Cop and have the weapon drop 
      over either the Ship or on land.

      It's difficult but it can be done. When you have the weapon then just 
      run to the Exit Point because holding the M60 will blow your cover. The 
      SWAT Outfit you took from the sniper is armored and will provide 
      excellent protection from gunfire as you make your run to the end.

      As for some of the other weapons:

      Holding the R93 Sniper will also blow your cover so just make a run for 
      the Exit Point with it just like you would with the M60. This is faster 
      than bringing in a Sniper Suitcase to smuggle it out.

      For the M4 Carbine, skip Sedating the Cop then, after you kill Boris, 
      head to the Tunnel instead of heading back north. Then wait at the 
      ladder leading into the north Warehouse.

      After the SWAT leave to attack the ship then climb up the ladder then 
      head to the small room with the SWAT on the Warehouse 2nd Floor. Stay 
      outside the room and wait for him to head to a large console then sneak 
      up behind him and Sedate him.

      Then Change Clothes and grab his GK17 plus the M4 Carbine off of the 
      nearby desk. Walk out the north door and to the Exit Point.

      You can also obtain the GK17 from the Sedated Cop when you get his 
      clothes on the way out.

0==============0
| General Notes \
0=======================================================>

  Although NightMare185's strategy, which involves luring an Cop to a Power 
  Switch for ambushing and using the tunnel to access the Warehouses, was 
  effective I found a couple of ways to improve upon it.

  First, I found that, with proper timing at the beginning of the mission, 
  you can actually get the Police Outfit from the Police Station without too 
  much hassle and save the Syringe for another Cop later in the mission.

  Second, I found a way to skip the tunnel to save time when going after the 
  Guard Outfit.

  And time is important because you have to kill Boris and get away from the 
  immediate area before the SWAT storm the ship. Preferably you should be 
  near the Exit Point when they start their attack.

  On the PS2 version they may find dead bodies on occasion and this will 
  prevent a perfect run so every bit of speed counts in this regard. However, 
  I haven't had this problem on the Xbox and PC versions so far.

  And there is nothing you can do to delay their attack - stopping the bomb 
  from reaching the ship doesn't work.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are thirteen levels to the Map:

    >>Outside
    >>Strip Bar Basement
    >>Strip Bar 1st Floor
    >>Strip Bar 2nd Floor
    >>Police Station 1st Floor
    >>Coaster Below Deck
    >>Coaster 1st Floor
    >>Coaster 2nd Floor
    >>Coaster Bridge
    >>Warehouses 1st Floor
    >>Warehouses 2nd Floor
    >>Tunnel
    >>Bypass Corridor

  The Outside Map is where you start and has several things to note. There is 
  a Point of Interest to the west that has a Worker Outfit you can change 
  into.

  There is also a Power Switch to the east that you can use to disrupt the 
  television inside the Guard shack at the entrance to the Police Station. In 
  addition, this Map has multiple Guards, on or near the Coaster, and 
  multiple Cops.

  There is also a Sewer Hole to the south that you can use to enter the 
  underground Tunnel to access the Warehouses.

  The Strip Bar also has several Points of Interest. The first one, inside 
  the Strip Bar Basement, is some Whiskey that you can poison one of the 
  Workers in the Bar with. It also has a wandering Guard.

  The Strip Bar 1st Floor is where you will find some Guards (Bikers) and 
  Civilians (Workers) having a good time. The Strip Bar 2nd Floor has a Point 
  of Interest which is the Rat Poison you can use to poison the Whiskey that 
  is found in the Basement.

  The Police Station 1st Floor has a Point of Interest which is the Police 
  Outfit that you can use to walk through some of the harbor area. There is 
  also two dogs in the south room but you won't need to worry about them.

  The Coaster Below Deck is where you can find Boris in the first part of the 
  mission. He will come up to the upper decks when the car with the bomb 
  arrives at the ship. The remaining floors of the Coaster have no other 
  objects of interest but Boris' room is on the 2nd Floor.

  The Warehouses 1st Floor contain multiple Guards and Police. Each of the 
  buildings have a Sewer Hole that leads to the Tunnel below. The Warehouses 
  2nd Floor has two Points of Interest. The first one, in the north 
  Warehouse, is where you can find an M4 Carbine and ammo. The second one, in 
  the center Warehouse, is where you can find a Guard Outfit.

  The Bypass Corridor is where you can go from the harbor area to the back of 
  the Strip Club.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then you will be at the north side of the Outside 
  Map by your Exit Point. Before doing anything wait until 47 starts saying 
  "Now let's find that car" then start running south and past the Strip Club.
  By waiting until he starts talking then you will set up the timing better 
  for your run to the Police Station so you can get the Police Outfit.

  Continue running south until you reach the water's edge then turn right and 
  continue running forward. Here you will see the gates for the harbor entry 
  and Police Station.

  You should see a Guard Shack to your right, the main building to your left, 
  and a couple of large trucks to the right with a Cop standing near them. 
  However, straight ahead of you, is a gate that you can open to allow you 
  quick passage into the Police Station.

  Run to the gate, open it, then run up the stairs and into the Police 
  Station. Once inside then continue running forward. At this point the Cop 
  by the trucks outside will give chase. When you get inside then you should 
  see a Cop walking into the room to your left. But, as you near this door, 
  he should have his back to you as you run past him.

  When you get to the hall junction then turn left and run to the door that 
  leads to the Locker Room. When you get inside then run to the Police Outfit 
  sitting on one of the benches then Change Clothes.

  If you do everything correctly then the Cop from outside will give up the 
  chase then walk into the room with the other Cop. After you Change Clothes 
  then walk back out of the Police Station the same way you came in. When you 
  get outside then angle left towards the large trucks. Run to the north side 
  of these trucks.

  But, when you get near the gap between the two trucks, then stop running 
  and start walking. There is a Cop that has a north-south patrol route 
  between these trucks and you need to walk past this gap to prevent you from 
  blowing your cover.

  To your right you will also find an overhang. Under this overhang is the 
  door that enters into the Bypass Corridor.

  After you get past these trucks then start running forward, and west, 
  toward the small shed with the Worker Outfit. As you near the shed you 
  should find another Cop doing a long counterclockwise patrol route that 
  goes near the shed.

  If you have done everything correctly up to this point then he should be at 
  the west side of his route heading east. Stay to the north of him while 
  running west then angle towards the shed when he gets far enough away from 
  it. But you need to get up behind him so you can Sedate him. I will explain 
  why later.

  Run up close enough behind him so he doesn't stop. Then sneak up behind 
  him, bring out your Syringe, then Sedate him. You should get him well 
  before you get to a container crate near the east side of his patrol route. 
  Leave the body be and run to the shed.

  When you get inside the shed then you should find the Worker Outfit on the 
  desk. Change Clothes and drop all of your guns (if you brought any with 
  you). The Worker Outfit will allow you safe access to the guarded area but 
  it won't allow you onto the Ship. You need the Guard Outfit and that is in 
  one of the nearby warehouses.

  After changing clothes then quickly exit the shed and run south alongside 
  some large container crates. When you get to the chain-link fence then turn 
  left and toward the two Guards. When you get near them then stop running 
  and start walking. If you run up to them then they will fire on you.

  When you get to them then you will need to stop so you can be frisked for 
  weapons. After that then run south and angle left so you can get close to 
  the warehouse to your left. Turn left at the corner and you should see a 
  door to your left. Enter the door and you should be in a small room at the 
  southwest corner of this warehouse.

  Inside this warehouse are two Guards. One does a north-south route along 
  the west side and the other does a north-south route on the east side. Go 
  north and through the next door to enter the main area of the warehouse 
  then turn right and angle southeast toward the south wall. When you get to 
  the south wall then run east to the stairs that lead up to the 2nd Floor.

  When you get up to the 2nd Floor then run north until you find the Guard 
  Outfit on a small crate. Change Clothes then run back south, down the 
  stairs, back to the south wall, and run west towards the small room. 
  Quickly check your Map to find where the west Guard is at. Wait for him to 
  be away from this room before re-entering and running back outside.

  Once back outside then run southwest towards the Ship. Stop running when 
  you get near the Guard at the ramp then walk past him and onto the main 
  deck. When you get onto the deck then turn right and proceed north. Run 
  when you can but walk when you get near Guards.

  When you get to the north side of the Ship then you should see a ladder 
  that leads up to the 2nd Floor. Go up the ladder but stop halfway up. There 
  is a Guard that does a clockwise route along the 2nd Floor. If you see him 
  then wait for him to pass then climb up and proceed forward through the 
  door ahead of you. Stay behind but not too close to the Guard.

  Proceed through the next door that goes back outside then follow the 
  walkway to the next door. After going through the door then you should see 
  a single door to your right. This is Boris' room. He won't be here at this 
  point in the mission but that is okay.

  Enter the room and turn left to find the bunk and a large wooden closet. 
  Get next to the closet, bring out your Fiber Wire, and wait. Eventually 
  Boris will enter the room and hunch over his desk. Sneak up behind him and 
  Wire him. Then grab his Magnum 500 and quickly leave the room then turn 
  right.

