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Hitman: Blood Money - PS2

FAQ/ Walkthrough

(Version: 1/0)
PRINT FRIENDLY VERSION

by mikepenance 
<NIL MORTIFI SINE LUCRE - NO KILLING WITHOUT PAYMENT>------------<PLAYSTATION 2>
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--------------------------------<BLOOD MONEY: WALKTHROUGH & FAQ - FINAL VERSION>

May 31, 2006 (last update: 14:54 18/06/2007 - 28,908 Words, 77 Pages)
Written, edited, and arranged by: Mike Penance
    e-mail: mikepenance@yahoo.co.uk
    or look for me in the forums of the sites in the allowed list

Table of Contents: (to find a specific topic, press ctrl-f, and paste the search
                   code within the brackets, then press enter).

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THIS GUIDE  IS  TO   APPEAR ONLY  ON  THE  SITES  SUPERCHEATS.COM, GAMEFAQS.COM,
NEOSEEKER.COM, AND HONESTGAMERS.COM (AND THEIR  SUBSIDIARIES).  IF  YOU  SEE ANY
OTHER SITE  WITH THIS FAQ, PLEASE  LET ME KNOW SO  THAT  I CAN DISPENSE  MY  OWN
BRAND OF OVER-STYLISED JUSTICE!
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<new> - this little code before or after a section name denotes its newness.
<upd> - almost exactly like  its little friend, except it denotes an update.
<rev> - this means that  part or all of  the section has been revised - this
        could mean extra info on a weapon or vital changes to a walkthrough.

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"Be  extremely  subtle,  even  to  the  point  of  formlessness.  Be   extremely
mysterious, even to the point of soundlessness.  Thereby you can be the director
of the opponent's fate ..." - Sun Tzu, The Art of War
--------------------------------------------------------------------------------

1. Introduction .........................................................[HIT01]
              - A Word from Mike ........................................[INT01]
              - Notoriety; Causality in Effect ..........................[INT02]
2. Controls .............................................................[HIT02]
3. Tricks of the Trade ..................................................[HIT03]
4. Weapons ..............................................................[HIT04]
              - Melee/Close Combat ......................................[CQC01]
                  - Baseball Bat ........................................[CQC02]
                  - Cane Sword ..........................................[CQC03]
                  - Fibre Wire ..........................................[CQC04]
                  - Fire Extinguisher ...................................[CQC05]
                  - Hammer ..............................................[CQC06]
                  - Hedge Cutter ........................................[CQC07]
                  - Kitchen Knife .......................................[CQC08]
                  - Meat Cleaver ........................................[CQC09]
                  - Screwdriver .........................................[CQC10]
                  - Shovel ..............................................[CQC11]
                  - Stiletto ............................................[CQC12]
                  - Stun Gun ............................................[CQC13]
                  - Syringe (Sedative) ..................................[CQC14]
                  - Syringe (Poison) ....................................[CQC15]
              - Handguns ................................................[HAN01]
                  - Bull.480 (Taurus Raging Bull) .......................[HAN02]
                  - Custom 1911 (Colt M1911) ............................[HAN03]
                  - Desert Eagle ........................................[HAN04]
                  - Nail Gun (Pro 2000 Nailer) ..........................[HAN05]
                  - SLP.40 (H&K USP) ....................................[HAN06]
                  - SLP.40.S (H&K USP w/Suppressor) .....................[HAN07]
                  - Snub Nosed Revolver (M36 Chief's Special) ...........[HAN08]
                  - Silverballer (AMT Hardballer) .......................[HAN09]
                  - Six-Shooter (Schofield Model 3)......................[HAN10]
                  - WWI Pistol (Mauser C96) .............................[HAN11]
                  - WWI Pistol - Prop ...................................[HAN12]
              - Assault Rifles ..........................................[ASR01]
                  - F.N.2000 (F2000) ....................................[ASR02]
                  - M4 (Colt M4 Carbine) ................................[ASR03]
                  - M14 Grand ...........................................[ASR04]
                  - S.G522 Commando (SIG 522) ...........................[ASR05]
              - Sub-Machineguns .........................................[SMG01]
                  - MP5 (H&K MP5) .......................................[SMG02]
                  - MP7 (H&K MP7) .......................................[SMG03]
                  - MP9 (Ruger MP9) .....................................[SMG04]
                  - SAF SMG (FAMAE MT-40) ...............................[SMG05]
                  - SMG Tactical (H&K MP5) ..............................[SMG06]
                  - TMP (Steyr TMP) .....................................[SMG07]
              - Shotguns ................................................[SHG01]
                  - Shotgun (Remington 870) .............................[SHG02]
                  - SP12 Shotgun (Franchi SPAS-12) ......................[SHG03]
              - Sniper Rifles ...........................................[SNR01]
                  - Air Rifle (Beeman Break-Barrel) .....................[SNR02]
                  - Dragunov SVD ........................................[SNR03]
                  - Elephant Rifle (Browning BAR Mk. II Safari) .........[SNR04]
                  - KAZO TRG (SAKO TRG) .................................[SNR05]
                  - W2000 (Walther WA2000) ..............................[SNR06]
              - Special Weapons & Equipment .............................[SWE01]
                  - Binoculars ..........................................[SWE02]
                  - Coin ................................................[SWE03]
                  - Enhanced Detonator ..................................[SWE04]
                  - Extra Mine ..........................................[SWE05]
                  - Flak Vests ..........................................[SWE06]
                  - Foil Padded Suitcase ................................[SWE07]
                  - Health Items ........................................[SWE08]
                  - Lockpicks ...........................................[SWE09]
                  - RU-AP Mine/Detonator ................................[SWE10]
5. Walkthrough ..........................................................[HIT05]
                  - Death of a Showman ..................................[SIA01]
                  - A Vintage Year ......................................[SIA02]
            <rev> - Curtains Down .......................................[SIA03]
            <rev> - Flatline ............................................[SIA04]
                  - A New Life ..........................................[SIA05]
            <rev> - The Murder of Crows .................................[SIA06]
            <rev> - You Better Watch Out ................................[SIA07]
            <rev> - Death on the Mississippi ............................[SIA08]
                  - ... Till Death Do Us Part ...........................[SIA09]
            <rev> - A House of Cards ....................................[SIA10]
                  - A Dance with the Devil ..............................[SIA11]
                  - Amendment XXV .......................................[SIA12]
                  - Requiem .............................................[SIA13]
6. Cheats, Codes, and Easter Eggs .......................................[HIT06]
7. F.A.Q's <rev> ........................................................[HIT07]
8. The Happy Lawyer Department ..........................................[HIT08]
9. Credits & Outro ......................................................[HIT09]


1. Introduction [HIT01]

Agent 47  is back on the job ... technically ... that’s a bad thing because it’s
wrong to kill strangers.  Does that mean it's  okay  to kill people you do know?
That seems  wrong also ... can’t  kill  strangers ... can’t  kill  acquaintances
(that Flonne cracks me up).  Fortunately, 47 doesn’t have  such  qualms and will
quite literally kill anyone for enough cash.  Last time we saw our anti-hero  he
was left clinging to life after a failed  assassination – Blood Money shows  the
events leading up to it and the  aftermath of 47’s revenge.  Ooh, it's going  to
get nasty, better them than me.


- A Word from Mike [INT01]

I never quite got  around  to  starting  that  Contracts  guide  (admittedly  it
would’ve been easier than this one) that I wanted  to write ... this time I’m on
the ball, by now everything should be nicely finished.  Where does the time  go?
No, really - I want it back!

As a new (experimental) thing - I'm  adding instant messenger  support (MSN) for
anyone who needs more help than this guide can muster.  Use the following  email
address FOR INSTANT MESSAGING ONLY - mikepenance@hotmail.co.uk - any  email that
gets sent to this address WILL NOT BE REPLIED TOO.

And yes my friends, this is actually  the  final version of this guide.  I  hope
you've  enjoyed  my attempt  at being useful with  this  guide  to Hitman: Blood
Money, I'm sure you've been a great audience, see you next Hitman - MKP.


- Notoriety; Causality in Effect [INT02]

Notoriety ... why doesn’t that sound like a good thing?  The big new feature for
Blood Money is  the  notoriety  meter; depending  on how you tackle your current
mission  you’ll alter the course of your future ones.  After each mission you’ll
be  taken  to  a  sleaze-rag ... er,  I  mean  newspaper report  on  the  recent
assassination.  If a civilian sees you performing a suspicious action, once  the
hit goes down they’ll give your details  to the police.  Not only will Guards on
future missions  be  issued with your current description  but  you may actually
bump  into  the  same  civilian.  At first, the description leaked to the papers
will be as vague  as hell – ‘a male suspect’, ‘a bald man’ etc. but  the  higher
your  notoriety gets, the better the description (being caught on camera and not
retrieving the tape  awards higher notoriety  than a witness report).  Notoriety
also affects your cover, if you’re dressed as a Guard and they’re  looking for a
bald man – you’ll  still rouse  suspicion, if your costume includes a hat you’ll
blend in more.  It’s not the end of the world if  your  notoriety hits the  roof
because with a  bit of hard cash  it’ll  all go away.  After every  successfully
completed mission you’ll be  taken to the bribe  screen, from here you can lower
your  notoriety  by paying  off witnesses (- 15) and  even bribing the  chief of
police  to lose vital  evidence (- 40).  If it’s  still too  much you can  pay a
whopping $200,000 to purchase a completely new identity (- 100).   The  cheaper,
more time consuming  method is to replay  the missions that you messed up on and
achieve a lower notoriety  score than last time (if your score is less than last
time, the difference will be deducted from your total).

Eventually the  Cops are going  to  have a  cast-iron  description  of  you  and
eventually your true  identity will be revealed - the fun part though, is seeing
some of the newspaper reports.  For the first seven missions they had 47 down as
a 'gay psychopath' who looked scarily like Barry Burton (Resident Evil), for the
next few  missions  after that  they  had  him  down  as  a  Dan 'Homer Simpson'
Castellaneta look-alike - either that or Richard O'Brian - it's a hoot.


2. Controls [HIT02]


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

L2: - this button opens and closes the map, remember that the game still carries
      on in the background and is not paused.

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

R1: - this button will use firearms and attack with melee  weapons; it  is  also
      used to engage in close combat.

R2: - reload, that's it, just a reload button.

R3: - push this button to enter sCope mode (if the equipped weapon has  a sCope)
      or enter first-person mode.

Square: - this little button will holster  and  draw  your  weapons and open and
          close the inventory (hold to open, release to close).  Switch  between
          the map and the legend.

Triangle: - drop whatever item that you have in  your hand, it's  also  used  to
            exit the map.

Circle: - use this button to pickup items or open the item pickup window (hold).

Cross: - carry out an  action  or  open  the  action  menu (hold).  Spy  through
         keyholes while crouching.

D-Pad U/D: - zoom-in with the sniper sCope or binoculars.

D-Pad L/R: - scroll through maps.

Select: - open briefing menu.


3. Tricks of the Trade [HIT03]

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


- Melee Attack:

If you push the R1  button while standing in front of  a budding  victim  you’ll
deliver a grappled headbutt, pressing R1  against the newly stunned  victim will
deliver  a knockout  blow.  This  is probably  the most sought after addition to
Blood Money, the  ability to fight  back  without  weapons.  The  headbutt/punch
combo is as violent as it sounds and once you headbutt  someone they’re unlikely
to  forget  you  (or forgive you but that’s an entirely  different  matter).  If
you’re in a secluded  spot and you actually intend to finish  them  off – by all
means do it (the blood can give you away if you're not careful).


- Giving them the Push:

A tap of the R1 button while standing behind  someone will give them a push, not
too great on its own but if you push them  downstairs (personal   favourite)  or
off a ledge you can  fake an accident.  Sometimes you can score  multiple  kills
by pushing one punk onto another, although that requires near perfect timing ...
and Spider Senses ... mainly timing though.  Another important use for the  push
is that  you  can shove  someone  so that  they  knock themselves out on a  hard
surface - very handy when you're out of Sedative Syringes.


- Elevator & Up:

In some elevators (okay, most) it’s possible to climb through the ceiling  hatch
and onto  the  top  of the elevator.  If there  happens  to be  someone standing
directly  below the hatch  you can  equip your Fibre Wire  and press  the  cross
button  to  strangle  them  and pull them up.  It’s  a silent kill  and  instant
concealment – dandy, eh?


