/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 +| |+ +| "Hitman: Blood Money" Strategy Guide |+ +| |+ +| [PS2, Xbox, and Xbox 360 Versions] |+ +| Version 2.1 [Revision 2] (May 2012) |+ +| |+ +| By Robert Allen Rusk. |+ +| Copyright 2011-2012 Robert Allen Rusk. |+ +| |+ +| E-MAIL: rarusk[at]netzero[dot]com |+ +| |+ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 \=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/ For this revision I completely reorganized my guide based on advice from fellow guide writers. This is mainly to streamline and make my guides cleaner. <+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++> "Hitman: Blood Money" is copyright 2006 by IO Interactive, a subsidiary of Eidos Interactive. All rights reserved. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. A complete listing of contact and other information can be found at the end of this guide. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >TBCT. Table of Contents | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This guide uses a Quick Search Feature which takes advantage of the Find feature used by many web browsers. This feature will allow you to go to any chapter or section in this guide quickly. To access any of those chapters, sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to activate the Find feature in the web browser. Then enter the code like this: >KR6 or >ZD12 0============================================0============================0 | AFS1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0============================================0==============================0 GEN1. About The Guide GEN2. "Hitman: Blood Money" GEN3. Technical Data A. PlayStation 2 Version B. Xbox and Xbox 360 Version C. Bugs GEN4. The International Contract Agency GEN5. Controls A. PlayStation 2 Version B. Xbox Version C. Xbox 360 Version GEN6. Profile Manager, Game Menus, and Options GEN7. Notoriety and Money A. Notoriety B. Money GEN8. Starting a New Game and Mission GEN9. Weapons and Items A. Acquiring Ammo B. ICA Crates, Weapon Crates, and Weapon Boxes C. Weapon and Item Upgrade Tiers D. Custom Weapons and Upgrades E. Standard Equipment and Upgrades F. Non-Custom Collectible Weapons G. Non-Obtainable Weapons GEN10. The Main Screen GEN11. Health Bar and Threat Meter GEN12. The Map and Intel GEN13. The Inventory Menu GEN14. Different Ways of Moving About GEN15. Observing Your Surroundings GEN16. Standing GEN17. 1st and 3rd Person Modes GEN18. Sneaking and Melee Attacks GEN19. Human Shields and Pistolwhipping GEN20. Punching, Stunning, and Disarming GEN21. Hiding Bodies, Twirling Bodies, and Found Bodies GEN22. Accidents GEN23. Disguises and Subterfuge GEN24. Closets and Elevators GEN25. Climbing, Jumping, and Entering Windows GEN26. Weapon Boxes and Dropping Weapons GEN27. Light Switches and Placing Items GEN28. Lockpicking GEN29. Firefights GEN30. In-Mission Saving GEN31. Your Rating A. Details B. Notoriety Rating C. Money Earned D. Lower Your Notoriety E. Newspaper GEN32. Game Saving, Continuing, and Replaying Missions GEN33. Xbox 360 Achievements List GEN34. Mission Breakdown 0================================0========================================0 | AFS2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0================================0==========================================0 BDM1. "Death of a Showman" BDM2. Present Day BDM3. "A Vintage Year" BDM4. "Curtains Down" BDM5. "Flatline" BDM6. "A New Life" BDM7. "The Murder of Crows" BDM8. "You Better Watch Out..." BDM9. "Death on the Mississippi" BDM10. "...Till Death Do Us Part" BDM11. "A House of Cards" BDM12. "A Dance with the Devil" BDM13. "Amendment XXV" BDM14. "Requiem" 0==================0 | AFS3. Conclusion | 0==================0 /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >AFS1. Introduction And General Information | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation 1 and 2, Xbox, and Xbox 360. I started writing guides in 2003 because I felt it was something I could do utilizing my writing skills gained in college and gametesting along with my passion for vidgames. Over time I have honed my overall writing and organization skills plus my creative thinking skills. Additionally, I have extended the play value of the games I have written guides and FAQs for many times over plus I have received many letters from all over the world. I am also what one may call an RGB Analog Video enthusiast. I hack most of my game consoles to try to get the best possible video from them and that usually involves tapping into the RGB Analog video signals and using them on the right monitors to achieve my desires. To this end I became a member of the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum area from time to time. In addition, I am a member of the X-Otic Computer Systems of San Antonio (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We are also a group of hackers and electronics enthusiasts. I am also a regular forum poster at GameFAQs, an occasional poster at AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice City" players who met on the Vice City message boards at GameFAQs). Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since the age of ten) and "Red Dwarf" (I own all eight series plus the "Back to Earth" mini-series on DVD). I am also a long time soundtrack collector with many titles in my possession. As far as favorite sports teams go, my teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos (NFL) [although I live in Texas, I am originally from Colorado Springs, Colorado] and the Air Force Falcons (NCAA Football). This guide was constructed using TextWrangler on a 1.5Ghz Single Core Intel Mac Mini. I view my work in Safari to help in seeing how it would look on the web and correct format errors. I also play the PS2, Xbox, and Xbox 360 versions using old game saves to try out new ideas for this guide. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN1. About The Guide | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Welcome to my "Hitman: Blood Money" guide! If this is the first time you have visited then you will find a lot of useful information in a highly organized format that you can use to beat all of the missions of the game. Quotes taken from readers' e-mail are presented "as is" and may include spelling and grammatical errors. The main emphasis of this guide is to provide creative and simple solutions to many of the missions for "Hitman: Blood Money". Many hours were spent going over each mission and finding unique ways to solve them. I think you will be surprised by some of the solutions found here. This guide was written while playing the game on the Professional difficulty setting. This is mainly because of the difficulty based Achievements on the Xbox 360 version. It is also designed to to allow you to get Silent Assassin ratings and acquire all weapons. This guide also goes over console differences and other technical data. Although this guide was written with the Xbox 360 in mind this guide will also benefit PS2 and Original Xbox players. It may also be beneficial to PC users but I cannot confirm these strategies on my Optiplex GX270 right now due to the lack of a proper video card ("Blood Money" will not work with integrated graphics). I have worked hard to make sure that this guide is as complete as possible but at the same time leave room for exploration. I hope that you enjoy this guide as much as learn from it. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN2. "Hitman: Blood Money" | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ "Hitman: Blood Money" is the fourth game that features the now-popular protagonist known as Agent 47, a clone designed for assassination work. The game was released in 2006 for the PC, Sony PlayStation 2, MicroSoft Xbox, and MicroSoft Xbox 360. This game differs from its predecessors in that it has far more options to kill your Targets including Accidents. You can also lure people away to either move about more quietly or ambush them in a more secluded place. "Blood Money" also has a new feature called Notoriety which makes the game harder based on how many people witnessed you do your dirty work. In addition, although you can't buy weapons, you can purchase upgrades for them. This game feels easier than the previous installments but, since it has more options to deal with people, it also feels more challenging. It also has the best graphics of all of the "Hitman" games (at least until "Hitman: Absolution" comes out). I got into the "Hitman" games because of the PS2 demo of "Hitman 2: Silent Assassin" which was made available during the summer of 2002. I decided to load up the demo because I was kind of bored while waiting for "Grand Theft Auto: Vice City" to be released (fall of 2002). But I did not expect the awesome music that graced my ears when I got to the main menu. A fantastic orchestral piece that blew my mind. I would just let the game sit on the menu screen so I could listen to this piece repeatedly. After awhile I finally got into the demo and I also became impressed by the gameplay and additional music. From that point I became a fan of "Hitman". And it was the first time that I got into a game series because of the music. The music was done by Jesper Kyd, a fantastic musician who I was initially exposed to from the Sega DreamCast game "MDK2". I now own the scores to all four "Hitman" games (and the score to the oft-maligned "Hitman" movie - by Geoff Zanelli). When I started writing guides, I always wanted to do the "Hitman" series. However, I wanted to start with the first game, "Hitman: Codename 47". But the game was never released outside of the PC platform. This created a problem because I am a Mac user and it was never released there either. I was aware that some of the missions from "Hitman: Codename 47" were remade for "Hitman: Contracts" but that wasn't the same. As I was playing "Hitman: Blood Money" I was actually writing a guide in my head but it never came out because I wasn't able to do a guide on "Codename 