  When you get back outside then head back to the ladder leading down to the 
  main deck. Once back down then head back to the ramp running when you can.
  Halfway down the ramp then stop running and start walking so you can get 
  past the ramp Guard again. When you get safely past him then start running 
  again and head north to the two gate Guards.

  Walk between them and start running again when you get safely past. Now 
  head back to the sleeping Cop. The reason you need to Sedate the patrolling 
  Cop is that, if you did everything right up to this point, then he will be 
  heading west towards the shed. And he will see you when you try to enter.

  Then you will have to run around and try to make him break off the pursuit 
  so you can enter the shed. And this wastes time. So Sedating him will get 
  him out of the way so this doesn't happen. And you can take his clothes 
  plus his GK17 so you don't have to go back to the shed (this will save 
  additional time).

  After you get back into the Police Outfit then run back to the two trucks. 
  Walk past them, and the patrolling Cop, to avoid blowing your cover. Then 
  run but start walking just before you reach the Guard Shack. Walk past the 
  Guard Shack and through the open gate. Then run again and to the Exit Point 
  to successfully complete the mission.

   0=-=-=-=-0
  / Budapest \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC7. "Traditions of the Trade"                                          0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                               \ Budapest /
                                                                0-=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As the still groggy 47 pulls the needle out of his leg then he is pulled 
  back to another mission from his past.

  Here, in Budapest, 47 needs assassinate two people and make off with a 
  Chemical Bomb that is set to detonate during a major peace conference. The 
  people you need to kill are Franz Fuchs, a major terrorist and one of 47's 
  "fathers", and Fritz Fuchs, Franz's brother.

  Because of the peace conference security is pretty tight. But, then again, 
  they haven't had to deal with Agent 47.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Franz Fuchs.
  >>Assassinate Fritz Fuchs.
  >>Retrieve the Chemical Bomb.
  >>Escape with the Bomb.

0========0
| Weapons \
0=======================================================>

  >>GK17
    ****
      Carried by all of the Cops and sitting on the bed within Room 108.

  >>SG220 S.
    ********
      On a table inside Franz's room.

  >>Magnum 500
    **********
      Carried by all of Franz's Guards.

  >>SPAS 12 Shotgun
    ***************
      Inside the Flower Box in the Floral Shop on the 2nd Floor.

  >>Sawn Off
    ********
      Inside the bathroom near the Point of Interest at the northeast corner 
      of the 1st Floor.

  >>Sniper Suitcase (with W2000 Sniper)
    ***********************************
      You start off carrying this.

  >>SG220 .S Dual
    *************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      Reader Steven Larink came up with a nifty way to obtain both the 
      Bombcase and Sniper Suitcase at the same time. At the end of the 
      mission, when you walk out of the Hotel with the Bombcase, head back to 
      where you dropped the Sniper Suitcase.

      Go into the Inventory Menu and Equip the Bombcase. You will then hold 
      the Bombcase like you would a weapon. Then pick up the Sniper Suitcase 
      and you will now hold both suitcases. After that then head to your Exit 
      Point to complete the mission.

0==============0
| General Notes \
0=======================================================>

  Just like the original "Codename 47" mission this is based on this is a 
  pretty straightforward affair. In the original version of that mission I 
  went after Fritz first.

  But, because Fritz sits in the Pool a long time in this version of the 
  mission, I decided to go after Franz first and found that I could shorten 
  the time I had to wait for Fritz to enter the Sauna so I can kill him.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are four levels to the Map:

    >>Outside
    >>1st Floor
    >>2nd Floor
    >>3rd Floor

  The Outside Map is where you start. The Exit Point is on the east side of 
  the area.

  The 1st Floor is where you will find multiple Police and two Point of 
  Interests. The left Point of Interest is where you can easily kill Fritz 
  Fuchs by turning the steam handle in the Sauna. The right Point of Interest 
  is where you can find a Kitchen Knife embedded in the wall.

  The 2nd Floor has two Points of Interests. The left one is where you can 
  find the Whiskey you can poison Fritz with. The Bottle of Poison can be 
  found in the room with a sleeping drunk Civilian next to the standing 
  Cop at the top of the main stairs on the east half of the 2nd Floor.

  The right Point of Interest is where you can find the Flower Box that 
  contains the SPAS 12 Shotgun.

  The 3rd Floor also has two Point of Interests. The one in the northwest 
  corner of the floor is the X-Ray Room where you can find the Chemical Bomb. 
  The one at the southeast part of the floor is where you can find the switch 
  to turn off the Metal Detectors. The X-Ray Room is the part of the Dentist 
  office that Fritz works at.

0====================0
| Mission Walkthrough \
0=======================================================>

  When you begin the mission then you will be at the southwest corner of the 
  Outside area. Pick up the Conference ID and drop your Sniper Suitcase (and 
  any guns you might have). Nearby, to your left, is a note from Diana 
  informing you of the Flower Box.

  The reason you need to drop all of your guns is because of the metal 
  detectors that are found at several places inside the Hotel.

  From your starting point, run to the Hotel entrance and let the Cop check 
  out your ID. After that then enter the Hotel Lobby. In front of you is the 
  main stairway leading up to the 2nd Floor. Run up the stairs and turn right 
  then continue up to the 2nd Floor.

  The next task is to find a wandering Room Service person. Find him then 
  follow him until he gets to a room. He will then enter the room to service 
  it. Close the door he opens and get the Master Key. This will allow you to 
  enter any room in the Hotel.

  Head to the east side of this floor to find a Guard standing in front of 
  Room 202. This is where Franz is staying. But you need to find a way in. Go 
  into Room 203 and onto the balcony then look right. Wait for the Guard that 
  patrols Franz's room to come out here then head back in then Jump to 
  Balcony. Then sneak in, bring out your Syringe, and Sedate him.

  If you thought about changing clothes with him to make it easier to get 
  past the Guards in the later part of this mission, don't bother. Wearing 
  the Guard Outfit won't fool them and you will automatically blow your 
  cover.

  After Sedating the Guard then bring out your Fiber Wire, sneak into the 
  bathroom, and Wire Franz. But you need to get at his Chemical Bomb. The 
  Bombcase to carry it is next to the bed. Grab it then go back into Room 
  203, drop the Bombcase, then go into the hallway.

  Run back down to the Lobby and turn left. This will lead you to the east 
  wing. You will then enter a hallway with an Elevator. Go through the double 
  doors by the Elevator and you will see another double door with a sign 
  indicating that the rest of the wing is closed.

  There is also a Cop that patrols this hallway. He will stop at this double 
  door, turn around, head west and through the Lobby, stop at another double 
  door at the northwest corner of the Lobby, then turn around and come back.

  Wait for the Cop to come to this door, turn around, go through the other 
  doors, and let those doors close before you go and pick the lock of the 
  locked door.

  However, before you make a move for the door, check your Map to see if any 
  Civilians are heading this way - one does like to come here every so often 
  and can ruin your day if he sees you picking the lock. When the coast is 
  clear then pick the lock and go through the doors then turn left then go 
  through the next double door.

  You will enter a haunted section of the Hotel. Turn right then turn left to 
  find a couple of hotel rooms. Go to the door for Room 108 and pick the lock 
  but don't go through the door yet. Check your Map.

  Inside the bathroom for this room is a Cop who is taking a shower. However, 
  he will stand at the south side of the bathroom and can see you if you try 
  to enter. Wait for him to head north and go into the shower before 
  entering. When the coast is clear then sneak into the room and change into 
  the Police Outfit on the bed. Leave the GK17 be - you won't need it.

  It should be pointed out that wearing the Police Outfit will allow you to 
  go through metal detectors when carrying guns. This is because Cops are 
  supposed to be carrying guns and this Outfit will give you a free pass to 
  carry weapons and access most areas.

  Sneak back out then head back into the Lobby but make sure that the 
  patrolling Cop has headed west away from the door first. The next goal is 
  Fritz and the door at the other end of the patrolling Cop's route - at the 
  northwest corner of the Lobby.

  Head to this door and when the coast is clear then pick the lock of the 
  double door then enter and turn left to go through another double door. You 
  will then enter the shower area of the central Pool. In the main pool area 
  itself is a Cop that stays at the south part of the area and should cause 
  no problems. Check your Map to see where Fritz is at.

  If he is in the Sauna then run around the north end of the Pool, enter the 
  Sauna area, and turn the handle to kill him. Then go inside and grab the 
  key to the X-Ray Room. However, if he isn't in the Sauna, then go into the 
  Sauna area at the west side of the Pool and wait. The problem is that you 
  are probably going to wait a *LONG* time.

  You see, when Fritz leaves the Sauna, then he will head to the dressing 
  room to change and exit into the Lobby. Then he will head to the Bar on the 
  2nd Floor for awhile (and you can poison him through the Whiskey if you 
  wish to do so).

  After that then he will head back down to the changing room and back into 
  the Pool where he will float for awhile. And he will be floating for a long 
  time before he decides to go into the Sauna again. However, if you do 
  things fast enough, then he will still be in the Pool and you won't have to 
  wait as long for him to enter the Sauna.