- Lock and Roll:

The title ...?  Oh, it just came to me (I bet  you  couldn’t  tell).  All  doors
have locks and Agent 47 has guns ... nope, can’t think  of a  thing!  Oh, wait –
if you fire at a door lock (preferably in  first-person view) it’ll  break.  The
benefits of which is that you  can avoid  picking locks altogether – the bad bit
is that it makes quite a bit of localised noise and it leaves a physical mark on
the door (yup, people will  notice).  In real life  no  self-respecting  weapons
specialist would ever  shoot  out a lock – the  ricochet could quite easily kill
them.  Who says that reading my guide isn’t a learning  experience?  Doors  that
are opened via key card (like the daemonic  devices you  get in hotels) can't be
picked or shot open (unless you posses a card to the door) ... not  like  you've
ever tried ... right?


- Disarming:

If you push the R1 button while standing near an armed opponent you’ll perform a
grapple  for their  firearm.  There are two outcomes to the disarming technique,
you’ll  either  successfully win  control of  the gun causing a  small localised
noise  or  you’ll win  control  of the gun  but it’ll  go  off in  the  struggle
(injuring your  target in the  process), this of course  creates a lot of noise.
Do it if you need it but don’t make a habit of it.

There is a 'shooting disarm' but frankly I think that's purely limited to Guards
and the like (seeing as how I’ve never, ever done  it  or seen it done).  If  it
happens  to  you, you'd  better  pull  your finger out and pick up your gun - in
shootouts, one  rogue shot can screw up your chances of even scraping through by
the  skin  of  your teeth (especially if you don’t have a backup peace on hand).


- Human Shield:

If you can manage  to sneak up behind  someone with  an  appropriate  gun  drawn
(single-handed use only) you can use the cross button to grab them  as  a  human
shield  (I  say ‘sneak’ but as  long  as you can get  behind someone).  A  human
shield  by  definition  should  be  quite  handy – angry  men  with  machineguns
evidently don’t read the dictionary.  If you cause too much trouble and kill too
many  people while  you have a  shield, people are  likely to  shoot back!  When
you’re done with them you can shove them to the floor with triangle or knock em’
out with the  cross button.  Alternatively  you can fake  an accident by pushing
them from a high ledge.

R1: - this  button  will  discharge  your  chosen  firearm.  That's  it, really.

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

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

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


- Disposal of Bodies:

There comes a time in everyone’s life when they need to hide a body ... oh  wait
... pretend  I didn’t say that!  Even  when  going for a  Silent Assassin rating
the bodies can  mount up ridiculously fast.  To achieve the Silent Assassin rank
you need to  be able to hide and dispose  of  bodies when  necessary.  There are
various  ways  to  temporarily  or  permanently  dispose  of  the   ultimate  in
incriminating evidence.  Every level  contains a dumpster, a  hopper, or a chest
freezer (basically the same, if not a little colder or  smellier than the last).
As long as you remember  to  put the lid down they should  provide  an  adequate
hiding place for civilian/police/agent bodies – although it is worth  mentioning
that dumpsters outside of cafes and  restaurants are used  frequently by waiters
and the like.  Dark areas will do when it comes  to stashing bodies, the  darker
the  better – matter-less  of  how dark  the area is; if  it’s  used  frequently
someone may see something sooner or later.  Permanently disposing of bodies  can
be  a  godsend when  faced  with  multiple targets, places like  swamps, garbage
trucks, and furnaces  will  do  the  job nicely.  Although  the  more unpleasant
ways of disposal tend to add to your violence  rating quite quickly – if you can
try and use large bodies (see what I did there?) of water to  cover your tracks,
that’d be  great.  It's purely  a  case of  using  your  best  judgement ... get
discovered or be a little rough, each  level  walkthrough will tell you the best
way to hide or  dispose of  bodies in a  discreet  enough manor  to earn you the
mantle of Silent Assassin.


- Diversions:

It isn’t all about shooting and pure stealth; sometimes  to succeed you need  to
be able to cause  a  diversion.  The obvious choice  of  diversion is to use the
Coin, simply throw  it  and with a bit  of luck, your  target will wander off to
investigate – giving you the chance to eliminate them quietly or simply sneak on
by.  Coins are  great  but for a longer  lasting  diversion you can actually use
your attaché case – if  you  throw  it in a similar manor to a Coin, your chosen
target will pick it up and take it to the nearest security room (a civilian will
run off to let someone  know  about  the  case – either  way, win/win).  A  firm
favourite of mine (and Agent 47’s ... probably)  is  to  simply  toggle a  light
switch, when  someone  comes  to  turn  the  lights  back  on you  can  use  the
opportunity to  take  them down when they turn their back or sneak past (its all
good, baby).

You’re not purely limited to  the basics, on some missions there will  be  level
specific diversion  like  fire alarms and laser tripwires that can be exploited.


- Costume Changes:

Hitman may be good  and  he  may  have  a  big bald, bar-coded  head  but  there
are times when 47  needs  to acquire some  new  pants (okay, and the rest) to be
able to  achieve  his  mission  without  raising  suspicion  of  an  undue kind.
Usually, obtaining a costume is as simple as smacking someone across the back of
the head and  selecting  the  costume from the pickup menu and then bundling the
naked guy into  a  box (any body armour  other than Flexible Kevlar will be lost
when you  change  from  your suit).  Different  costumes have different areas of
access (an FBI agent  can walk unhindered just about anywhere without question –
even bypassing metal  detectors) and  allow you  to carry certain weapons freely
(e.g. a worker can  get away with carrying Hammers and Nail Guns without getting
his face blown off).

Providing  that  you  don’t  keep trying  to  enter  unauthorised  areas  or  do
uncharacteristic things (waving  your  firearm at partygoers usually does it for
me), your cover  should remain intact.  Only  Guards wearing the same threads as
you can become suspicious  of you  and  blow  your  cover (unless  you’re  doing
something totally stupid).  The  best way to completely obliterate your cover is
to have a body discovered and identified – this tells every Guard on the mission
exactly who they should be looking for, even  the  smallest amount of suspicious
behaviour will plunge  you  into the red.  A  neat  little feature that’s new to
Blood Money is that changing costumes will now lower the  suspicion meter – this
is an absolute lifesaver  should  you screw  up  but still remain  on  target to
complete the mission.

Retrieving your suit is vital to obtaining a Silent Assassin rank on Expert  and
Professional  difficulties – try and  leave it somewhere secluded but accessible
for when the time comes.


- Navigating the Environment:

Evidently Agent 47 has been on an outward bounds weekend between games – and  it
shows.  I want to  make  this  sound technical  and  cool ... but  basically ...
pushing forward  will do everything.  If you  want to  climb something (trellis,
ladder, drainpipe, etc.) just push towards it – pushing up  goes  up and pushing
down goes down (well  I  never).   If you’re in a  hurry  to  get down, push  L1
to  drop straight  to the ground (depending on how high up you are you’ll suffer
varying amounts of  damage).  The  same goes for jumping  from ledges – push  in
the direction that you want to go and Mister Hitman will do the rest.

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

As you may have guessed, these are all highly suspicious actions (hanging from a
drainpipe, suspicious!?!) so watch what the hell you’re doing, eh?


4. Weapons [HIT04]

"The victim was  dispatched in  an  expert manor by a ... frozen banana  to  the
head!”  Well, yeah if 47  didn’t have any  kind of  weapon that’s  the  headline
you’d  see quite a  lot at the end of level  screen.  Knives, guns, and  various
blunt objects make up a vast majority of Mr. 47’s arsenal – how  you use them is
entirely up to you.  A little note to stop me having  to  slap  some people  for
bringing it up later - weapon upgrades that are unlocked after a certain mission
will only be unlocked if you have all the missions before and including that one
completed with a Silent Assassin rank.

--------------------------------------------------------------------------------
“There is a time and place for the use of weapons.” — Miyamoto Musashi, The Book
of Five Rings, The Ground Book
--------------------------------------------------------------------------------


- Melee/Close Combat [CQC01]

Without close combat you’d see your violence rating soar, close combat is silent
and always deadly and  professional.  In  many  situations you’ll  be unable  to
carry or use a firearm  due to metal detectors  and the like.  Weapons  like the
Syringe  and Fibre Wire  are undetectable and can  easily  incapacitate or  kill
instantly.  Melee  weapons aren’t limited  to your default  equipment, there are
many spur-of-the-moment objects lying around like Fire Extinguishers and Kitchen
Knives.  Of course, if  you never expected  to come across one of these weapons,
things may not go to plan in a big mission  when  you go to use  them.  Practice
makes perfect.  Just so you know, folks - you can't  collect  melee weapons like
you could in Hitman 2: Silent Assassin ... boo.

A quick  little note  about  bloodstains - certain  melee  weapons  will  become
covered in blood after 'use'.  Needless to say, but, even  when  dressed in  the
appropriate costume, bloodstained  weapons  are  a no-no (for  obvious  reason).


- Baseball Bat [CQC02]

FOUND: Death of a Showman, A New Life

‘Bat’-Man Returns ... The Good, the ‘Bat’, and the Ugly ... ‘Bat’ to  the Future
... <sigh> that’s me  done.  It’s a  Baseball Bat, be creative, be  spontaneous,
be Babe Ruth  if  you like.  It’s not a technical marvel, you just swing it  and
people fall over.


- Cane Sword [CQC03]

FOUND: A Dance with the Devil

It’s a  sword ... no, it’s a cane ... well; it’s  actually a bit  of  both.  The
Cane Sword starts automatically holstered (pushing the square button  will  drop
it); a quick flick of R1 button  will  unsheathe it and deliver a vicious slash.
It’s quick and  painful, and is guaranteed to  create  quite a bit of noise (and
mess).  The coolest thing about the Cane Sword is its  stealth attack - a rapier
-style thrust through the back - sadly this  weapon  is absolute  pants  because
only Vaana can walk about unhindered with it.


- Fibre Wire [CQC04]

FOUND: Default

The Fibre Wire is a Silent Assassin’s weapon of choice, no mess and no fuss, and
always available.  Press R1 to  tighten the Wire  and enter sneak mode  (another
one of those  handy little tweaks that make things easier); simply  releasing R1
behind  your  chosen victim  will  kill  them  instantly.  It’s an  awkward  but
necessary  weapon to  master and it's silent  and doesn’t add to  your  violence
rating (even one can wreck your chance for a Silent Assassin  ranking).  A nifty
new  feature (like I  mentioned before) is  that  you  can  pull  people through
ceiling hatches thus killing them and hiding them at the same time.


- Fire Extinguisher [CQC05]

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

Fire isn’t  the only thing that  this can  extinguish (see that, play on  words,
brilliant) – the Fire Extinguisher can make an impromptu bludgeon if need be.  A
blow from behind will always do the job in one hit, from the front and depending
on how good a shot they receive they may need a couple of blows, although it’s a
pretty certain knockdown.


- Hammer [CQC06]

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

<Singing> If I had a Hammer, I’d chase you in the  morning, I’d kill you in  the
evening ... <ahem>.  I’ll leave you to  ponder the uses of  a Hammer (clue: they
involve hitting people across the back of the head), make sure you’re dressed as
a workman unless you can explain why a theatre-goer needs  a  Hammer.  Amusingly
enough, the Hammer can be thrown for a fatal long distance attack - if you  want
it back you'll be in for a long distance sprint (fact). 


- Hedge Cutter [CQC07]

FOUND: A New Life, Requiem

Hedge Cutters, we’ve all got them (well, presuming  you have a hedge) and we all
know that they’re as sharp as  hell.  Apart  from being able to clip hedges with
them (not  like  I’ve seen him clip hedges  with them), 47 can  deliver a rather
violent double-stab  attack from behind – from  the front however, 47 delivers a
feeble little jab ... I know which one is better.


- Kitchen Knife [CQC08]

FOUND: Death  of  a  Showman, A  New Life, The Murder of Crows, You Better Watch
       Out ..., Death on the Mississippi, Requiem

Strangely, this is probably the most well rounded weapon in the game!  You  have
a powerful  frontal  attack, a stealth  attack, and  you  can  throw  it  for  a
projectile attack (it can be retrieved from a target - in  a  fire fight  that's
never a good thing to attempt). This  is  purely one of those ‘find in level but
can’t bring  home’ kind of items so  use it  while you  can  and don’t  get  too
attached to it.


