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