  The reason the Sauna can kill Fritz is because he has a weak heart. This 
  information was given to you by Fritz in the original "Codename 47" version 
  of this mission but not in this version.

  Once you kill him and grab the X-Ray Room key then go back into the Lobby 
  the same way you came. Then go back up to Room 203, grab the Bombcase, then 
  back into the hallway. Head for the stairs at the north side of this floor 
  and go up the the 3rd Floor. When you get to the top of the stairs then 
  turn left and turn left again at the corner and through the double doors.

  Immediately after you get through these doors then you should see a single 
  door to your right with a green light above it. This is the Roof Access. Go 
  through this door and you will see a large dome-like structure with 
  windows. This is the roof for the Pool.

  Go around to the other side of the structure and you should see two 
  windows. Get close to the left window and check your Map. Check the 3rd 
  Floor Map and you should see a Guard in the next room and another Guard in 
  the room after that. You have to get past both of these Guards to get at 
  the X-Ray Room where the Chemical Bomb is.

  Wait for the first Guard to be at the northeast window. When he starts 
  moving toward the northwest window, and has his back to your window, then 
  enter Sneak Mode and go through the window. This will decrease your chances 
  of blowing your cover.

  After going though the window then sneak to the double door to your left. 
  Then turn right, proceed to the next double door, and wait. Check your Map 
  again to find the Guard in the next room and wait for him to be at the 
  south side of the room. When he moves past the door heading northwest then 
  sneak into the room and head northwest towards the sink.

  He will stop at the northwest window and look north. However, you should 
  sneak close to the wall and stop between the sink and the door. When the 
  Guard moves east towards the northeast window, which will have his back to 
  the door, then sneak into the X-Ray Room. Pick up the Chemical Bomb then 
  head back to the door.

  Wait for the nearby Guard to be at the northwest window then start moving 
  to the northeast window before sneaking back to the hallway. When you get 
  to the door into the first room then wait for the Guard to be at the 
  northwest window then start to move to the northeast window before sneaking 
  in and going through the window outside.

  Then head back down to the Lobby and go outside. From here, run to the Exit 
  Point to successfully complete the mission.

   0=-=-=-=-=0
  / Hong Kong \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC8. "Slaying a Dragon"                                                 0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ Hong Kong /
                                                               0=-=-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 recuperates from his wound he begins preparations to leave. However, 
  the French Police are rapidly moving in and the sounds of a Police 
  helicopter bring 47 back to a series of missions that took place in Hong 
  Kong.

  The main Target is Lee Hong, the very powerful leader of a Chinese Triad 
  called the Red Dragon and another of 47's "fathers". However, he is too 
  powerful to go after right away.

  So the plan is to start a war between the Red Dragon and another powerful 
  triad, the Blue Lotus. In addition, Lee Hong is also protected by the 
  Police and that protection needs to be removed before 47 can move in for 
  the kill.

  The first part of this plan is to assassinate a Red Dragon Negotiator who 
  is meeting with a Blue Lotus Negotiator inside a park.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Red Dragon Negotiator.
  >>Blue Lotus Negotiator must survive.
  >>Escape the area.

0========0
| Weapons \
0=======================================================>

  >>GK17
    ****
      Carried by some of the Guards.

  >>Micro Uzi
    *********
      Carried by some of the Guards.

  >>AK74
    ****
      Carried by some of the Guards.

  >>Dragunov Sniper
    ***************
      Carried by a Sniper on the 4th Floor of the Apartment Building plus the 
      two Snipers on the rooftops of the northeast and south buildings.

  >>Sniper Suitcase (with W2000 Sniper)
    ***********************************
      You start off carrying this.

  >>M60
    ***
      Carried by the Guard in the helicopter.

  >>MP5 Sub-Machine Gun .S
    **********************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is one of the other missions that the M60 appears in. And, like 
      with "Deadly Cargo", the weapon is being held by a Guard in a moving 
      helicopter.

      But it is much easier to acquire here than in the previous mission. For 
      starters, the helicopter doesn't travel over water and you can nail the 
      Guard from some good cover. And you also have the advantage of the 
      silenced W2000 Sniper (inside the Sniper Suitcase) to quietly take him 
      down.

      However, you need to kill some of the Blue Lotus before you can make 
      him show up and they can kill you quickly with their AK74's. The M60 
      carrying Guard is also pretty accurate with that weapon and he can cut 
      you down quickly as well.

      So you need to do things carefully in order to safely acquire the 
      weapon.

      When you go after the Rat Poison do not drop your weapons in the Sewer 
      Hole. Instead drop them inside the room on the 5th Floor where you get 
      the Gardener Outfit.

      Proceed with the poisoning method but return to the 5th Floor room 
      instead. Change back into your Suit, grab your guns (leave the Sniper 
      Suitcase for now), then go downstairs to the 4th Floor.

      Kill the Blue Lotus by the door with your Silenced Silverballer then 
      carefully open the door and kill the Sniper by the window and shoot out 
      the flickering light while staying in the hallway.

      Then go downstairs and open the door then start shooting at the nearby 
      Blue Lotus. The commotion will bring out the helicopter. Stay inside 
      and go to the stairwell. Shoot at the Blue Lotus that come in, 
      preferably with headshots to conserve your ammo.

      If there are too many then run up to the 5th Floor which will cause the 
      survivors to stop chasing and go back out. Then go downstairs and 
      acquire GK17's and Micro Uzis.

      When you have cleared out enough of the Blue Lotus then head back up to 
      the 5th Floor and get your W2000 Sniper. Then go back to the 4th Floor, 
      change clothes with the dead Blue Lotus then sneak into the room with 
      the dead Sniper.

      Keep crouched and look through the window on the right. You should see 
      the helicopter flying about. However, it will pause at the northern end 
      of his circular route and it will be through this window.

      This will give you an excellent opportunity to nail the M60 wielding 
      Guard. The fact that you are in a darkened room (because you shot out 
      the light earlier) and dressed as a Blue Lotus will definitely help.

      Kill the M60 Guard and he will drop the weapon in the north side of the 
      park. As a precaution, go to the window and look south through the 
      other window to kill the Sniper on the building at the south side of 
      the area.

      Then go into the park and acquire the M60 (killing any Guard that gets 
      in the way). When you get the M60 then it becomes easier to get rid of 
      any Guard that tries to stop you.

      However, if you do not wish to do any of this effort, then get one from 
      the mission "Lee Hong Assassination" since it is laying in a couple of 
      the Basement rooms.

      Of course, because you have to kill most of the Blue Lotus to get at 
      the M60, you should get a Micro Uzi for your collection here. If you 
      decide to wait until the mission "Lee Hong Assassination" to acquire 
      the M60 then you can get the Micro Uzi in the next one.

      As for the W2000 Sniper, you can just safely run out of the area with 
      the Sniper Suitcase. You do not need to bring out the weapon.

0==============0
| General Notes \
0=======================================================>

  A couple of NightMare185's contributors, SeiurRighteous9 and Justin Dehart, 
  came up with a real nice, quick method of killing the Red Dragon Negotiator 
  - poisoning the tea he drinks with the Rat Poison found in one of the Sewer 
  Holes. However, I had to make a change due to the quirkiness of a nearby 
  Civilian.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are six levels to the Map:

    >>Outside
    >>1st Floor
    >>2nd Floor
    >>3rd Floor
    >>4th Floor
    >>5th Floor

  The Outside Map is where you start and has one Point of Interest which is 
  the Sewer Hole to the south of your starting position. This Sewer hole 
  contains the Rat Poison that you can use to spike the tea that the Red 
  Dragon Negotiator drinks.

  There are two Exit Points - one to the west and the other to the east. Your 
  Target will be in the park in the central part of this Map. A helicopter, 
  that appears if the the Blue Lotus are attacked, and with an M60 wielding 
  Guard, will fly in circles above the area.

  East of the park is an apartment complex that you can enter and has the 
  remaining five Map levels. The 2nd Floor has a Point of Interest which is 
  where you can obtain a Bomb and Bomb Remote - and is also a sniping point 
  for shooting into the park.

  The 4th Floor has two Guards and is also a sniping point. The 5th Floor has 
  a Point of Interest which is the Gardener Outfit which will allow you safe 
  entry into the park - that is if you do not have any guns on you when the 
  Guards frisk you.

0====================0
| Mission Walkthrough \
0=======================================================>

  When you start the mission then you will be at the west side of this area 
  and with your Sniper Suitcase. Turn right and run south to the Sewer Hole 
  with the Rat Poison. Climb down then turn left to find the Rat Poison. Get 
  the Poison and drop your Sniper Suitcase (and all guns) then climb back up.

  When you get back to the top then turn left and get onto the street. Then 
  turn left again and follow the street east and turn left at the *SECOND* 
  three-way intersection. Head north and you should see a building with two 
  large green round lanterns. This is the apartment complex and the door 
  inside is between the lanterns.

  Go inside and climb all the way to the 5th Floor then pick the lock of the 
  door closest to the stairs. Turn left when you get inside to find the 
  Gardener Outfit. Change into the Outfit and go back outside then head to 
  the *SOUTH* park entrance. Let the Guard frisk you then go into the park.