- Meat Cleaver [CQC09]

FOUND: A Dance with the Devil

Just when you  thought  it  was  a  safe to  go back  in  the kitchen!  The Meat
Cleaver, as the name  suggests, cleaves  meat – that also happens to include any
bone that gets in the way.  Being the nice guy that he is, Agent 47  will gladly
hit people in the back of  the head with  it in what has to be the most gruesome
sight of the game.  What else?  Well, you can throw it just like a knife (albeit
in a much cooler way) and its frontal attack seems marginally stronger (although
it’s still a bit crap).


- Screwdriver [CQC10]

FOUND: Curtains Down, Requiem 

I once almost put a Screwdriver through my hand, not  a  very nice  experience I
can tell you.  Of course, nobody  told this to 47 – let’s just say you shouldn’t
let him do your DIY.  It’s very cool, it’s very messy ... and it’s very  47.  As
an added bonus, it can be  thrown in a similar way  to a knife ... is there such
a thing as projectile DIY?


- Shovel [CQC11]

FOUND: Death on the Mississippi, ... Till Death Do Us Part, Requiem

The Shovel is purely a  limited use weapon, well you  can whack people all  day,
but what  I mean is  if you don’t stay  dressed  as  a furnace  worker, keep  it
holstered, and  never leave  the furnace  area then  you’ll cause all  kinds  of
ructions (on the other missions its much harder).  A well aimed swing  from  the
front  will  send  a target flying, from behind however, you’ll deliver a couple
of quick blows to your victims’ head, finishing them instantly (and making quite
a bit of noise).  Like I say, if  its there then  you may  as well try it  once.
The Shovel also appears on the final level but there  is very little opportunity
to use it without getting shot in the face.


- Stiletto [CQC12]

FOUND: A Dance with the Devil, Requiem

A Stiletto is a long-bladed knife that’s primarily designed for stabbing  rather
than  mindless  slashing.  If you  use  this  like  you’re  supposed  to  you’ll
probably not notice much difference between this and the Kitchen Knife, throw it
and stab things, ya know, the usual.


- Stun Gun [CQC13]

FOUND: Flatline

The Stun Gun is so brilliant that I thought  they’d let you keep it (with a  bit
of jiggery-pokery you could grab one in the  original Hitman but  it didn’t work
properly).  You can’t keep it  and so far I’ve only seen it on one  mission.  By
holding R1 you charge the Stun Gun, by releasing R1, people  fall over.  One zap
from the front will incapacitate anyone, the stealth attack should  prove  quite
fatal ... but it doesn't ... in my world we obey the laws of biology.


- Syringe (Sedative) [CQC14]

FOUND: Default

The needle-man cometh and ... er, that’s a bad  thing.  If you need to acquire a
new  uniform  or  remove a  civilian  from  the equation  in  a  safe  and  more
importantly anonymous way, the Syringe  is  always the best way forward.  I find
that  it’s quite handy for faking accidents, a quick shot in the neck and up and
over the nearest balcony rail to the  floor below.  You can also  dope  people’s
drinks (and the odd sausage) but I prefer to do things personally.  You only get
two uses from the Syringe, using them  sparingly is often vital to your success.


- Syringe (Poison) [CQC15]

FOUND: Death of a Showman, default

If you harbour the desire to murder rather than sedate, the Poison Syringe  will
be up your ally, silent, quick and  deadly  but totally  non-violent.  Like  the
Sedative Syringe you can lace food (producing  the  possibility  of  eliminating
multiple targets).  Remember, when poisoning food you can’t always dictate  when
and where your target will eat it – they may collapse almost instantly  or  they
may get  far  enough for you to  safely hide them, like I said you can’t dictate
these things.  If  you  poison someone and  then throw  them off a balcony it’ll
still class as a  poisoning  rather than just being  suspicious.  Two  jabs  and
that’s  it, but unlike the sedative variant you’ll use this one specifically for
elimination of key  targets.  Incidentally, if you end up having to incapacitate
someone in a physical  sense  you can  still  finish  them  while  they’re prone
(another one of those handy little tweaks).


- Handguns [HAN01]

Handguns are a great commodity in the world of Hitman (even  more so  this  time
round).  A good, reliable Handgun  should always find  its way into your pockets
at the start of each mission.  They’re concealable and dependable, Sniper Rifles
and Shotguns  are  all well and  good  but they  each have  their time and place
before  they’ll  work  perfectly.  Handguns  are  suitable  for  all  situations
(especially with a Silencer and a Scope).


- Bull.480 (Taurus Raging Bull) [HAN02]

  AMMO TYPE: Bull
   CAPACITY: 6
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

FOUND: A New Life, Death on the Mississippi

This  is one meaty  weapon; it’s kind  of  like a Charles Bronson special!  This
hand-cannon can blow a plate-sized hole in whatever  you  aim at.  I  mean, yeah
it’s powerful but man is  it  slow.  I’d give  your lunch  money to  have  had a
customisable magnum revolver in Blood Money (custom barrels, twin  auto-loaders,
etc).  Unless you’re intending to ‘rip it up’, one shot is  going  to wreck your
Silent Assassin  rating.  I’ve  only  seen  Bull  ammo  lying  around  once  but
there is a large  concentration of  Bull.480’s on  the  Death on the Mississippi
mission.


- Custom 1911 (Colt M1911) [HAN03]

  AMMO TYPE: Magnum
   CAPACITY: 9
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: No

FOUND: Amendment XXV, Requiem

The Custom 1911  is  almost exactly the same as the Desert Eagle – as  to why we
have it, I don’t  know.  It only  appears  twice  anywhere  and  it  isn’t  even
collectable (and  like  the WWI Pistol it doesn’t even  appear on  the  standard
equipment list).


- Desert Eagle [HAN04]

  AMMO TYPE: Magnum
   CAPACITY: 9
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

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

If you need to make some noise then this  is the gun to  use, baby.  This  is  a
semi-automatic powerhouse that makes you  happy by just  being  there.  I rarely
use it  but if I can, I always take it with me (that or my trusty Silverballer).
Magnum ammo is pretty damn  scarce but don’t  be  surprised to find large caches
from time to time.  There are plenty of opportunities  to grab a Desert Eagle or
two, try high profile Bodyguards or targets if you’re desperate.


- Nail Gun (Pro 2000 Nailer) [HAN05]

  AMMO TYPE: Nails
   CAPACITY: 50
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes (standard equipment screen only)

FOUND: Curtains Down, A New Life, Amendment XXV

Technically ... not strictly speaking that is ... it’s  not  really  a  firearm.
It’s a cordless Nail Gun that uses a  CO2 cylinder to fire nails  over  a  short
distance.  If you want to give it  a  go you can use it as  a  replacement for a
silenced pistol – headshots  only  I’m  afraid, otherwise  you’ll  be  there all
day (and night, and day again).


- SLP.40 (H&K USP) [HAN06]

  AMMO TYPE: .45ACP
   CAPACITY: 12
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

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

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


- SLP.40.S (H&K USP w/Suppressor) [HAN07]

  AMMO TYPE: .45ACP
   CAPACITY: 12
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

FOUND: The Murder of Crows, A House of Cards

This is ... okay, I think.  It’s  exactly  the same  as the SLP.40 but  with  an
added Silencer, if this were Contracts I’d say that this were a fine addition to
your arsenal, but  due to the customisable Silverballer, this comes second best.
If I had to choose  one or the other  I wouldn’t choose this one ... however, if
your Silverballer isn’t  quite  up to your desired spec yet  because you’ve been
burning money, then this may be adequate for a short time.


- Snub Nosed Revolver (M36 Chief's Special) [HAN08]

  AMMO TYPE: Pistol
   CAPACITY: 6
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

FOUND: A Vintage Year, Death on the Mississippi

The  Snub Nosed Revolver (more commonly  known  as  a Derringer) – officially  a
ladies gun it was also favoured by the  likes of Al Capone (I think James Cagney
had one in  one of his  films ... which one?  I can’t remember  for  the life of
me).  Unlike the Derringers I’ve seen, this one holds six shot (instead if two).
Anyway, at close range this  weapon can be quite, quite  powerful  (due  to  the
short barrel) but over a distance, where you’ll be  using it most, it can’t  hit
for  toffee  (mmm, toffee) and  when  it does it won’t leave too much of a mark.


- Silverballer (AMT Hardballer) [HAN09]

  AMMO TYPE: Low Velocity/.45ACP/Magnum
   CAPACITY: Upgradeable
CONCEALABLE: Yes
 TWO-HANDED: Yes, if dual is selected
COLLECTABLE: Default

FOUND: Requiem, Default

The Silverballer has been the staple of the Hitman series  since  day one  (back
then it was way too loud and  only  held  7 shots).  Over the  series  it’s been
gradually  beefed up and on  some occasions  doubled up.  This  time around, the
Silverballer  takes full  advantage of the  new customise feature.  By splashing
your ill-gotten gains you can increase its speed, power, and  versatility beyond
that of any other Handgun.  We’re  talking Silencers, dual wielding, Scopes, and
a whole host of extras.


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

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

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


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

          - Extra Ammo  - 2 extra clips
                        - Expands all clips

          - Rail Mount  - For Scope

          - Laser Sight - Laser Aim
                        - Medium Precise


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

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

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

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


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

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

          - Large Clip     - More bullets
                           - Double capacity


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

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

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

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


- Six-Shooter (Schofield Model 3) [HAN10]

  AMMO TYPE: Pistol
   CAPACITY: 6
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

FOUND: ... Till Death Do Us Part

When I knocked my first hillbilly unconscious and rifled  through his pockets  I
was initially  excited to  find  the Six-Shooter.  I  thought that  surely Clint
Eastwood and  Revolver Ocelot <cough> would know a winner when they saw it – how
wrong I was.  There  is very little  accuracy backed up by very little power.  I
collect them, that’s what I do ... why’d I bother collecting this?


- WWI Pistol (Mauser C96) [HAN11]

  AMMO TYPE: Mauser
   CAPACITY: 9
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: No

FOUND: Curtains Down

Is this the real one or the  fake?  Admittedly this weapon’s only purpose is  to
kill  Alvard D’Alvade  in  a crafty way – I don’t think that we were really ever
meant to ‘use’ it in the traditional sense (hence it not being collectable).  If
you really want  to  use it, bear in mind that  it’ll  only  have nine shots and
unless you go for headshots it’ll probably take that many to kill someone – yes,
bad.


- WWI Pistol - Prop [HAN12]

  AMMO TYPE: Blanks
   CAPACITY: 9
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: No

FOUND: Curtains Down

Hmm ... something tells me that this might just ... not be  real.  The  Prop WWI
Pistol is as the name suggests a prop.  Not to cast  dispersions, but if you use
this you’ll be firing blanks – this is the weapon used to ‘execute’  Cavaradossi
at the end of the third act.  It can’t even deliver a chafing powder burn (“take
that you villain”, “ow it chafes”).  If you  have  this in your  possession then
you’re either planning something in  a  cunning fashion  or you’ve just lost the
plot – either way it's still best not  to  run  around  firing  at  people - no,
really.


- Assault Rifles [ASR01]

Assault Rifles make no claim  to  being stealthy  or intelligent; whichever  one
will get them into  any  kind of trouble.  Capable  of  incredibly high rates of
fire and as inconspicuous as  two  children standing on  each others  shoulders,
wearing  a  trench coat,  and  trying  to  get  in to see Death Wish.  Generally
speaking, an Assault Rifle  is way too  big to start a  mission with – check the
Agency case.  If you  really  must  go down  the ‘kill em’, kill em’ all’ route,
remember  your clean  underwear  and  fresh  body armour.  Like all  rifles, the
differences are clearly there  to  be seen  in  accuracy, fire power, and  added
extras.


- F.N.2000 (F2000) [ASR02]

  AMMO TYPE: Rifle
   CAPACITY: 20
CONCEALABLE: Yes, with case 
 TWO-HANDED: Yes
COLLECTABLE: Yes

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

Sadly, it  doesn’t come with  the case you find  it with – because that would’ve
made it extra special.  Of all the Assault Rifles this is probably  one  of  the
most stable and accurate that you’ll ever find.  The drawback is  that  it  only
holds 20 rounds in each magazine, so you spend  more  time  reloading  the  damn
thing than you do shooting it.  The  whole point of it being so compact is so it
could fit inside a case ... no case means you’re better  off  sticking  with the
much larger and more capable rifles.


