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