  The reason to go through the south entrance instead of the east entrance 
  near the Apartment Building is that there is a Blue Lotus Guard just inside 
  the park at the end of one of the small bridges. By going this route you 
  can outright avoid him.

  And by going this way then you have a straight shot to the Tea Cart which 
  is at the Pagoda right by the bridge nearest to you. However, there is one 
  thing to do first before you poison the tea. At the southeast corner of the 
  park is a Gardener who is squatted down doing ground work. He will have his 
  back to the Tea Cart.

  You would think that it would be okay to poison the tea because he can't 
  see you this way. Unfortunately, about half the time he *CAN* see you do 
  the deed and he will run off to tell a Guard and things go bad from here.
  Now, if you poison the tea and he continues to work, then great. If not, 
  then you will have to deal with him if and when you replay the mission.

  You can't ambush him with the Syringe because he will always turn around to 
  face you. But you can still get him out of the way. You see, this Gardener 
  can be moved. You can't push him but you can spin him around. In addition, 
  when you step in front of him, he will get up, take three steps back, then 
  squat back down again. This will allow you to move him.

  To spin him around run around him quickly and stop. He should stand up, 
  turn around a bit, then squat back down again. The goal is to move him 
  behind the big tree he is currently working near. Spin him around until his 
  back is facing northeast or southwest.

  Then get in front of him and back him up a couple of times. Then spin him 
  around until his back is facing southeast. Back him up a few times to make 
  him go alongside the tree and near the wall corner. Spin him around until 
  his back is facing the direction you need to back him behind the tree.

  Then back him up a couple of times to put him behind the tree. From here, 
  head to the Tea Cart. When you get onto the bridge then stop about halfway. 
  Do not stop by the Tea Cart or the Blue Lotus Negotiator may get 
  suspicious.

  The basic pattern of the Red Dragon Negotiator is that he will walk around 
  the Pagoda with the Blue Lotus Negotiator. After awhile they will stop and 
  the Blue Lotus Negotiator will go to talk to the Guard at the east bridge 
  while the Red Dragon Negotiator will pause for a bit.

  Then, as the Blue Lotus Negotiator is talking to the Guard, the Red Dragon 
  Negotiator will go and sip some tea from the Tea Cart. Then he will walk 
  away and wait for the Blue Lotus Negotiator to come back then the pattern 
  repeats itself.

  The best thing to do is to wait for the Red Dragon Negotiator to drink the 
  tea, wait for the Blue Lotus Negotiator to come back to him, then wait for 
  the both of them to walk to the north side of the Pagoda, and out of sight, 
  before you can poison the tea.

  When you are safely at the Tea Cart then look back at the Gardener. If you 
  can still see him then more than likely he can see you too. If this is the 
  case then go back to him and back him away once then head to the Tea Cart 
  when it is safe to do so. When you can no longer see him then you can 
  safely poison the tea.

  I know this is a bit of work but it will save you some frustration if you 
  have to restart the mission because of him.

  After poisoning the tea then walk south out of the park. From there, run 
  west to the Exit Point. You won't be able to leave until the Red Dragon 
  Negotiator dies so stand next to the exit. When you get the status update 
  message then run into the Exit Point to successfully complete the mission.

   0=-=-=-=-=0
  / Hong Kong \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC9. "The Wang Fou Incident"                                            0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ Hong Kong /
                                                               0=-=-=-=-=0

0=========0
| Overview \
0=======================================================>

  The Blue Lotus Triad are afraid that Lee Hong has blamed them for the death 
  of his Negotiator. The Blue Lotus are planning to send an Emissary to Lee 
  Hong's Restaurant to apologize for the attack.

  In this mission 47 needs to assassinate the Emissary and his Guards which 
  will make it look like a counter hit from Lee Hong. This will further 
  destabilize the situation.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Blue Lotus Negotiator.
  >>Assassinate Blue Lotus Triad Member.
  >>Assassinate Blue Lotus Triad Member.
  >>Assassinate Blue Lotus Triad Member.
  >>Assassinate Blue Lotus Triad Member.
  >>Assassinate Blue Lotus Triad Member.
  >>Assassinate Blue Lotus Triad Member.
  >>Escape from Mission.

0========0
| Weapons \
0=======================================================>

  >>Micro Uzi
    *********
      Carried by most of the Blue Lotus and Red Dragon members.

  >>Micro Uzi .S
    ************
      Carried by the two Blue Lotus members inside the Restaurant.

  >>W2000 Sniper
    ************
      In a corner of the Restaurant 2nd Floor Safe Room.

  >>AK74
    ****
      Carried by some of the Guards.

  >>AK74 Assault Rifle Silenced
    ***************************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      You can easily acquire the Micro Uzi .S from one of the Blue Lotus 
      members inside the Restaurant that you have to kill. However, you can 
      acquire the Micro Uzi in this mission and get the Micro Uzi .S in the 
      mission "Lee Hong Assassination" if you wish since you cannot carry 
      both Uzi types at the same time.

0==============0
| General Notes \
0=======================================================>

  NightMare185's strategy is pretty much the best way to do things but made 
  some observations and changes to it. The biggest changes is a different 
  approach to acquire the Bomb, Bomb Remote, and Red Dragon Outfit and going 
  after Orthmeyer's Key.

  Because you will also be returning to this area in the mission "Lee Hong 
  Assassination", and that most of the building is unoccupied, then you have 
  the option of exploring this area with little interference during this 
  mission, and after you blow up the Limo, which will allow you to get more 
  acquainted with it.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are three levels to the Map:

    >>Restaurant 1st Floor
    >>Restaurant 2nd Floor
    >>Outside

  The Outside Map is where you start and has several objects of interest. 
  There is a Sewer Hole near the center of the area and your Exit Point is at 
  the southeast part of this Map. There will also be multiple Guards around 
  the entrance of the restaurant. There will also be two Blue Lotus members 
  stationed at the northeast corner of the Map.

  You will also notice six Guards posted that appears to be in the Restaurant 
  but can be seen on the Outside Map. They are actually in the underground 
  tunnels but there is no Map for it in this mission.

  The Restaurant 1st Floor Map has a multitude of Guards. The Point of 
  Interest is where the meeting takes place. The Restaurant 2nd Floor Map has 
  a couple of Guards and a Point of Interest. The PoI is where you can obtain 
  a Bomb, Bomb Remote, and a Red Dragon Outfit.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then you will be at the east side of the Outside 
  area. From here, run to the Sewer Hole. Across from the Sewer Hole is a 
  trash dumpster. Go to the east side of this dumpster, look north towards 
  the Sewer Hole, and crouch.

  Eventually the Limo with the Blue Lotus Negotiator will show up and park in 
  front of the Restaurant. A Civilian, the Chauffer, will head south towards 
  your position. Wait for him to appear and turn his back to you before 
  making your move. He is taking a piss and you are going to make him pay for 
  it.

  Bring out your Syringe, sneak up behind him, and Sedate him. If he sees you 
  and runs off then another option is to stand just behind where he will 
  stand. He will approach you and warn you but will still stand in front of 
  you. When he starts his business then quickly Sedate him.

  After Sedating him then Take his Clothes, drag him over to the Sewer Hole, 
  and drop him inside it. Then head back east to the street and turn left to 
  go north towards the ladder. The next step is to get the Bomb and Bomb 
  Remote which is on the second floor of the Restaurant.

  The shortest way is to go up this ladder then sneak towards the door which 
  will be the first on on your right. However, the door needs to be picked 
  and there is going to be a Guard standing nearby. Most times he will just 
  stand there while you are doing your thing. But sometimes he will come over 
  to you as you are trying to approach the door.

  If he just stands there then pick the lock, enter the room, and grab the 
  Bomb and Bomb Remote. There is also a Red Dragon Outfit here but you can't 
  use it yet. There is also a Safe in here.

  This is known as the Restaurant 2nd Floor Safe Room in the later mission 
  "Lee Hong Assassination". When you get the items then go back out the same 
  way you came in and go down the ladder.

  However, if the Guard won't stand still, then there is an alternative 
  method to obtaining these items. Get to the ladder but turn right and go 
  east along the street. Continue forward until you get near a telephone 
  pole.

  Just before this pole look left to find and alley with a trash dumpster and 
  a steam vent. Go into the alley and turn left when you get near the end and 
  you will find a large pair of gray doors. These doors lead to the back 
  doors of the Restaurant.

  When you open these gates you will then find three pairs of double doors. 
  Go through the ones on the left. When you go through them then you will 
  enter a dark room with lots of crates. Go through the gap in the crates and 
  turn left to find a set of stairs leading up.

  When you get to the top of the stairs then do a 180-degree turn going right 
  then angle left when you get past the wall to find another set of double 
  doors. Go through these doors then turn left and go through another set of 
  doors then turn left again and go to the next set of doors and stop.

  Check your Map and you should see a patrolling Guard on the other side of 
  this door. Wait for him to approach the door then walk straight west away 
  from it before making your move. If he turns south then west then you will 
  increase your chances of being seen.