- M4 (Colt M4 Carbine) [ASR03]

  AMMO TYPE: Low Velocity/Rifle/Armour Piercing
   CAPACITY: Upgradeable
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Default

FOUND: Default

Surprisingly,  this  is  the  ultimate  in  Assault Rifles ...  oh,  you're  not
surprised?  Of course not – even  if  you  left  it  unmodified  it’d  still  be
the best rifle of its kind.  It’s surprisingly stable even in full-auto and once
you outfit it with a Scope and a Silencer you’ll be able to re-enact scenes from
the Rambo Trilogy.  It’s recommended you purchase some large  clips  and AP ammo
as soon as possible if you intend to go down the action route.


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

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

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

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


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


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

          - Rail Mount            - To mount Scope

          - Extra Ammo            - 2 extra clips
                                  - Expands all clips

          - Laser Sight           - Laser aim
                                  - Medium precise


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

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

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


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

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

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


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

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

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


- M14 Grand [ASR04]

  AMMO TYPE: Rifle
   CAPACITY: 20
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes

FOUND: Amendment XXV

In my mind  this  is the traditional Assault Rifle  of  the group – not as  fast
-firing as the others  but just as powerful.  Because it needs to fire in  three
-shot bursts (it can fire one shot at a time, very accurately but it  is way too
slow to be of any real use in times of crisis - it doesn't have  automatic  fire
so you'll need to be quick on the trigger) to be of any real use, it tends to be
a little on the inaccurate, ammo consuming side.


- S.G522 Commando (SIG 522) [ASR05]

  AMMO TYPE: Rifle
   CAPACITY: 20
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes

FOUND: The Murder of Crows

<Sigh> what  we  have here is yet  another run of the mill Assault Rifle – let’s
see, it’s accurate, it’s powerful, and  it’s  stable.  Apart  from  the  usual I
think that it may be fitted  with  a partial Silencer ... well, it won’t collect
itself, get to it.


- Sub-Machineguns [SMG01]

Sub-Machineguns are all about rapid-fire death combined  with  easy  concealment
(that’s why they’re  synonymous with just  about every  Mafia going); of  course
there are myopic cowboys with better aim but who cares?  There are various kinds
of SMG to be had, the one-handed Gangster’s  favourite  right  down to heavy two
-handed military machineguns.  In  essence they’re  all pretty  much the same in
terms of their rate of fire and power, so  you’ll often  find yourself going for
the ones with the best  features (Silencer, etc).  With  this being the case you
won’t stray far from your Tactical SMG unless you’re a bit of  a collector (just
like me, baby).


- MP5 (H&K MP5) [SMG02]

  AMMO TYPE: SMG
   CAPACITY: 25
CONCEALABLE: Yes
 TWO-HANDED: Yes
COLLECTABLE: Yes

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

The Heckler & Koch MP5 is the daddy of Sub-Machineguns and is favoured by police
organisations  across  the world (if I’m  correct  I  think that MP  stands  for
Military Police ... although it could be  Machine Pistole ... I forget).  Highly
stable  and deadly accurate even at a distance (due to the two-handed approach),
the  MP5 is only bettered by  the  SMG Tactical (which is essentially a modified
MP5 anyway) and  that’s  only because of the Silencer and Scope.  In Blood Money
the MP5 is mainly carried by high-ranking FBI agents.


- MP7 (H&K MP7) [SMG03]

  AMMO TYPE: SMG
   CAPACITY: 25
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

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

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


- MP9 (Ruger MP9) [SMG04]

  AMMO TYPE: SMG
   CAPACITY: 25
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

FOUND: The Murder of Crows

It doesn’t promise much and it  doesn’t  disappoint – it’s  an  incredibly  fast
-firing weapon that loses accuracy over even  the  shortest of  distances, ideal
for  confined  spaces  and  cramped  corridors  but  entirely  impractical  (and
occasionally too fast for its own good) everywhere else.  Both the MP5  and  the
MP7 are concealable and  seeing as they’re all guaranteed to make  a  noise, you
may as well go in with the big guns.


- SAF SMG (FAMAE MT-40) [SMG05]

  AMMO TYPE: SMG
   CAPACITY: 25
CONCEALABLE: Yes
 TWO-HANDED: Yes
COLLECTABLE: Yes

FOUND: A Vintage Year

The trouble  with  the SAF is that  what it can do  has already  been  done  and
at times, done  just as good if not better by the  other  Sub-Machine Guns.  The
SAF couldn’t  be  any more stable when firing even if you  bolted it to a table,
couldn’t be any  faster even if you fired from a cannon (that’s the best I could
come up  with), and  couldn’t sound any louder even if  you strapped it to  your
head (although  it  wouldn’t do  any  good for the  ole’ fillings).  Whether you
choose this or the MP5, it’s all down to taste and preference.


- SMG Tactical (H&K MP5) [SMG06]

  AMMO TYPE: Low Velocity/SMG/Magnum
   CAPACITY: Upgradeable
CONCEALABLE: Yes
 TWO-HANDED: Yes
COLLECTABLE: Default

FOUND: Default

Upgradeable right down to the finest detail, it's  exactly what  we’ve  come  to
expect from the new customise system (in the end it  looks  like something Solid
Snake or Sam Fisher  would  be  proud  to  own, Sylvester Stallone had something
vaguely similar in Cobra).  Once you’ve added a Silencer you’re ready to take it
on your first mission, with a Laser Sight and  some  extra ammo you’ll be set to
use it full time (and you can) you’ll need to splash  some cash on some accuracy
improvements (adding a Butt works well)  and  the  slow reloading  time (a whole
host of options await for that one).


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

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

          - Butt Stock A       - Less recoil
                               - More precise

          - Butt Stock B       - Less recoil
                               - More precise


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

          - Extra Ammo  - 2 extra clips
                        - Expands all clips

          - Rail Mount  - For Scope

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


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

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

          - Short Barrel     - More damage
                             - Less precise

          - Rapid Fire       - Extreme rate of fire
                             - More recoil


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

          - Laser Sight  - Laser aim
                         - More precise

          - Double Clip  - Fast reload


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

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

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


- TMP (Steyr TMP) [SMG07]

  AMMO TYPE: SMG
   CAPACITY: 25
CONCEALABLE: Yes
 TWO-HANDED: No
COLLECTABLE: Yes

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

This is probably  the most common SMG in the game, used primarily to bolster the
security of Gangsters  and  Bodyguards (higher  ranking  Bodyguards  carry  much
better  MP5 – MP9’s).  Best  suited  to  sporadic  bursts of  fire  rather  than
continuous, its many failings don’t bother the AI because  they have backup, and
even if you kill them, twenty  more  will  come  running  round the corner, (its
called ‘hive mentality’ – as long as the greater  good  is  served, they  as  an
individual don’t matter).  Very  noisy, pisspoor at long distances, never use it
personally.


- Shotguns [SHG01]

Shotguns are an iconic part of both film and video games  alike, these days it’s
almost considered blasphemous not to include at least three.  Shotguns by  their
very nature are loud, inexplicably deadly, and  about as  practical  as a  horse
riding a unicycle (while juggling chainsaws).  Even  with  a full-spec boomstick
in hand, faster  firing  weapons  will  take  you  apart – you’ll fail miserably
unless you can  exploit  some tactical position.  Because Shotguns are so large,
if you elect to start a mission with one it’ll be placed in an Agency crate near
the start of the level.


- Shotgun (Remington 870) [SHG02]

  AMMO TYPE: Shotgun
   CAPACITY: 8
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes

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

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


- SP12 Shotgun (Franchi SPAS-12) [SHG03]

  AMMO TYPE: Flechette/Shotgun/12 Gauge
   CAPACITY: Upgradeable
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Default

FOUND: Default

The SP12 (SPAS 12) is a highly customisable Shotgun – whatever the task, there’s
a modification that’ll  let  you  do it.  Depending  on  what  ammo  you’ve  got
equipped you can either play the stealth game (Silencer and Flechette rounds) or
the all-out action game (short barrel and 12 Gauge  rounds).  The  problem  with
the SP12 is that it’s still too damn big – the fact that no one else in the game
carries it means that even in uniform there’s a zero percent  chance of blending
in (and you know what happens when you don't blend in).


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

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

          - Butt Stock      - Less recoil
                            - More precise


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

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

          - Extra Ammo      - 2 extra rounds
                            - Expands all rounds

          - Reload Boost    - Mounted Shells
                            - Faster reload times


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

          - Rail Mount    - For Red Dot Sight

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


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

          - Laser Sight  - Laser aim
                         - Medium precise

          - Magazine     - 4 extra slugs
                         - High rate of fire


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

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

          - Red Dot Sight    - Max precision
                             - Requires Rail Mount


- Sniper Rifles [SNR01]

Sniper Rifles are your greatest asset in the world of Hitman as there are  times
and places when  normal elimination  of a target is impossible (you’ll still get
your Silent Assassin rank  if  you go for  headshots and stick to your targets).
Because Sniper Rifles  are  pieces  of  high-precision equipment it’s incredibly
easy to see the difference  between  them.  Not every Sniper Rifle is guaranteed
to be accurate or silenced; in fact, the only silenced rifle in the game is  the
W2000 (making the rest a little bit obsolete).


- Air Rifle (Beeman Break-Barrel) [SNR02]

  AMMO TYPE: Darts/Tranquiliser
   CAPACITY: 1 (Bolt-Action)
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes
 SCOPE INFO: 2X Additional Zoom

FOUND: A New Life

Now this is an odd little addition  to 47’s  world, it’s  a  tranquiliser  rifle
that’s  capable of sedating  both  man and beast  at  long range (it has 2X zoom
which is better than most ‘actual’ Sniper Rifles).  If it came with its own case
this  would  be  the  ultimate   in  stealth  weaponry ... it  isn’t ... bummer.
Although, being an Air Rifle it operates using  compressed air  and doesn’t make
a sound.  IO missed  a great  opportunity  to  give  it  its  own  case  and  an
assortment of different darts (poison, tranquiliser, etc).


- Dragunov SVD [SNR03]

  AMMO TYPE: Sniper (7.62mm)
   CAPACITY: 10 (semi-automatic)
CONCEALABLE: Yes, with case
 TWO-HANDED: Yes
COLLECTABLE: Yes
 SCOPE INFO: 1X Additional Zoom

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

The Dragunov was a disappointment last time around (out of all the Sniper Rifles
it was the worst – I don’t think it had a Silencer then either).  Because of its
semi-automatic status (rather  than the much  more precise Bolt-Action) and  its
lack of a  Red Dot Scope I found the Dragunov at times to be a shear pain in the
arse  to  use.  Like I said, no Silencer – it  wouldn’t be  so  bad  if  it  was
inaccurate but silenced, that way you could miss once or twice and think nothing
of it.  Without  a Silencer, you need to  master its constant wobbliness and hit
first time – hell no.


- Elephant Rifle (Browning BAR Mk. II Safari) [SNR04]

  AMMO TYPE: Sniper (7.62mm)
   CAPACITY: 10 (semi-automatic)
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes
 SCOPE INFO: 1X Additional Zoom

FOUND: ... Till Death Do Us Part

It’s an ‘Elephant Rifle’ as opposed to an  ‘Elephant Gun’ – an  actual  Elephant
Gun  looks like some  kind  of bastardised blunderbuss  (now that  would’ve been
cool).  Well what do we get?  It’s a clumsy  Sniper Rifle (I  say ‘Sniper Rifle’
but it’s  more  of a regular rifle  with  a sCope  stuck to it).  Its  big, it’s
powerful, and it has an okay zoom - one additional is  better than  some that  I
could mention <points downwards>.


- KAZO TRG (SAKO TRG) [SNR05]

  AMMO TYPE: Sniper (7.62mm)
   CAPACITY: 10 (semi-automatic)
CONCEALABLE: No
 TWO-HANDED: Yes
COLLECTABLE: Yes
 SCOPE INFO: 1X Zoom

FOUND: The Murder of Crows

Dear Dragunov I hereby issue a grovelling apology ... it appears that you’re not
as crap as I  first  thought - it appears  that the KAZO TRG is worse.  The KAZO
may be a tad more accurate but it's sure as hell just as loud, loud  and  unable
to  zoom.  That’s  right;  the  TRG  has  one  poultry  level  of  magnification
(that’s pressing R3 twice, not  the  actual zoom button).  Let’s see, do  I take
this on a mission or do  I  take a real  Sniper Rifle?  Let  me  think.  You can
collect it, and you can dust it, just don’t use it.