  When he walks west from the door then sneak through the doors and turn 
  left. You should see the door ahead of you. In the center of this room are 
  dividers and pillars that will shield you from the patrolling Guard. Sneak 
  to the pillar closest to the door you need to go through then stop and look 
  west.

  Wait for the Guard to appear and head north out of view again before 
  continuing to the door. Once inside the Restaurant 2nd Floor Safe Room then 
  take the Bomb and Bomb Remote. After that then head to the door leading 
  outside, pick the lock, and sneak out then turn left. Follow the way and 
  down the ladder.

  When you get back to the street then go to the Limo and Place Bomb. This 
  will get the Blue Lotus Negotiator to leave the Restaurant. After placing 
  the Bomb then head back east and towards where the two Blue Lotus are 
  stationed. Go back to the alley that leads to the back entrance of the 
  Restaurant.

  Stand at the south edge of the steam vent and look toward the telephone 
  pole. You should also see a Blue Lotus member standing at the left edge of 
  the pole. Across and left from the pole is the corner of a building.

  Now the Blue Lotus Negotiator and the two Blue Lotus members by the Limo 
  will soon drive away. Interestingly enough they don't bother to notice that 
  their trusted Chauffer has gone missing and decide to leave without him.

  Bring out your Bomb Remote and wait. After a short while you will get a 
  notice that the Targets are escaping. What you want to do is wait until the 
  front of the Limo touches the corner of the building then detonate the 
  Bomb. The resulting explosion will kill the three in the Limo and the two 
  stationed by the exit.

  If you detonate too soon then the explosion won't kill everybody. This is 
  why you use the corner of the building - kind of like a "finish" line, as 
  in finishing off your Targets. However, this still leaves two within the 
  Restaurant itself. To get rid of them you need to get the Red Dragon Outfit 
  in the Guard Quarters Safe Room.

  Use the same path you used to get to the room before and acquire the 
  Outfit. But, before I go after the last two Blue Lotus, I will go after 
  Orthmeyer's Key which will allow you to acquire the Mini Gun and Dual Gold 
  Desert Eagles in the mission "Asylum Aftermath".

  After acquiring the Red Dragon Outfit then wait for the Guard to walk away 
  from the door then just walk out and head to the Elevator in the center of 
  this floor. Just southwest of the Elevator is a double door. Go through 
  this double door, down the stairs, up the next set of stairs and turn right 
  when you get to the top.

  Find one of the two doors at the north side of this section of the 
  Restaurant to get outside. Then head down the bridge path until you get to 
  the Mansion entrance which is east of the ladder. Go through the entrance 
  to enter the darkened Mansion. You may want to use the Nightvision Goggles 
  if it is too difficult to see without them.

  It is important to note that there is no Mansion Map for this mission so 
  you will have to kind of go blind when going through this building not just 
  because it is dark.

  Once through the entrance then turn left and go through the double doors 
  ahead. Then go straight ahead to the single door then turn right to find a 
  set of stairs leading up. Go up the stairs, go through the double doors at 
  the top, and turn right. Then go through the next set of double doors.

  To your left you should see a Safe and what appears to be a lighted office.
  Go into this office and you should see Orthmeyer's Key on the desk. After 
  getting the Key then retrace your steps back to the Elevator on the 2nd 
  Floor. Get in the Elevator, Prep your Fiber Wire, and head down to the 1st 
  Floor.

  When you get down to the 1st Floor then go forward through the door at the 
  end of this hallway. Then turn right and go through the first door on your 
  right. Proceed forward through the bathroom and through the next door. Then 
  turn right and proceed forward to enter the Restaurant area itself.

  When you get through the round entrance then turn left and hug the left 
  wall as you proceed past the Guard standing next to a pillar. As you get 
  past him then he will turn but will be looking at the pillar.

  Now sneak toward to the two Blue Lotus. When you get near their room then 
  one of them should head toward you. If not, then move around until you get 
  his attention and make him go towards you. Sneak toward the very southwest 
  corner of this area. The Blue Lotus will walk up to you, scratch his head, 
  then turn around and walk away.

  When he walks away then quickly bring out your Fiber Wire, sneak up behind 
  him and Wire him. Oddly enough, the nearby Guards won't see or hear 
  anything. Sometimes though you may have to cajole him into this corner. You 
  can't get too far ahead of him or he will turn away too soon. You have to 
  keep him near as you sneak to the corner.

  After killing this Blue Lotus member then drag his body into the corner you 
  started from then head to the other one. More than likely he will be still 
  seated in his chair. If he is then sneak up behind him and Wire him. If he 
  gets away from the chair then sneak east and get besides the pillar just 
  outside their room.

  Then wait for him to approach you and walk away then Wire him the same way 
  as you did the other guy. Then drag him to the corner where the other Blue 
  Lotus member is.

  After you kill both of the remaining Blue Lotus members then walk back the 
  same way you came and through the bathroom to the hallway then out through 
  the back entrance of the Restaurant. From here, then head to the Exit Point 
  to successfully complete this mission.

   0=-=-=-=-=0
  / Hong Kong \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC10. "The Seafood Massacre"                                            0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ Hong Kong /
                                                               0=-=-=-=-=0

0=========0
| Overview \
0=======================================================>

  A full-scale war between the Triads has now begun and that has upset the 
  Chief of Police who is on both Triad's payroll. He has called a truce 
  meeting to be held in a small restaurant on neutral ground.

  For this mission you need to not only kill the Chief of Police but make it 
  look like it was done by the Red Dragon which will implicate Lee Hong 
  further. Leaving behind a Red Dragon amulet will help in this cause. To 
  acquire the Red Dragon Amulet you must intercept and kill the Red Dragon 
  Negotiator before he can reach the Restaurant.

  If the mission is successful then the Police protection will be removed and 
  Lee Hong will be easier to assassinate.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate the Red Dragon Negotiator.
  >>Conceal the Red Dragon Negotiator's body.
  >>Assassinate the Chief of Police.
  >>Assassinate the Blue Lotus Negotiator.
  >>Place Amulet at Restaurant.
  >>Escape in the Car.

0========0
| Weapons \
0=======================================================>

  >>SG220 .S
    ********
      Carried by the Red Dragon Negotiator.

  >>Magnum 500
    **********
      Carried by the Chief of Police.

  >>Micro Uzi
    *********
      Carried by the Blue Lotus Negotiator.

  >>Sawn Off
    ********
      Carried by the Bartender.

  >>CZ2000
    ******
      Carried by some of the Cops.

  >>GK17
    ****
      Carried by some of the Cops.

  >>AK74
    ****
      Carried by most of the Cops.

  >>R93 Sniper
    **********
      Carried by the Police Sniper on the building at the southwest side of 
      the Outside area.

  >>Sniper Suitcase (with W2000 Sniper)
    ***********************************
      You start off carrying this.

  >>GK17 Dual
    *********
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      No new weapons but, if you didn't get the R93 Sniper from "Deadly 
      Cargo", then you can shoot the Police Sniper from the 2nd Floor window 
      with a silenced weapon after you leave the Amulet on the table.

      The problem here is that if you used one of your silenced pistols then 
      you will blow your cover and you will have to fight your way out. In 
      addition, the rifle falls onto the street where several Guards may see 
      you pick it up.

      The safest way to obtain the R93 is to take the Sniper Suitcase with 
      you and drop in in the Basement near where you get the Chef Outfit. 
      Pick it back up when you knock out the other Chef. You have to drop it 
      again when you pick up the Serving Tray.

      After you safely leave the poisoned tray upstairs then go back down and 
      pick up the Suitcase and head back up. Your Targets should be dead at 
      this point so leave the Amulet on the table. Bring out the W2000, kneel 
      down, and shoot the other sniper through the window.

      Pick up the Suitcase then safely leave the Restaurant. Head up the 
      scaffold across the intersection from the Restaurant entrance. Bring 
      out the W2000 Sniper and snipe the Guards by the entrance. Use the 
      remaining ammo to kill off all Guards that come to investigate.

      After you use up all of your ammo then drop the W2000 and pick up the 
      empty Suitcase. Then head down to where the R93 is laying. You should 
      have thinned out most of the Guards and those that remain should be 
      running around looking at bodies.

      Drop the Suitcase by the R93, quickly pick up the R93, and quickly pick 
      up the Suitcase to place the weapon inside. Then head to your Exit 
      Point to complete the mission.

0==============0
| General Notes \
0=======================================================>

  Although you can snipe both main Targets from outside I found 
  NightMare185's strategy to be very effective and that what is used here. I 
  have added additional details and observations to improve upon it.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are four levels to the Map:

    >>Basement
    >>1st Floor
    >>2nd Floor
    >>Streets

  The Outside Map is where you start out and has three Point of Interests. 
  The leftmost one is a Taxi you can shoot to activate the alarm for a 
  possible distraction. The one in the center is a Sewer Hole where you can 
  find the Rat Poison that you can use on the Targets using the Serving Tray. 
  The one on the right is another Taxi.

  There is a Sewer Hole to the north that the Red Dragon Negotiator will use 
  to take a piss and is the best place to ambush him.

  The Basement contains the Cook Outfit and a Point of Interest which is the 
  Gas Control that you can sabotage to lure the Chef. The 1st Floor has a 
  Point of Interest which is the Kitchen Area that has the Serving Tray that 
  you can use the Rat Poison with.

  The 2nd Floor is where the Blus Lotus Negotiator and the Chief of Police 
  will meet.

0====================0
| Mission Walkthrough \
0=======================================================>

  When you start the mission then you will be next to your car. You will also 
  be provided with your Sniper Suitcase.

  The first part of this mission needs to be done quickly or you will risk 
  having the Red Dragon Negotiator enter the Restaurant. Drop the Sniper 
  Suitcase then run forward and turn right into the next alley. Follow the 
  alley east until you reach the next street and where you will see one of 
  the Taxis.

  Run past the Taxi and across the street through the wall opening that leads 
  to the back of the Restaurant. Go through the opening and turn right to 
  find the stairs leading down to the Basement of the Restaurant.

  Pick the lock of the Basement door and enter. Turn right to find a door 
  that leads into a small storage room where you will find the Cook Outfit on 
  a shelf. When you put on the Outfit then you will be warned that it won't 
  work on the other employees.

  After putting on the Outfit then Prep your Fiber Wire and quickly leave the 
  Basement and go back through the wall opening and to the street. Then run 
  north and turn right at the next corner. Look north and you will see the 
  Red Dragon Negotiator pausing in front of an alley. Then he will head north 
  toward a Sewer Hole.

  Run across the street then walk toward him when you get to the other side. 
  As you get near the trash dumpster then start sneaking. As you get close to 
  him then pull out your Fiber Wire and Wire him. Drag his body and dump him 
  into the Sewer Hole. Climb down and grab the Amulet then climb back up.

  Head back to the wall opening but turn left instead. Here you will find a 
  pair of trash dumpsters and a Sewer Hole in the corner. Go down the Sewer 
  Hole and turn left to find the Rat Poison. Climb back up and head to the 
  Basement door again. You will notice that there are two Cops standing 
  nearby but they will cause no problems.

  When you get back inside the Basement then go sabotage the Gas Control and 
  go back into the storage room. This will lure the Chef down into the 
  Basement.

  Look at the Basement Map and when the Chef walks past your door then pull 
  out your Syringe, sneak out and get behind him, then Sedate him. Then grab 
  the Chef's Key (which unlocks the back door) and walk back out of the 
  Basement.

  Walk up the stairs and do a 180-degree turn right then turn right at the 
  next corner (where you will find a green van). You should find the back 
  door to the Restaurant and a couple of Guards.

  But, before you go inside, check the 1st Floor Map. The Bartender is in the 
  main restaurant area. And he will not be fooled by your current disguise. 
  He has a pattern of standing behind the bar then go to the Guard sitting 
  nearby then go back again. If you go inside when he is heading to the Guard 
  then he can see you when you enter and you will blow your cover.

  So wait until he heads toward the Guard before entering. When you get 
  inside then you should find the Serving Tray. Before you do anything else 
  you should close the door or the Cops will see you if you tamper with the 
  tray.

  Poison Drinks and then pick up the Serving Tray. The plan is to go and 
  serve the deadly drinks to the Blue Lotus Negotiator and the Chief of 
  Police upstairs. Go up to the door and check your Map. Wait for the 
  Bartender to start talking to the Cop or be standing behind the bar before 
  going through the door.

  When the coast is clear then walk out and turn right then head up the 
  stairs. When you get upstairs then go to the Chief of Police and the Blue 
  Lotus Negotiator. Place the drinks on the table then walk around the wall 
  but angle your camera to where you can see them. Eventually they will 
  ingest the poisoned drinks and die.

  Place Amulet on Table and check your Map again. Wait for the Bartender to 
  talk to the Guard and go behind the bar before going back downstairs. When 
  you get downstairs then sneak back into the Kitchen. Don't worry about the 
  Cop if he decides to approach - by the time he gets close to you then you 
  should be in the Kitchen.

  After you get back safely into the Kitchen then walk out the back door and 
  head to the car to successfully complete the mission.

   0=-=-=-=-=0
  / Hong Kong \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC11. "Lee Hong Assassination"                                          0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ Hong Kong /
                                                               0=-=-=-=-=0

0=========0
| Overview \
0=======================================================>

  The Police protection has been lifted from Lee Hong and now you can go 
  after him. However, he is holed up in his Restaurant and has a small army 
  to protect him.

  This Restaurant is also home to a Brothel which may be of some use. There 
  is also a missing Agent that needs to be found. His last report indicated a 
  large underground complex underneath the establishment.

  Finally, you need to find a valuable Jade Figurine which is important to 
  the Red Dragon. If none of Hong's men can claim it when Hong himself dies 
  then the Red Dragon will collapse into anarchy.

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Triad Leader.
  >>Obtain Jade Figurine.
  >>Escape from the area.

0========0
| Weapons \
0=======================================================>

  >>Micro Uzi
    *********
      Carried by nearly all of the Guards and inside the Weapons Room at the 
      south end of the Restaurant Basement.

  >>Micro Uzi .S
    ************
      Carried by one of the Guards and inside the Weapons Room at the south 
      end of the Restaurant Basement.

  >>Sawn Off
    ********
      Carried by the Bartender.

  >>AK74
    ****
      Inside the small Guard rooms, the Weapons Room, and the Restaurant 
      Basement Safe Room. Also can be found on the Restaurant 2nd Floor. They 
      are also carried by all of the Guards in the Mansion.

  >>M60
    ***
      Inside the small Guard rooms at the north and south ends of the 
      Restaurant Basement.

  >>Sniper Suitcase
    ***************
      Inside the Weapons Room at the south end of the Restaurant Basement.

  >>Enforcer Sniper
    ***************
      In the southwest corner at the south end of the Restaurant 2nd Floor.

  >>Gold Desert Eagle
    *****************
      Carried by Zun.

  >>Micro Uzis Silenced
    *******************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      No new weapons here but, if you didn't acquire the M60 from the 
      missions "Deadly Cargo" or "Slaying a Dragon", then you can get one 
      pretty easy here.

      Just take one from the small Guard room at the north side of the 
      Restaurant Basement and shoot your way out with it since holding it 
      will blow your cover. Of course, how much shooting you need to do will 
      depend on where the Jade Figurine is located.

      The Guards can't withstand its power so it will be pretty easy to 
      acquire with minimum effort. You can also easily get a Micro Uzi .S if 
      you didn't do so already.

      To safely acquire the Enforcer Sniper you should do the following:

      After rescuing Agent Smith then go back into the Weapons Room and 
      acquire the Sniper Suitcase. Then bring out the W2000 Sniper and drop 
      it. Pick up the empty Suitcase and drop it near the Bodyguard Outfit.

      After acquiring the Jade Figurine then head back to the Bodyguard 
      Outfit, change clothes, and pick up the Suitcase. Then go to the 
      Elevator near the Weapons Room and head up to the Restaurant 2nd Floor. 
      Carefully walk past the Guards and head to the southwest corner where 
      you will find the Enforcer Sniper in a crate.

      Drop the Suitcase and look east. You should see a Guard standing by the 
      Safe Room. You also need to wait until the sleeping Guard wakes up who 
      will stand not too far from you. When the sleeping Guard alerts 
      everybody then the Safe Room Guard will move around for a bit and head 
      back to his post.

      When all is settled down then pull out your Silenced Silverballer, aim 
      at the head of the naked Guard, then quickly kill both Guards before 
      they can do anything. Because the area where the rifle is located is 
      dark then they won't see you pull out your weapon.

      After killing them both then pick up the Enforcer Sniper and place it 
      in the Suitcase. From here, then head to the Exit Point to complete the 
      mission.

0==============0
| General Notes \
0=======================================================>

  Most people, including NightMare185, prefer to rescue Lei Ling in order to 
  acquire the Safe Combination. However, I prefer to not deal with her and go 
  after Lee Hong first for the combination then rescue the Agent for the 
  location of the Jade Figurine. And you can get at the Jade Figurine when it 
  is at the Brothel without involving Lei Ling.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are eight levels to the Map:

    >>Brothel
    >>Mansion Basement
    >>Mansion 1st Floor
    >>Mansion 2nd Floor
    >>Restaurant Basement
    >>Restaurant 1st Floor
    >>Restaurant 2nd Floor
    >>Outside

  The Outside Map is where you start and where you can find two additional 
  Exit Points. The Brothel is connected by a bridge at the southeast part of 
  the restaurant complex. One of the four Safes that the Jade Figurine can be 
  randomly found in is located on this Map level.

  The Mansion at the north side of the restaurant complex has three levels. 
  The Mansion Basement has an alternate Exit Point. The Mansion 1st Floor is 
  swarming with Guards. The Mansion 2nd Floor has a patrolling Guard and a 
  Safe that the Jade Figurine can be randomly found in.

  The Restaurant itself has three levels. The Restaurant Basement is also 
  swarming with Guards.

  The Point of Interest here is the Agent, Agent Smith (who you dealt with in 
  the previous two games), that you need to rescue and find where the Jade 
  Figurine is located. One of the four Safes that the Jade Figurine can be 
  randomly found in is located on this Map level.