- W2000 (Walther WA2000) [SNR06]

  AMMO TYPE: Low Velocity/Sniper (7.62mm)/Armour Piercing
   CAPACITY: Upgradeable (variable)
CONCEALABLE: Yes, with case
 TWO-HANDED: Yes
COLLECTABLE: Default
 SCOPE INFO: Upgradeable - up to 3X Additional Zoom

FOUND: Default

My first major paycheque went on a Silencer and Low Velocity ammo; my  next  few
went on upgrading my sCope and ammo and that’s when I was on my way, baby.  This
is your greatest asset, do not  abuse it (but do use it), purchase every upgrade
and if you can, always take it with you.  If you  purchase  the Foil Sniper Case
from the equipment menu, you can even pass through metal detectors!


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

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

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


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

          - Lightweight Frame  - Lightweight parts
                              

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

          - Extra Ammo         - 1 extra clip
                               - Expands all clips


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

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

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


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

          - Carbon Fibre Barrel  - Less recoil
                                 - High precision

          - Extra Ammo           - 2 extra clips
                                 - Expands all clips

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


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

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

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


- Special Weapons & Equipment [SWE01]

Is it really special? Well, it can be.  Normally the Special Weapons & Equipment
category is limited to  better lockpicks, meds, and  body armour, but  every  so
often something extra special  will come  along ... how special?  Just you  wait
and see for yourselves.


- Binoculars [SWE02]

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

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

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


- Coin [SWE03]

FOUND: Default

47 has an unlimited  amount of Coins littering  his  nefarious  pockets – is  he
saving  for a rainy day?  Nope, he throws  them  to distract  people  and divert
attention – another  new  dynamic for the series that actually works quite well.
Some Guards fall for it, others don’t – make sure your intended rube doesn’t see
you or it’ll defeat the whole  point of making  them  follow the  shiny  object.


- Enhanced Detonator [SWE04]
                  
Level 2 Upgrades: $75,000
      (Complete 'A Vintage Year')

          - Long range Detonator

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


- Extra Mine [SWE05]
                  
Level 3 Upgrades: $100,000
      (Complete 'Flatline')

          - 1 extra Mine

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


- Flak Vests [SWE06]

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

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

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

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

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

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

Flak Vests are a professional’s choice of underwear.  I mean  we’re supposed  to
be Silent Assassins here, people – we technically  shouldn’t need one.  However,
we’ve  all had  those ‘mission gone wrong at the last minute’ moments  where  we
still have  a  chance  to  complete  the mission anyway (and  unlock  some  more
upgrades).  With a Flak Vest, our chances have increased (albeit incrementally).
Being a vest and not a hat ... getting shot in  the  head is still fatal ... you
might want to make a note of that.

                  
- Foil Padded Suitcase [SWE07]

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

          - Non detectable
          - For custom Sniper Rifle

I bet if you gave this to Agent 47 as a Christmas present he’d probably kill you
and take the case ... but  he’d  appreciate  it ... as he was wiping  your blood
from it.  This foil padded (apparently wipe clean) beauty can not only hide your
W2000 from prying eyes  but  it  can  render it ‘invisible’ to  metal  detectors
(strangely, even X-Ray).  This  may  not  sound like  much but I guarantee  that
you’ll be surprised by the amount of new opportunities that it opens up for you.

                 
- Health Items [SWE08]

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

          - Pain Killers  - Small health boost


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

          - Adrenaline  - Moderate health boost

Are things getting you down?  Do you have the  Machinegun blues?  Then  why  not
try all new Pain Killers ... and now with added Adrenaline for  all  those aches
and pains.  I have no idea how some aspirin will cure gunshot wounds – don’t ask
me, I can understand the Adrenalin bit though.  They  work especially  well when
used in conjunction with a Flak Vest (of your choice, no less).


- Lockpicks [SWE09]

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

          - Improved Lockpick  - 25% faster lockpicking


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

          - Craft Shultz Lockpick  - 50% faster lockpicking

Getting shot in the back of the head just as you’ve picked that crucial lock  is
much more than a pain in the head (the pain in the head being the obvious one) –
its downright demoralising (locked doors that  can’t  be  picked without  taking
down two or three Guards – bah humbug).  With an Improved Lockpick you  can pick
any lock with confidence – when you finally upgrade to the Craft Shultz Lockpick
it’ll never feel  like  you’re picking  a lock again  (I mean, man that thing is
fast).


- RU-AP Mine/Detonator [SWE10]

FOUND: Death of a Showman, A House of Cards, default

There’s nothing like tactical explosives to leave a mark, plant them on walls or
floors (in toilets too but don’t ask) and then hit  the  Detonator.  Of  course,
things are never quite that simple – the accepted use for them is to attach them
to fixings and winch controls to bring down lighting  rigs  and  chandeliers  on
victims’  heads.  RU-AP  (Remote-controlled  Undetectable  Anti-Personnel) Mines
make one hell of a noise when they go off so unless  the explosive  is  set  far
away from human ears  you  can  kiss  your  Silent Assassin Merit Badge goodbye.
Eventually you’ll be able to increase  the range of the Detonator and the number
of Mines that you can carry.  I  know I don’t  need  to say  this  but <whisper>
... don’t stand anywhere near it when you push the  little  red  button  because
the ensuing explosion can be deceptively large.


5. Walkthrough [HIT05]

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

A teeny little note about spoilers - it’s obvious that you’ve got to kill people
(... yeah, unless your name  happens to be Vash the Stampede), but what isn't so
obvious is why you have to kill them or what bearing it has  on  the story.  So,
basically what I'm saying is ... I'm not briefing you  and  you  can't  make  me
<sticks tongue out>.


- Death of a Showman [SIA01]

ELIMINATE: Joseph Clarence A.K.A The Swing King
   ESCAPE:

RECOMMENDED EQUIPMENT: N/A

TIME TAKEN: N/A

[Note] You don’t get rated for your performance on this  mission; your  only aim
is  to stay alive.  Any weapons that you purloin on  this mission can't be kept.
That is unless you pull a crafty one and  shove them in the ICA crate  near  the
Swing King's office.

Sightseeing, I  love sightseeing ... murder;  hey, you said that we  were  going
sightseeing!  Make your way up and over the  various  pieces of debris to  reach
the pier, you can’t deviate from your preordained course so don’t bother trying.
Straight  ahead  of  us  is a  big ole’ abandoned  theme park.  That’s  right; a
villain in a bad costume is scaring away the punters, it’s your job to catch him
(preferably using a trap constructed from barrels, liquid soap, and  a  big net)
... wait,  that’s Scooby Doo!  Well, anyway, approach the gates and wait for the
smooth-talking Guard  to  come  speak with you.  After a little conversation, 47
will <ahem> let himself in.

Once inside the park (note the cunningly blocked short way round), pop  into the
gift shop  (I wonder  if  they  have  plush  penguins ... wait, that’s  a  zoo).
Outside of the window  (conveniently located near our exit) are  two more Guards
– oh whatever  shall we do?  Take a coin from your evil pocket (that makes it an
evil coin) and  throw  it out of  the window, dumb and dumber will  both  go  to
check it out, leaving you to make a run for the theatre.

Inside, the next bit is entirely optional, you  can  either  kill  the  Gangster
that’s ‘upsetting’ the  divorce  lawyer or  you can climb the red trellis to the
right and be on  your  merry  way (I mean, we didn’t exactly receive the mission
‘save lawyer’).  Whatever you  decide to do, you need to be all sneaky about it.
At the top you’ll  need  to jump  from balcony to balcony  (I say ‘jump’ but its
basically  pushing forward  and  watching Mr. 47 as  he  does it).  If you  were
concerned about our current lack of firearms, worry ye  not  because that  looks
like a Shotgun.

You’ve seen it in the  movies  where they shoot the lock off the door  and  then
burst in to dispense justice, haven’t you?  I want you  to do just  that – there
are  two  Gangsters  sitting  at  the table in  the  next  room, go  to  it (use
first-person view).  With  the  Gangsters  dead and gone you need to shove their
bodies inside conveniently located hoppers (open the lid and drag the body near,
a ‘dispose of body’ command will appear, hey presto but  don’t  forget  to close
the lid) before you’re allowed to progress.  Once that’s done  and  dusted, hide
in the closet (note the Kitchen Knife stuck in  the door) and as if by  magic, a
chemist appears, climb  out and do what needs to be done.  Take his key card and
his pants (hey, those are the rules) and  head  through  the newly available key
card door.  Inside  the atrium, keep walking all  nonchalant-like until you come
to a room, inside  the room (on the table) is  an SLP.40 and an innocent looking
crate.  Stash the gun inside the Baking Soda Crate before  emptying your pockets
of metallic weapons (you can’t keep the Kitchen Knife so don’t cry).  With crate
in hand, carry  on  in the direction that we were heading, the Guard at the door
will use a metal  detector to search  you  (the  idiot  won’t  search the crate.
If YOU however  were  an idiot  and didn’t remove  your  weapons, push the cross
button to surrender them).

Reclaim your gun and drop into the lift shaft (after another cutscene) with your
Fibre Wire and strangle  the  Guard  standing below  the hatch (did you ever see
Leon?) before dropping down.  The junction box  on the wall isn’t just for show,
walk up to it and sabotage it.  Sabotaging the box will knock the lights out  in
the next room giving you a couple of  minutes to  sneak through (just follow the
left wall all the way around to  the  toilets).  When  you  reach  the  toilets,
you’ll find a Gangster who just happens to be in the  middle of something (yeah,
you fill in the blanks), take his TMP off  the  basin and  grab  him as  a human
shield.  Why?  Because it’s kind of cool  and  because it’s  helpful ... just do
it.  Mosey on around the corner and kill his  friends at the  table, the gunfire
will  no  doubt  draw some unwanted attention from the other room  so climb that
ladder like a monkey (kill the human shield if you want but I  think you can get
away with just knocking him out).  At the  top  of the  ladder  you’ll encounter
another cutscene  and a Russian Sniper Rifle (ooh), unpack the rifle and head to
the round window (‘what’s through  the round window today ...?’ a murderous bald
man that’s who).  Your task should you choose to  accept it is  to take down the
three Guards, there’s one on the ground, one on the roof  of the office, and one
on the big wheel (the last two also have rifles).  Take  the snipers  out  first
and leave  the  guy  on  the ground  until last, if you’re a  little off  target
there’s some more ammo in the corner.

With the Guards slightly more out than down, head outside and down the drainpipe
(you could take the Dragunov if you like), straight  across  the  yard  are  the
doors to the Swing King’s office (almost done).  Inside, grab the Poison Syringe
from the foot of the stairs and proceed silently up the stairs (ideally when the
Guard is distracted by the secretary).  When  the  coast  is clear, sneak up and
use R1 to shove him out  of  the  window – if you’re quick you should be able to
sneak in  and  lace the secretary’s drink with  the  Syringe (knocking  her  out
instead  of killing her can save you some money but it’ll more than likely leave
her as a witness).  With the secretary dead/incapacitated  its  Swing King time!

Enter the Swing King’s  office and  after a  brief cutscene (the ‘I’m gonna kill
you’ kind) Clarence gets all weepy (in the ‘don’t  kill me’  kinda  way) – mercy
isn’t a word in 47’s vocabulary, walk  behind him and grab him as a human shield
before taking him to the window (from before) and  using  the  triangle  button,
shove him out.  With  all that done and dusted (and murdered) head back into the
office and out the side rear window and out onto yet another balcony <gasp>.  Of
course, this  isn’t an ordinary balcony; this one contains a specially delivered
Agency pickup, an RU-AP Mine  and  Detonator (the irony  being  that whoever was
close enough to deliver the bomb was also  close  enough to  kill  the  target).
Grab them both (for obvious reasons) and continue to  the  window  at  the  end.

Inside the final room, plant the RU-AP on the winch  control (in  a  timely  and
stealthy manor, naturally) – this small bomb has a very  large boom so make sure
you’re one hell of a way away  before using the Detonator.  When the bomb blows,
the   lights  come  crashing   down,  killing  Scoop’s (yeah,  funny)   henchmen
(personally  I  prefer Droogs or  Vassals).  All that’s left for you to do is go
down there and eliminate Scoop (for personal  pleasure  but mainly  because he’s
shooting at you) and the only remaining witness (has to be done).  The exit ...?
Try the door with the big orange sign, baby.


- A Vintage Year [SIA02]

ELIMINATE: Don Fernando Delgado
ELIMINATE: Manuel Delgado
   ESCAPE:

RECOMMENDED EQUIPMENT: None

TIME TAKEN: 03:20

<Grins sheepishly> this is probably one of the easiest  missions  to  achieve  a
Silent Assassin  ranking on and in a record time to boot (about three and a half
minutes).  We don’t need  any additional  equipment  this time around so skip on
ahead.

To reach our targets safely we need to be able  to  walk  around  unhindered – a
Guard’s uniform  is  what we need, don’t  you  agree?  To get  inside  the  main
compound  just  follow  the  rest  of  the tour group, the Guardhouse is located
directly to  the left of you (up those little steps); I guess that’s where we’re
heading.  Inside  the entranceway is a junction box, tamper with it and wait for
the Guard to come out.  You thought I was  going  to  say ‘wait  until  he turns
around and bop  him on the head’ didn’t you?  With the  Guard distracted for the
next minute  or so, sneak through the bunk room  and out through the door to the
left (it may  be dark but it is there) into  the dining room.  On the table is a
Guard uniform, all  pressed  and  waiting  to  be  tried  on  (ya see, the Guard
checking  the  box was  Guarding this  room (and  he's a light sleeper), meaning
he’d  kinda see  you  in  your undies).  If you’re feeling like a cheeky  little
sod, when the  lights come back on  you can  go back to the bunk room  and steal
some weapons :)

Exit the Guardhouse  the  way you  came in  and  head  left, The wine cellar  is
straight ahead, you can’t miss it.  Quickly make your way down  the  stairs - at
the  bottom, you  should  come  face to  face  with  Manuel Delgado.  Before  he
trundles upstairs  like the super-villain  he  is, he'll  wander  off  into  the
shadow of the staircase - this is your chance to finish  him  quickly  with  the
Poison Syringe.  With Manuel out of the equation, its Fernando time (kinda  like
like Chico time but less stupid).

Exit the wine cellar and return to the Guardhouse - this  time  we're  going  to
exit through the dining hall and out into the courtyard.  Now turn  a  little to
your right (so you’re facing diagonal, towards  a  wooden  storage area) and run
that way.  Climb the drainpipe in  the  corner (you see, there  was a reason) to
gain access to the roof – hop through the open window  and into  the music room.
If Don Fernando isn’t here, entertain  yourselves  politely  until  he  comes in
and sits down by the window to play his cello.  After  a  little  extended  play
I've discovered that Don Fernando  doesn't  need  to  go  skydiving <sigh>  just
poison him and leave him where he is and  you'll  be fine as wine, my friend. If
you want  your suit - you can retrieve it by once  again  tripping the lights in
the Guardhouse and sneaking in to get it.

If you’re planning on escaping, you should exit the compound via the  main  gate
and head right (your  right when you leave the gate) until  you see the mountain
path.  The path leads down to the cove and  the aforementioned  Sea Plane.  Keep
following  the  path down until you reach the docks; that  guy  having  a  smoke
can be pushed  into the water without affecting  your  rating (he’d be a witness
if you left him – now it’s an accident.  The Guard isn't a big deal ... you see,
you can just sneak up on him and sedate him - leave him where he  falls  because
we'll be gone in a matter of seconds.


- Curtains Down [SIA03]

ELIMINATE: Alvard D'Alvade
ELIMINATE: Richard Delahunt
   ESCAPE:

RECOMMENDED EQUIPMENT: W2000 Sniper  with  Silencer (optional -  acquired  after
                       Flatline) and Low Velocity Ammo

TIME TAKEN: 09:47

The  best  way  to  do this is  grab  ourselves  a workman’s  costume, which  is
really quite convenient because there’s going  to be  one going into the toilets
in  about 45 seconds  from  now.  Now  go entertain yourself  in a  polite manor
inside  the toilets (watch out for the idiotic  civilian  in the brown shirt and
white hat).  Anyway, when the workman comes in and turns his back on you, sedate
him and steal his clothes  before dumping him in that conveniently placed hopper
(if  we spook this guy  even  a little  he'll just turn around  and leave - thus
screwing  things up).  Don’t  bother  grabbing  his  toolbox  because  we  don’t
need it (you can stash things in it if it so pleases you), just grab your trusty
attaché case or it’ll get confiscated by  a policeman ... in about seven minutes
I think (I mean you could stand here and count or you could get a move one).

Head down the stairs and follow the corridor around to the right (you’ll need to
be a bit more careful because workmen don’t normally carry around  attaché cases
so people  will  be  extra  cautious around you), right at  the  end you’ll  see
someone painting a door (a painter, duh), through that doorway and then down the
stairs is where we’re heading.

Head all the way down and in the next area, take the small set of stairs to  the
right of the stage entrance door (big green sign), okay now take the second door
on the left side (down the steps) – don’t worry, we’re getting there.  Turn left
and take the exit  door (again, big  green sign) and  follow  the  twisting  and
turning corridor and then take the steps up to the boiler room.  The door to the
right is the women’s changing room (bad, yet  good in so many ways) and women in
changing  rooms like  to scream a  lot  when you walk in  on  them (not like ...
I  mean  I’ve  never ... honest) so  take the  door  on the left and cut through
the men’s locker room.

We’re  finally backstage, yeah  baby – hang a right  and carry on straight until
you come across the double doors on your left.  This here  is where the lighting
men hang out - you're a fit guy, right?  Head up those stairs at full speed (all
two-hundred or so) and  up onto the  gantry (nice view of  the stage, eh)?  Head
over to the door across the  other side (its  easier to  fall then you'd think).
Run up to the winch control for the chandelier and  plant your RU-AP Mine before
tackling those stairs one more time.  We're close to being done - how about that
for timely?  Before we leave the stage area completely, we need one more thing -
the key card to the light control area.  Where is it?  There are some stairs  to
the  left  of the  toilets that D'Alvarde's Bodyguard  frequents.  Obviously you
need to head up there, so do it - the room at  the end contains the key  that we
need (on the far-left desk if ya must know).

With key card and attaché case in hand, make your way  all the way  back through
the winding corridors until you reach the lobby once more (sorry).  From here we
need to reach the third circle (which means taking even more stairs - you  can't
miss them so get  to it, soldier).  The room in  the very centre  of  the  third
circle is the one that we can  use our card to get into.  Its  not a very pretty
room but it does give a great view of the stage.

Unpack your W2000 and take aim at the stage.  From here you can get a clean shot
on D'Alvarde - the only catch is that our gun is still quite the noise-maker, to
counter this we need to  time our shot with the gunshot sound effect  that plays
at  the end of  the act.  Once Delahunt clocks on  to the fact that his 'special
friend' is really dead, he'll come running.  Now, take  out  your Detonator  and
wait for him to arrive, he'll trip and fall before reaching the  stage  and that
will be your cue  to bring the house down (you don't have to worry about the guy
in the lighting area who sometimes takes his breaks in the winch area  because I
have never seen him take his break while D'Alvarde is on stage).


The mission is over, repack your  rifle  and head back to the toilets to reclaim
your  suit  and head back  to the entrance (although, you'll know from Contracts
that the night is far from over).


- Flatline [SIA04]

 FIND AGENT SMITH:
  IDENTIFY TARGET:
SMUGGLE OUT AGENT:
           ESCAPE:

RECOMMENDED EQUIPMENT: None

TIME TAKEN: 10:10

Be super fit and jog all the way up the path (you’re fit aren’t ya?)  until  you
see a little seating  area  to your left (with  a fat man smoking a cig, you see
him?), on the bench are some Admission Papers (quite  how  they  got  there, who
knows)?  Sneak up  and  grab them  before finishing  your little jog at the main
entrance (note the P-I-P view of a guy lifting weights and someone stashing some
booze – very important).  Inside, place your  Admission Papers  on  the  sign-in
desk and enter the changing room.  Grab  the  patient  robes  and  leave  behind
anything that can’t  be taken through a metal detector before continuing inside.

Do you wanna be a policeman?  Of Course you do, that being the  case, head  left
and through the double doors  at  the  end  of  the  dining  room  to  enter the
residential area.  The  second  room  on the right is the security room.  Sedate
the Guard sitting in the chair and drag him outside (to avoid the gaze of anyone
inconsiderate enough  to open the door, and they will) before taking his uniform
and er, dumping  him in  the dumpster.  Now head back inside and rob the weapons
chest for a SLP.40, a TMP, and  a Stun Gun!  There’s a key card on the table and
a videotape to steal (this puts the cameras out of action).

Use the key card on the security door and head down the corridor and  through  a
second door to  reach the medical wing, we’re not wanted here so sneaking is the
order of the day.  Sneak  up  to  the window and wait  for the Guard to grab his
coffee and leave – this  is  our cue  to climb through the window and sedate the
guy in the chair (if you're quick enough, you'll be able to do it before the guy
comes back from his coffee break).  Take his uniform  and  his  cell key  before
stashing him in the nearby hopper (yeah).  Head  down  the  metal  staircase and
search the cells for a redheaded man – this is our agent, go talk to him.

Hey  look  who it is!  After  the  brief  chat Agent Smith (not from the Matrix,
pity) will give you a  photo  of  your  intended  target, make  sure  nobody  is
watching and  use the experimental death serum on Agent Smith and you’ll receive
updated objectives from Diana at the Agency.

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

[Note] Before you point out that I've made a mistake as to what target is what -
they are completely randomised this was the order I got when writing this guide.
If it just  so  happens to  be the case  that they're in a different order, just
read this section in a different order.

Return to  the  dining  room and enter the double doors at the end (that’d be to
the right of  where you first entered) – run to the end of the corridor to reach
the gym.  Entertain  yourself  politely  until  our target comes in to pump iron
(Rudy Menzana, main target).  He has  a  couple  of Bodyguards so you’ll have to
weight (see what I did there?) until they leave before using the barbell to kill
him, technically  the  mission is  over – however, there  are a couple of lesser
targets that’ll net you an extra $100,000 for five minutes more work.

<OPTIONAL TARGETS>--------------------------------------------------------------

Return to the dining/entrance area and run into the room opposite the main doors
(with the large wooden globe).  Open  it  and after  a brief check to see if the
coast is clear, poison the  hooch and put the lid back down (optional number one
done and dusted).  Return  to where you dumped the Cop in the dumpster and check
the map to see if there’s  a Guard  up  on the balcony – if there is you can use
coins to  distract him long  enough  to  climb  the drainpipe and reach the roof
(or you can wait a while until he  wanders off, your choice).  Once on the roof,
head left  and enter the room of Lorenzo Lombardo, who happens to be making some
chilli  and  seemingly he doesn’t mind  you being  there.  Kill him quietly  and
stash his body in the  bathroom (optional  number two  taken care of - if on the
off chance he isn't there - the stove can be tampered with to cause an explosion
next time its used).

--------------------------------------------------------------<OPTIONAL TARGETS>

We’re done here so head  outside  (after  reclaiming your suit from the changing
room) and run down to the morgue (the locked building to the right of  where you
started).  The doors to  the morgue are  only opened after  you’re informed that
Agent Smith has been moved – if you’re ahead  of  time, er, fidget.  Wait  until
the mortuary assistant leaves before applying the antidote (unless  you're  into
freaking people  out), the  exit  is  located  in  the corner.  Congratulations,
you’ve done it again - no, really.


- A New Life [SIA05]

         ELIMINATE: Vinnie Sinistra
RETRIEVE MICROFILM:
            ESCAPE:

RECOMMENDED EQUIPMENT: None

TIME TAKEN: 08:26

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

The Guard at the door has a metal detector so unburden yourself, well  you  know
the drill.  Once inside, take the doors to your right and cut through the living
area (stop at  the second  single door that  you come to and check the map for a
patrolling Guard - or spy through the keyhole).  With the Guard  gone, enter the
room  to  your  right, as you may have  guessed  this  is  the  swimming  area –
Vinnie’s wife likes to spend her time here.  Next to the  sauna is an agent suit
(don’t ask me why) so ditch the clown getup and blend in, baby.  When she enters
the pool area she’ll canter round then get in, to save time wait until she’s  as
close to  the  sauna  area  doors  as  possible  before  sedating her.  Take the
Microfilm Necklace and hide her body  in the sauna (door  opens out, watch that)
– almost done, man you’re good.