  Like with the Restaurant Basement the Restaurant 1st Floor is also swarming 
  with Guards. There are three Point of Interests on this level.

  The first one, on the left is the Bar where you can find the Laxative that 
  can be used to spike the Soup you can give to Lee Hong. The second Point of 
  Interest, to the right of the first one, is where Lee Hong and his 
  bodyguard, Zun, will dine. The last one, on the right side of the Map, is 
  where you can find the Soup that you can spike and give to Lee Hong.

  The Restaurant 2nd Floor is where you can find more Guards. The last of the 
  four Safes that the Jade Figurine can be randomly found in is located on 
  this level. The Outside Map is where you can find two additional Exit 
  Points.

0====================0
| Mission Walkthrough \
0=======================================================>

  When you start the mission then you will be at the southeast corner of the 
  Outside Map. From here, run to the main entrance which is at the southwest 
  corner of the Restaurant. When you go through the entrance then you will be 
  in a large Lobby. On the left side of the Lobby is a pair of double doors 
  with green lights. This is the Bar.

  Go into the Bar and talk to the Barkeeper. He is not very talkative but 
  does provide information on the Agent and the Brothel. He will then quickly 
  leave the bar to go to the bathroom. Pick up the Brothel Invite (if you 
  want). Then go to the south end of the bar to find the Laxative and grab 
  it.

  From here, run back out of the Bar and Restaurant, turn left and head east. 
  Head to the gates to the back doors of the Restaurant complex but don't go 
  through them yet.

  Check the Restaurant 1st Floor Map. There should be a patrolling Guard to 
  goes around the southeast area of this floor, goes partway down the stairs 
  to the Basement, then goes up and goes outside. Then he goes back in again 
  and the patrol repeats itself.

  When he is inside then go through the gates and angle toward the double 
  doors on the left. These are the same doors you used in "The Wang Fou 
  Incident" if you used them to get at the Bomb.

  However, don't go through them. Instead, go to the left side of the doors, 
  crouch, bring out your Syringe, and look north towards a pair of trash 
  dumpsters.

  The goal is to ambush the patrolling Guard. Wait for the double doors to 
  swing open. The moment he appears then make your move towards him. When you 
  get close enough then Sedate him. Then run through the double doors he came 
  through to get inside.

  When you get inside then you should see some crates and a gap you can walk 
  through. Run through this gap and you should see a door to your right. This 
  door leads down into the Restaurant Basement. Run down the stairs and 
  through the open doorway at the bottom then through the single metal door 
  ahead.

  After you get through the door then you should see a Bodyguard Outfit on 
  the ground nearby. However, turn left and go through a large curtain to 
  find the Cook Outfit on the ground. Change Clothes into the Cook Outfit and 
  run back up to the 1st Floor and back outside. Then turn left and go to the 
  northernmost pair of double doors.

  Go through it to get inside the Kitchen. Angle northwest to find two cooks 
  and a large table. The Soup can be found at the northeast corner of this 
  large table. Go to the Soup and Put Laxative in Soup. Then grab the Soup 
  and head to the Dining Room where Lee Hong and Zun will be sitting.

  Go through the two pairs of double doors behind the cooks and angle left to 
  get around the center of the Restaurant area. When you get near the Dining 
  Room then stick very close to the left side of the room entrance as you 
  approach Lee Hong and Zun.

  However, depending on how fast you get through this part of the mission, 
  you can actually arrive here before Lee Hong and Zun.

  When you get to Lee Hong and Zun then Serve Soup. Zun will taste the soup 
  instead of Hong and he will run to the bathroom as the Laxative quickly 
  takes effect.

  When Zun leaves then walk behind Lee Hong, wait a few seconds to make sure 
  that Zun is completely away from the room, crouch, bring out your Fiber 
  Wire, and quickly Wire Lee. Walk over to his body, Pick Up Safe 
  Combination, and drag his body.

  From Zun's chair, drag Lee Hong clockwise around the table and drop him 
  between the *THIRD* and *FOURTH* chair. This will ensure that Zun cannot 
  see him when he returns from his impromptu restroom break.

  From here, leave the Dining Room and go back into the Kitchen the same way 
  you came. Then go back through the double doors leading back outside then 
  turn right, go to the sleeping Guard, Take his Clothes, and go back through 
  the doors leading to the Basement stairs.

  When you get back inside then run downstairs and back to where you left 
  your Suit. From here, run through the nearby metal door and follow the way 
  until you reach a double door with an Elevator nearby. Walk through this 
  door then immediately turn right to go through a single metal door. This 
  will lead you into the Weapons Room which has tons of weapons and ammo.

  Turn left to find a single door that leads into the Restaurant Basement 
  Safe Room. However, when you get to it, turn right to find a large curtain 
  and another metal door. This door will go into a corridor that doesn't show 
  on your Map. This secret corridor will allow you to bypass a lot of Guards 
  as you make your way to the Agent.

  After going through the single door then turn left and go through the 
  double doors. Then run forward to the end of this section and go through 
  the double doors then turn left and run through the single door. Near the 
  end of this section is an open door but don't go through it. To the left of 
  the open door is a single door.

  Go through this door then sneak through the next door ahead and turn right. 
  Near this door is a Guard and it is probably best to sneak by him just be 
  safe. After turning right then sneak through the next door which will 
  appear to your right. This is where Agent Smith is being held.

  Free him and he will tell you where the Jade Figurine is being kept. As 
  noted it is being kept in one of four places:

  >>Mansion 2nd Floor
    *****************
      From the Agent's Cell, sneak past the Guard and go through the small 
      room and into the secret corridor. However, instead of going back the 
      same way you came, turn left and go past the Guard and through the next 
      door.

      Go over the bridge and follow the way until you reach the Elevator 
      leading up to the Mansion 1st Floor. When you get up to the 1st Floor 
      the angle left past the Guard and continue northwest to the double door 
      with another Guard.

      Go through this door and turn right to find the stairs leading down to 
      the Basement. As you get to these stairs then turn left and go west 
      then turn left and go south down a longer hallway.

      At the end then turn left 180 degrees and go up the stairs. If you went 
      and acquired Orthmeyer's Key from "The Wang Fou Incident" then this 
      next part should be familiar.

      Go through the double doors at the top of the stairs and turn left then 
      go through the next double door. You should also encounter a patrolling 
      Guard but he should pose little problem. Next to these doors is the 
      Safe. Wait for the Guard to be either outside or in the next room 
      before opening the Safe and acquiring the Jade Figurine.

      After grabbing the Jade Figurine then head back downstairs then to the 
      Mansion Basement and to the Exit Point to successfully complete the 
      mission.

  >>Brothel
    *******
      From the Agent's Cell, sneak past the Guard then run back the same way 
      you came and up to the 1st Floor. Then walk up the large set of stairs 
      to the 2nd Floor. At the top of the stairs is a bunch of crates. Go 
      left around them and through the double doors. Cross the bridge and you 
      should see a couple of Guards beyond the entrance of the Brothel.

      But, just before the entrance, you should see walkways that go around 
      the Brothel building. Go to the one on the left and run around the 
      corner. Then Jump to Balcony and go through the first door you get to. 
      Inside this room is the Safe. There is also some Poison on top but it 
      is of no use now.

      Open the Safe, grab the Jade Figurine, and head back to the 1st Floor 
      the same way you came. Then run outside, through the large gates, and 
      to the Exit Point to successfully complete this mission.

  >>Restaurant Basement
    *******************
      From the Agent's Cell, sneak past the Guard then run back the same way 
      you came and up to the Weapons Room. Then go into the small room at the 
      north side of the Weapons Room. Grab the Jade Figurine then run back up 
      to the 1st Floor and Outside. From here, then run to the Exit Point to 
      successfully complete this mission.

  >>Restaurant 2nd Floor
    ********************
      From the Agent's Cell, sneak past the Guard then run back the same way 
      you came and up to the 1st Floor. Then run back outside, through the 
      large gates, then to the street and to the ladder at the south side of 
      the Restaurant complex.

      Climb it then go around the corner. Then pick the lock of the first 
      door you come to and enter the room. Open the Safe, grab the Jade 
      Figurine, and leave. Then go back down and head to the Exit Point to 
      successfully complete this mission.

  And now, for the last mission of the game.....

   0=-=-=-0
  / France \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >CTC12. "Hunter and Hunted"                                               0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                                 \ France /
                                                                  0-=-=-=0

0=========0
| Overview \
0=======================================================>

  As 47 continues to recover from his wound then he prepares to leave Paris. 
  But the Police have completely surrounded the Hotel looking to take him 
  down. Even with the authorities breathing down his neck 47 still needs to 
  complete one more objective before he can leave the city.....

0===================0
| Mission Objectives \
0=======================================================>

  >>Assassinate Inspector Albert Fournier.
  >>Escape to DeGaulle Airport.

0========0
| Weapons \
0=======================================================>

  >>Syringe
    *******
      Inside the room with the incapacitated guest.

  >>GK17
    ****
      Carried by some of the Cops and by Inspector Fournier.

  >>MP5 SMG
    *******
      Carried by some of the SWAT.