Cut through the swimming area and out onto the patio, run through the  doors  to
your left and up the stairs.  Right, now the first door on the right is Vinnie’s
office (he’ll go there right after he watches TV) – hide behind the door and jab
some poison in his neck when he turns his back (don’t bother to try and hide the
body because strangely that counts against you).  Holster his Bull.480 (well, he
doesn’t need it now) and run for your suit and then the exit before his body can
be discovered (not like that matters).  Win-Win-Win, Me-Me-Me!


- The Murder of Crows [SIA06]

         ELIMINATE: Mark Purayah Jr.
         ELIMINATE: Raymond Kulinsky
         ELIMINATE: Angelina Mason
PROTECT POLITICIAN:
 RETRIEVE DIAMONDS: (optional)
            ESCAPE:

RECOMMENDED EQUIPMENT: Silverballer with Silencer and Red Dot Sight

TIME TAKEN: 08:29

We’re in a swanky hotel ... we should throw a party with booze and strippers ...
ah, forget the party ... ah, forget the booze.  We can’t stay  because  you have
to save the Politician's brain!  There are three clubs in the area, a blues  bar
(Blue Oyster), a rock bar  (Rocker’s Choice), and  a  salsa  club (Latin Fever).
Our first  task  is  to  track  down  Raymond  (Everyone Kills Raymond); Raymond
(Richard?) appears randomly in the top room of one  of  the  clubs (every thirty
seconds or so, Raymond will wander out onto the balcony of his chosen club) - if
you wait for a while, he  should  reveal  his location).  Each club has a strict
dress code and won’t let  you through the  front door  without  the  appropriate
clothes.  However, each club also has a back ally  and a  backdoor  or window to
sneak through.  As an added bonus, the Chef in the Blue Oyster bar is all on his
own and can  easily be incapacitated and  robbed of his whites.  This, of course
will allow you full access to each club, making finding your target easier.

Once  you  find  and kill  Raymond, take his oversized bird suit and his walkie-
talkie (and his lovely Desert Eagle too).  With the  Walkie-Talkie Angelina  and
Mark. Jr will appear on the map – while dressed  as  Raymond, stay the hell away
from Angelina  or  she’ll go total  psycho on you, no  really.  With the Raymond
costume you  can safely enter the large building at the top of the map, upstairs
you’ll find a  lone  Guard and in the  next  room, Mark. Jr (what a gimpy name).
Wait until the  delivery  bird  has  been and gone before sedating the Guard and
pilfering  his outfit (after you kill Mark. Jr you can safely  stalk  Angelina).
Mark. Jr isn’t a pushover  like everyone else; he  seems  to  know  when  you’re
sneaking up  on  him and  at  the last  conceivable moment he’ll turn around and
catch you.  The remedy to this is just to stand  behind his  chair and  wait for
him to sit down, and then - well, you fill in the blanks (well whatever the case
may be, you can leave Mark the corpse where he is.  Angelina time, well it  will
be after you steal that case of diamonds from Mark. Jr’s desk.

Angelina will kindly keep you informed of her intended  location  via  Raymond’s
walkie-talkie so it’s  just  a  case  of getting there  before she does.  If the
place is too crowded or it looks too tricky to get a silent kill, wait until she
moves somewhere that suits you.  I find that the eastern courtyard (the one with
the four exits/entrance) is ideal as you can take her hostage  and drag her into
the nearby  building (she passes  this  way when heading  to Latin Fever).  With
Angelina (not the  ballerina)  down  you may as  well take  her SLP.40.S  before
recollecting your thoughts and the diamonds ... go on, grab your  suit  from the
club, champ, and head for the exit.


- You Better Watch Out ... [SIA07]

         ELIMINATE: Lorne De Havilland
         ELIMINATE: Chad Bingham Jr.
RETRIEVE VIDEOTAPE:
            ESCAPE:

RECOMMENDED EQUIPMENT: Silverballer with Silencer and Scope

TIME TAKEN: 10:22

It's virtually impossible to get  inside Playboy Mansion Mark II  without  being
caught on camera - I said virtually.  Make your  way from  the  yacht  and  head
towards the elevator at the end of the pier (when approaching the  elevator, hug
the wall and  walk  behind  the  Guard to  avoid the bloody  camera altogether).
Sometimes you can’t always seem to call  the elevator yourself, if that happens,
just hang back  and wait for one of  the guests to do it for you and then hop in
(well, not literally hop – that’d be stupid).

At the top, take a sharp left and enter the building through  the  double doors,
immediately take another left  and keep walking  until you see the door with the
staff only sign next to it.  Entertain yourselves  politely  until a Guard comes
out, when he’s gone feel free to sneak into the staff area.  Quickly run through
and into the kitchen and waylay Santa!  Frankly being drunk in charge of a Santa
costume should  be a crime – so relieve  him of his costume and shove him in the
chest freezer (that’ll  sober him up, that or kill  him ... remember  kids, kill
Santa and catch holy hell).  If you’re a bit of a magpie (shiny, shiny objects!)
you can take that Kitchen Knife, you won’t need it but it is shiny – either way,
make sure you take the sausage  from  the  counter (yeah, a sausage, you  got  a
problem)?

Leave the staff area  altogether  and direct yourself  to  where  the  party  is
happening (youth speak ... figures).  Big heart ... must  go  to ... big  heart!
That’s the special member only area; with special perks (I find the main problem
with secret clubs is thinking of a cool handshake).  It’s  almost  like a grotto
or something ... cool.  Behind the waterfall in this area is  a  little shortcut
to  the ‘special place’ (I’m  on  a  child-friendly  kick ... or  is  that ‘kick
friendly children’)?, cut  through  the  double  doors and  into  a gourde  pink
hallway.  Go right and up the  stairs to  reach the balcony ... just follow  the
balcony and tell me when you reach the doors at the end, eh?  Inside and through
the doors to the left and through the door just after that is the security room,
go get em’ while I, er, wait here.

<LADY ?>------------------------------------------------------------------------

One of the rooms in the gourde hallway contains  an optional target - enter  the
room that  she's in and you'll  see  a  brief  cut-scene, once   she's  finished
talking she'll draw a gun and try to aerate the back of your head (if you move),
if you don't, you'll be in for a fatal cut-scene.  Knock her down and finish her
off - as to why she wants to kill you I don't know - what  I  do  know  is  that
she'll only appear as a target if you see  the cut-scene, kill  her before  that
and she'll remain a civilian.  I guess  that this raps  up the concern about the
? on the loading screen.  Now we just need to know  why ... although I  do  have
one or two ideas ... more later, eh?

------------------------------------------------------------------------<LADY ?>

Inside the security room is a very perceptive Guard – we need to pick  that lock
over there, the problem is that mister perceptive has a friend that keeps coming
and going.  When it’s just the  two  of you, you should be able to pick the lock
quite  easily (the  advanced lockpick works wonders).  By  now  his  friend  has
probably returned so you’ll need  to wait for him to  leave again – when our man
turns his back, give him  a push with R1 and he should hit  the  desk  and knock
himself out (yay).  Quickly drag him through the door and  into  the  stairwell,
to hide the body, simply take  out your silenced pistol  and shoot out a  light.
Take his pants  and his  cool glasses (and everything  in  between - except  his
undies because they're used goods).  You may as well return briefly to  take the
video tape out of the machine to prevent any  more  cameras  capturing your good
side today, now back to the stairwell.

Be  fit  and sprint up the  stairs, keep going  until you reach a hallway, cut a
left and into the  AV room.  In the machine on the table is the  tape  that  our
target wants  retrieved – the  Guards in this  room  have Spider Sense  so tread
carefully.  Take  the  only  other  exit   from   this   room  and  cut  through
De Havilland’s bedroom and out onto the balcony.  The  old man and  his dog come
here often, check your map and when you see him coming, throw down  the  sausage
to distract the dog’s attention long  enough for you to  shove De Havilland over
the edge (you can  dope the  sausage  with  the  Sedative Syringe if  you  like,
honestly we won't be here that long anyway).

Return to the gourde pink hallway from before – if you follow the  corridor  all
the way around you’ll find a door that leads to the basement (yes, more stairs).
What’s at the bottom?  A  very  pointless  little  balcony  that  gives  you  an
excellent view  of the underside of Chad’s glass Jacuzzi – for that professional
touch, draw  your  Silverballer with  Red Dot Sight  and zoom-in.  Shoot out the
glass  and  score  one  for  the  accident-man  (technically  five ... but who’s
counting)?  We’re  done here so head back to the  kitchen  and  grab  your  suit
before returning to the pier (no need to avoid the stupid  camera  like  before)
and exit via the yacht – and no, you can’t keep it!


- Death on the Mississippi [SIA08]

        ELIMINATE: Skip Muldoon
        ELIMINATE: The Gator Gang (6)
RETRIEVE PICTURES:
           ESCAPE:

RECOMMENDED EQUIPMENT: None

TIME TAKEN: 11:30

A paddle steamer ... that’s cool, eh?  Onwards and upwards, literally because  I
want you to run down the left side of the ship and up the large  metal staircase
to your right.  And as if by magic, a Sailor appears - sneak  behind  him before
sending him to lullaby land with the Sedative Syringe.  Drag him  into the  room
opposite of where he came out of and try  on  his one-size-fits-all uniform (the
key on the desk will save you a couple  of seconds during  the  next bit so feel
free to liberate it).  Head back down and enter the engine room - in here you'll
find a couple of Stokers and target numero uno.  The  Stokers  are usually quite
preoccupied so when  the Gator goes to inspect one of the  engines you  can push
him over the rail without so much as a problem.  That’s accident number one  and
Gator number one taken care of (and we've only just started).

Return to where you  started and head up  those fancy stairs, it  doesn’t matter
which branch you take just as long as you enter one of the sets of doors  at the
top.  Up the next set of stairs is the restaurant deck but  we’re not interested
in that just yet so opt to take the  door between the stairs – this is the cabin
area.  Oh look, is that one of  our targets?  We  can’t  touch him  yet  because
he’s on his way  to some  woman’s cabin (309) to ... er,  play  Monopoly.  Well,
whatever  he’s  doing it  doesn’t take long  so just wait.  When Gator-boy comes
out, follow  him outside, he’ll  ever  so helpfully  stand next to a rail – make
sure no one is around and give him a shove in the wrong direction (so to speak).
Strike another one up for the diabolical mister accident.

Return to the cabin area and follow the corridor, turning left  when  you  reach
the  first junction – in  the  darkened  corner you’ll  find  a  not  so obvious
staircase that  leads down into  the Guard quarters – this area is off limits to
regular folk so just as well we nabbed that Sailor suit.

We need to be  in the room  below  the one with the flashing ‘!’ marker, it’s as
dark as hell but if  you  find the light  switch you should see a Purser uniform
(fancy-arse waiter) waiting to be taken.  Change and head back to the restaurant
deck (yes, finally  up those stairs).  Mingle through the dining area and out of
the only  available exit at the far side.  The door at the end of this next area
leads into the kitchen (its not used in this walkthrough and they don't have any
sandwiches, I checked) and the double doors next  to  it lead  to the  VIP (Very
Irritating Pricks) bar area.  As  soon as  you enter, the  toff to the left will
accost you and in a fine Beauregard accent ask you  to deliver some  fancy-pants
champagne to his room ... best  part is  he’ll give you his room key.  Return to
the cabin area and this time head right to the end and through the second set of
doors, room 323 is the first door you’ll  find on the right-hand  wall.  Because
the pretentious  fop  didn’t  give  you a tip I demand that you steal his tuxedo
and take is VIP Pass from the table.

Now that we’re dressed to kill (...), proceed up the stairs at the back of  this
area and into the VIP area.  Take the bottom left door in this room, it leads to
the main  hall  don’tcha know.  Check  your map  for a flashing ‘!’ symbol, like
before it’s the room next to it that we want – it's another staff only  area  so
we can’t just walk in.  We  need to wait  for the sailor Guarding the door to go
in and come back out (because the door will open outwards, obscuring the view of
the second Guard  just  long enough to allow you to sneak in).  Inside this room
is a 1st class  Purser uniform for the taking, with this we can access the Gator
deck.  Head  into the kitchen (the room with the ‘!’).  Inside you’ll be charged
with the special task  of  delivering a cake to the Cap’n, if  you feel the need
and remembered to bring it you can hide your Silverballer inside – we’re passing
a scan point so make sure to dispose of any other weapon  you may have  on  you.

Head out onto the deck via the kitchen door and head up the stairs  to  the  5th
deck.  When you reach Skip’s cabin  you’ll  be  searched  by  a  redneck  with a
Shotgun (see, told you), with the all clear  keep  going  until  you  reach  the
Captain's cabin.  Ignore the Purser that heads off to the shower and concentrate
on killing Skip, when he turns  his back take him out  in  a  suitably  stealthy
fashion  and  hide  his  body  in  the  adjoining  room  (marked  with  a  ‘!’).
Conveniently enough this is where the safe is kept – take the  photos  and  turn
the lights out when you leave (we just killed the guy, we can't going running up
a huge electric bill also - that'd be wrong).

The Captain may be down and the photos retrieved but there are still four Gators
to go ... soon to be three.  Every couple of minutes one of the Gators will come
in and check on the Captain, hide behind the door and when he comes  in, use the
Poison Syringe to  do  the job before hiding  him with the Captain.  The redneck
without a shirt must drink a lot because he pees like a horse, he’s the only one
who uses the bathroom so you can safely kill him in there (as long as you toggle
the lights  before you leave, same  reason), that’s three down and three  to go.

The Guard outside the door with the Shotgun can be taken down easily if you hide
behind the closest wall  to the door – when he thinks you’re gone he’ll turn his
back slightly towards you making him an easy target (again, hide the body in the
toilet), that’s five down.  Head back down the steps and wait for the patrolling
Gator to pause  and face out over the river, give him a push and that’s accident
number three (and all six dead).  Return to the starting  point and take reclaim
your suit before re-entering the engine room (again, the Stokers aren't too hard
to avoid) and exiting  through the far door.  The life boat at  the end is under
the watchful eye of yet another Sailor - when he turns his back you can drop him
and make your escape.


- ... Till Death Do Us Part [SIA09]

                ELIMINATE: The Groom
                ELIMINATE: The Bride's Father
ENSURE THE BRIDE'S SAFETY:
                   ESCAPE:

RECOMMENDED EQUIPMENT: None

TIME TAKEN: 7:10

Make your way from  the dock and head out  onto the central wedding area (people
dancing and stuff like that) – there’s  a  drunken hillbilly  ever so eloquently
puking his  guts up on the lawn (better  than your shoes).  After  he’s finished
he’ll go on a little  wander to a dark and secluded place (the inner recesses of
my mind?) – follow him and knock  him out when he stops, take  his  clothes, his
Six-Shooter and more importantly his Party Invitation, he’ll be alright where he
is, now head for the mansion.

Inside the mansion, take the doors behind the stairs and into the  party  room –
from the party room, take  the  doors directly in front of you (with the Guards)
and head outside.  Boy it  sure is  dark, eyuk ... oh no it’s contagious ... I’m
becoming a hillbilly ... I.Q. decreasing!  Head around the corner to  the left –
we need  a  uniform and  that  Guard is going to give us  his  (kinda).  ‘Pappy’
LeBlanc is going to wander by him so  make sure he’s out the way before sedating
the Guard (after he sits down), once he’s  out, drag him  into the corner (he’ll
be fine - dragging him to the box in the corner is risky business) before making
your way towards the Guardhouse.

Now  that you’re  dressed to  impress, follow  Pappy to  the  graveyard, when he
pauses briefly at the open grave, sneak up and  push  him in – the  accident-man
cometh.  Return  to  the doors where you came out by and run around to the right
this time, keep going until you come to the kitchen window.  Make sure nobody is
watching and climb inside, poison  the cake  and  leave  the  way  you  came  in
that’s it, you’re done.  Make  your way back to the jetty (stopping only to grab
your suit – damn hillbilly wouldn't look right in it anyway) where  you  started
and wait for the Groom to eat the poison icing – nice one.


- A House of Cards [SIA10]

     ELIMINATE: Sheikh Al-Khalifa 
     ELIMINATE: The Scientist
     ELIMINATE: Hendrick Schmutz
        ESCAPE:
STEAL DIAMONDS: (optional)

RECOMMENDED EQUIPMENT: W2000 with  Silencer, Bolt-Action, Carbon  Fibre  Barrel,
                       and Scope-2

TIME TAKEN: 11:50

Our first two targets  are  so  incredibly easy to deal  with  that  I’m  almost
inclined  not  to tell you what needs doing (... hey what do ya mean its  in  my
contract ...)?  Okay, run  into the casino and round into  the lobby.  Sprint up
the stairs  like  a super ... fast ... thing (I  shouldn’t  have  returned  that
analogy book to the library) and  push the call button  for  the  left elevator.
When the doors have closed, climb the hatch in a sinister  way and take out your
Fibre Wire in a sinister manor, and wait in a ... okay, I’m bored now.  In a few
minutes the Scientist will  be  entering the building and  through the powers of
clairvoyance  I’ve  determined that this  is the elevator that he’ll use.  Don’t
worry  about his armed escort; he’ll  get ditched  when science-boy  enters  the
elevator.  Strangle him and take his 8th floor key card, leave your Sniper Rifle
sitting safely  on  the roof of  the elevator and take the case of diamonds with
you – where are we going?  We’re  going to hide inside the elevator to the right
and wait  for Hendrick Schmutz – I told  you  it  was easy, just  kill  him in a
similar fashion and  leave your diamond case on top of the elevator like you did
with you Sniper Rifle.

By now Al-Khalifa has made his entrance with his entourage  of  Bodyguards – for
now we  can’t  touch the guy but  that’ll change, baby.  To get him to leave the
safety of the lounge we need a cunning plan ... get to it.  Return to the ground
floor  and  take the  steps down  into the  casino proper (if you're planning on
making use of the Agency crate, now would be a good  time to grab  your room key
from the check in desk), take the door to the right, take a left in the corridor
and enter the first  set of  toilets that you come to.  We’re waiting for a lone
Bodyguard to come  and take a  pee, in  preparation for his  arrival  we need to
knock  out the civilian  using the  cubicle nearest  the door (just push him and
close the  cubicle door).  When the Bodyguard comes in he’ll head to the cubicle
nearest to the staff door – just like before, push him  down and  knock him out.
He shouldn’t need moving so strip him  of his clothes and leave him where he is.

With  the  suit obtained, return  to  the  left elevator and reclaim your Sniper
Rifle before heading up to the 8th floor.  The  Sheikh’s room  is located in the
upper left corner of the 8th floor (check  your  map  for Bodyguards  if  you’re
unsure).  With the suit and  the  card, obtaining  access is easy.  There’s only
one Guard stationed  in  here so taking him down is as easy as it comes – toggle
the light and unpack  your  W2000 before  entering  the  bedroom  area.  Located
conveniently on the table is a mobile phone with the Sheikh on speed-dial – call
the Sheikh and  take  your place on the  balcony (I know you can see it coming).
Zoom-in on the rooftop  with the red light – this is where our man is heading to
answer his phone, take your time and then take your shot when he stops to answer
it – mission complete.  Drop the rifle (although you can place it in the  Agency
crate if you're playing on a level above than Normal) and return to the elevator
with the diamond case stashed on it – if  you like you can return to the toilets
and reclaim your suit before exiting  through the door opposite the one that you
entered when you came down  the stairs and into  the casino  area (run up to the
fence to exit).


- A Dance with the Devil [SIA11]

           ELIMINATE: Anthony Martinez
           ELIMINATE: Vaana Ketlyn
RETRIEVE INFORMATION:
              ESCAPE:

RECOMMENDED EQUIPMENT: Flexible Kevlar Body Armour

TIME TAKEN: 12:22

Approach  the  reception desk (great, caught on camera again) and  talk  to  the
security Guard (... ’you mean it’s been stolen ...?'), when he walks  off to the
Guard quarters follow  him in and sedate  him when he reaches the lost and found
room.  To lessen the chances of the body being discovered  we need to sedate the
other Guard that  frequents this room (yes, I’ve  been  reading  a  dictionary).
When he comes in and takes a  seat by  the computer screen, sneak  out and knock
him out – just leave him all comfy in his chair.  While you’re at  it  drag  the
body  of the first Guard out of the lost and  found closet and dump him with his
friend (it's darker in here) before taking the uniform of your choice.

Unburden yourself of any weapons and leave via the main entrance – to the  right
of it (your left) is the entrance for the underground garage, to  eliminate  our
camera  woes  we need to get our tape  from  the  security room.  With  our  new
costume we can quite happily stroll inside, however  we can’t just grab the tape
– enter and make  sure the Guards are facing away from you (the one in the chair
is fine but  the one by the window keeps turning around) and throw a coin out of
the door.  If  you’re lucky both Guards should go to investigate – now close the
door behind them and take the tape.

Run down into the garage and make your way towards the flashing ‘!’ mark on your
map – at the  back of the truck  is a guest costume; it’ll get us into the party
area.  Make sure  the coast is clear of any Guards or civilians and get changed.
You’re a smart bunch of people aren’t ya?  You passed some elevators on your way
here – head  back to them and  take the one on the right (if you get it wrong it
doesn’t matter, you’ll just be asked to use the other one).  It says ‘top floor’
so hurry up and  oblige  it already – while  the doors are closed, climb up onto
the roof of the elevator and ready your Fibre Wire.  One of our targets, Anthony
Martinez will eventually (in about five or so minutes if you must know) come and
use the  elevator – when he does, strangle  him and take  his suit (if you don’t
already  have an F.N.2000 you should make the effort to take his case with you).

Take the elevator back up to the top floor – instead of heading into  the  party
room, take the  door on the right and cut through  the  room and  into  the  one
marked with a flashing ‘!’ mark (the suit of  the  devil  is  truly useful).  In
this room you’ll  find the  laptop computer  that  we were  looking for – go on;
check it (you know you want to).  Now  there’s  something, our  objectives  have
been updated.

ELIMINATE: Eve
ELIMINATE: Maynard John

As  luck  would have it, that truly  awful  singer is one of our targets (I knew
that’d make you smile) and as luck would also have it, she  takes  her breaks in
this very room.  When she comes  in, do something particularly  silent and fatal
and leave her where she falls.

Two  down  and two to go – head back down  into  the  garage and take the second
elevator (told ya, suit of the devil) down into the basement.  Our  next target,
Vaana wanders backwards and forwards between the  pyro  stage (the T-shaped room
on the map) and  her private quarters – if she bumps into you she’ll invite  you
back to her place for a little ... well, you  know  (the suit is truly special).
Follow her back  to  her room and do your job (my personal favourite, a Stiletto
in the back of the head).

With Vaana (sadly) taken care of we can now meet Maynard John – he’s the big guy
behind  the  bar.  Maynard is a smart  cookie in  many  respects  and  a, er ...
stupid  cookie  in  others.  He  knows  exactly  who  you  are ... and  then  he
challenges you to a ‘duel’ (the fill you full of holes kind).  Maynard  wants it
all  nice  and  quiet (and  so  do  we) so  he  suggests  following him  to  the
soundproofed  ‘torture chamber’ (disappointingly  not an actual chamber ... more
of a storeroom).

When the duel begins, the lights will go out and Maynard will run off  and  lock
himself  in  the centre or room  (the room has a spiralling mesh cage) and start
firing at you.  Grab  the MP7 and ammo from the table and switch to first-person
mode – watch  carefully for where the muzzle flashes come from, when you see his
location open  fire (hint: the crosshair still turns red when you find a target)
and then  take  cover.  Shelves  tend to fall  down and  beams crumble under the
constant gunfire, so  keep  moving because nowhere can be considered safe.  When
Maynard finally bites  the  big  one the lights will  come back on and the doors
will open up.  Search  his body and ... <stern face> ... hmm, the bastard  had a
better weapon, take  his  MP5 and the storage key (unlocks  the  door).  Mission
complete – head back to the garage and  get changed before exiting via  the  car
marked on the map.


- Amendment XXV [SIA12]

ELIMINATE: Mark Parchezzhi III 
ELIMINATE: Vice President,