  >>SPAS 12 Shotgun
    ***************
      Carried by some of the SWAT.

  >>PGM Sniper
    **********
      Carried by the rooftop Snipers.

  >>SG220.S
    *******
      Inside the room with the incapacitated guest.

  >>Sniper Suitcase
    ***************
      Inside your room.

  >>PGM Sniper Rifle Silenced
    *************************
      Bonus weapon for achieving a Silent Assassin rating.

  ++Notes
    *****
      This is the only mission that the MP5 SMG and the PGM Sniper appear in. 
      You pretty much have to rampage through this mission to acquire them 
      both.

      The hardest part is to get an armored SWAT Outfit so you can kill 
      everybody else without getting yourself killed. On your initial 
      playthrough I recommend acquiring the MP5 SMG so you can have the 
      option of bringing it or the Micro Uzi Silenced (for concealibility) on 
      your next playthrough.

      I believe the best way to get at a SWAT Outfit is to sneak to the Power 
      Switch on the 3rd Floor, turn off the lights, head back to the door you 
      came from, open it, stand in the doorway, then use your Silenced 
      Silverballer or sub-machine gun to take down at least one of the nearby 
      SWAT before running back into the room and jumping the balcony again.

      Use your vantage point there to pick off those that enter the room to 
      go after you and sidestep out of the way of the window when they fire 
      back at you. When the coast is clear then jump back and get the Outfit 
      from one of the dead SWAT.

      Then go and kill everybody with the MP5 SMG before either leaving with 
      it or going after the PGM Sniper Rifle.

      When going after the PGM Sniper, after you have killed everybody on the 
      ground, then use the W2000 Sniper from the Sniper Suitcase to kill the 
      Police Sniper on the building on the northeast side of the Outside 
      area. The roof where this Sniper is at is angled so the weapon will 
      drop to the ground when you kill him.

      However, before going after him, kill the other Sniper on the roof at 
      the southeast side so he doesn't interfere. You won't be able to 
      acquire the PGM Sniper from him most of the time because he will drop 
      the weapon on the roof.

      According to Steven Larink you can acquire both the PGM Sniper and MP5 
      SMG at one time. After acquiring the PGM Sniper then drop the W2000 
      Sniper and head back to your Sniper Suitcase. Pick up the Sniper 
      Suitcase to place the PGM Sniper inside.

      Then drop the Sniper Suitcase, pick up the MP5 SMG, holster it, then 
      pick up the Sniper Suitcase. You should now have both the sub-machine 
      gun and the suitcase. Then head to the Exit Point to complete the 
      mission.

0==============0
| General Notes \
0=======================================================>

  I figured out how to do this one long ago but I went back and streamlined 
  it based on new observations. And, if you have acquired all of the other 
  weapons before this mission, then you should finish the collection with 
  this one.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

0========0
| The Map \
0=======================================================>

  There are five levels to the Map:

    >>1st Floor
    >>2nd Floor
    >>3rd Floor
    >>Sewers
    >>Streets

  The 3rd Floor is where you start and has a Power Switch that will be useful 
  to you. The 1st Floor is the first floor of the Hotel and has nothing 
  special. The 2nd Floor has multiple empty room but has one with a guest 
  inside and a Police officer outside.

  The Sewers is the underground tunnels that run underneath the Streets. The 
  Streets itself is swarming with Police and SWAT including your intended 
  Target. Your Exit Points are also on this Map.

0====================0
| Mission Walkthrough \
0=======================================================>

  When the mission begins then *IMMEDIATELY* run to the door. When you get 
  through the door, and into the hallway, then turn and run right. Run 
  forward through the hallway and enter the first door to your left. When you 
  get through the door then run straight through and onto the balcony.

  Jump To Balcony to get onto the next rooftop. Then run past the stairwell 
  and angle left to get to the next corner of the rooftop. Across from this 
  corner is another balcony. Jump To Balcony to re-enter the Hotel.

  Look on your Map and you will see that you are in a room that is behind the 
  SWAT. If you did not exit your room in time then the SWAT would be waiting 
  for you and will shoot you when you exit.

  However, by going over the balconies and rooftop then you will avoid this 
  group. But you still need to get downstairs. At the end of the hallway near 
  the door to the room that you are currently in you will see a Power Switch. 
  You need to kill the power on this floor so you can get to the next floor 
  down.

  Before doing anything, though, you should pull out your Syringe. Then sneak 
  out and cut the power.

  From here, turn around and run and, when you get to the group of SWAT, then 
  turn right and go down the stairs and between the two SWAT in the 
  darkened stairwell. When you get to then next floor then run right and 
  enter Sneak Mode just when you get to the corner.

  Sneak around the corner and you should see a regular Cop standing next to a 
  door. He is trying to get a response from the guest inside but is having no 
  luck.

  Even though you have gotten past some of the SWAT you still need a safe way 
  to get out of the Hotel. For that you need a Police Outfit. And this 
  officer will supply you with it. Having the Syringe out already will save 
  you some time since more SWAT will enter the building and the faster you do 
  things, the better.

  Get up behind him and Sedate him. Then pick the lock of the nearby door and 
  drag him inside. You will find, upon entering, that either the guest is 
  comatose or dead.

  Drag the Cop to the opposite side of the bed, just to make sure it isn't 
  seen when the SWAT start going through the rooms later, and Take his 
  Clothes. Grab the Syringe next to the bed, Prep it, walk out the door, and 
  turn right.

  Now head back to the stairwell but go downstairs. Walk all the way down and 
  go outside. You should see a bunch of SWAT. Head to the wall on the other 
  side of the street, turn right, head to the barricade, and stop then turn 
  right again.

  Ahead of you, and to the right (and in front of an alley), is a Fireman. 
  Although you can do the rest of this mission in the Police Outfit the 
  Fireman Outfit is much better as it doesn't make you as suspicious looking.
  From your current position, sneak up to the Fireman.
  
  If he somehow turns around before you can get up behind him then back off 
  or you will spook him and you won't be able to get the Key and Outfit 
  because he will run off. But he will have his back to the alley which will 
  still allow you to attack him.

  In this case then head for the nearest Sewer opening and go down then go to 
  the opening northeast of the Fireman's position. Look at the Streets Map 
  and wait for the patrolling Police to cross past it before exiting. Then 
  head into the alley next to the Fireman.

  When you are safely behind the Fireman then whip out the Syringe, Sedate 
  him, and drag him into the alley. Grab the PM Key and Take his Clothes. Go 
  back across the street, turn left, and head east to the intersection. When 
  you get to the intersection then head northeast across it and to a large 
  advertisement pillar.

  When you get to this pillar then head east along the sidewalk but stick 
  close to the building. You should also see a Police van to your right.
  Your Target, Albert Fournier, is behind this van.

  However, he is surrounded by SWAT including two that look directly at him. 
  But you can actually get them to look away so you can safely get at your 
  Target.

  Continue walking east along the sidewalk while sticking close to the 
  building and go past one of the two SWAT then to the barricade and turn 
  right. Go across the street and to the wall then turn right and go west 
  along the sidewalk.

  Go past the other SWAT then stop at then street corner. If you did 
  everything correct then both of the SWAT should be looking at the walls and 
  away from Fournier.

  Now cross the street north and back to the large advertisement pillar. Head 
  back east along the sidewalk and stop at a point directly north of 
  Fournier. If you try to go further east then you run the risk of having the 
  nearby SWAT turn toward you as you try to get into position. If he turns 
  then you will have to break off your approach and turn him again.

  After you stop at this point north of Fournier then carefully sneak behind 
  him and check your Map to make sure that both of the SWAT, especially the 
  one to the northeast, are still turned away from him. Then bring out the 
  Fiber Wire and Wire him. After that then you can leave Paris. You have two 
  choices of escaping:

  Go to the south side of the Map to find a Police car and three Cops. Walk 
  past them and through the blockade to escape.

  In the Fireman Outfit you won't have any problems with them whatsoever. 
  But, if you still have the standard Police Outfit, then you have to go 
  around the right side of the car when one of the Cops steps away from it or 
  you may risk having your cover blown.

  If you have the Fireman Outfit and the PM Key then you can use the 
  Ambulance at the north side of the Map for an easier escape.

  Regardless of escape route, once you leave the area, then you will complete 
  this mission and the game.

       <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>

  And with this I complete the guide and move onto the sequel, "Blood Money". 
  But there is one more thing to do first before I close things up.....

  /==++====++==\                                             /==++====++==\
 /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| 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: Contracts" (Game Manual)
  --"Hitman: Contracts - All Zero Silent Assassin Walkthrough" - by 
     NightMare185
      --KJK150
      --Gregg Van Osdoll
      --SeiurRighteous9
      --Justin Dehart
  --The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia
      --Weapon names and information

0=========================0
| Additional Contributions \
0=======================================================>

  --Jacek Dobrzyniecki
  --Steven Larink

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.

  >>NightMare185
    **********
      For creating his All Zero Silent Assassin Walkthrough 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: Contracts".

<===++====++====++====++====++====<<##0##>>====++====++====++====++====++===>

     
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