47". In early 2010 I obtained a barebones Dell Optiplex GX270 (no hard drive or RAM) for $10 at Goodwill Computerworks because it had a blown capacitor which was pointed out to me (which I replaced later). After acquiring all of the necessary pieces to get it working properly I installed the game, and Xpadder, and finally started on the "Codename 47" guide in November of 2010. After initial completion of that guide I started on the "Hitman 2: Silent Assassin" guide in January of 2011. After completing work on the "Hitman 2" guide in March of 2001 I then started work on the "Hitman: Contracts" guide in late March of 2011. With the completion of my "Hitman: Contracts" guide in early May of 2001 I immediately started work on this guide. Why would I want to do a guide on a game that came out many years ago? Because I am a fan of "Hitman" and it is something I always wanted to do. This guide is also part of my biggest non-"Grand Theft Auto" writing project to date. Guides to all four "Hitman" games - done as one large project. The guides were done one at a time but all of them were released simultaneously. That way all of the guides could have a similar look and feel and will be connected in some way while setting things up for the next "Hitman" installment ("Absolution"). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN3. Technical Data | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter is technical data that I've compiled on the various versions of "Hitman: Blood Money": 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 When you start up the PS2 version of the game then you will be given the Test TV Settings screen. Here you can choose to start the game in either NTSC/PAL interlaced mode (480i/525i) or DTV480p/DTV525p (progressive scan). While I found it nice that IO Interactive put in a progressive scan mode for the PS2 version of "Blood Money" I also found it to be almost useless. This is because the progressive scan mode is programmed in such a way as to cause severe pillar-boxing on my MultiSync 3D RGB monitor. Pillar-Boxing is the reverse of letter-boxing in which the screen is squashed from the left and right sides. On the MultiSync I found that the viewing area is squashed an inch and a half from both sides (a total loss of three inches). No amount of fiddling with the horizontal controls could fix it. Obviously, because I prefer to play games in progressive scan when possible, I was disappointed with this development. With the PS2 version you can use cheat discs with "Hitman: Blood Money". There are also various programs that you can try to use with the game: >>Xploder HDTV Player ******************* This product will allow you to view your games in progressive scan, usually in 480p. Even though the game has its own progressive scan mode this disc will also work with it. However, this product doesn't fix the extreme pillar-boxing issue that occurs with the game. >>GS Mode Selector **************** This is a small program that is used with the memory card exploit known as Free McBoot. Like with HDTV Viewer you can also view games in progressive scan using this program. "Hitman: Blood Money" will also work with GS Mode Selector, preferably in 640 x 480. And, just like with Xploder HDTV Viewer, it can't fix the extreme pillar-boxing issue with the game. One bonus is that you can use this program in conjunction with both HDLoader and Open PS2 Loader - something you cannot do with Xploder HDTV Viewer. >>HDLoader ******** The main reason most people use the Free McBoot memory card exploit is to use this program which will allow you to play games off of the hard drive if you use a PS2 "Fatty" or an early model PS2 "Slim" that has been modified to use a HDD. Once "Hitman: Blood Money" is installed then you need to make a couple of tweaks to its compatibility settings before you start playing. After installing the game onto the HDD, highlight "Hitman: Blood Money" on the Game List menu and press SELECT. This will bring up the Game Compatibility Settings. It will look like this: Slow HDD access: No Disable DVD9 support: No Kill HDL After launch: No Date/timefix 2: No Date/timefix 3: No Disable network support: No Disable CzC patch: No Soul Calibur 2 / Suikoden V: No As you can see all of the default settings are set to "No". You need to make the following changes to make sure that "Hitman: Blood Money" works perfectly with HDLoader: Slow HDD access: YES <---------- Disable DVD9 support: No Kill HDL After launch: No Date/timefix 2: YES <---------- Date/timefix 3: No Disable network support: No Disable CzC patch: No Soul Calibur 2 / Suikoden V: No Slowing down HDD access will fix sound issues with the game (removing static-like sounds during cutscenes and gameplay). The Date/timefix setting will fix the timestamp on your game saves so that it matches the clock settings. >>Open PS2 Loader *************** This program is meant to replace HDLoader and is more solid than HDL. You use this in place of HDL and it will recognize the HDD and all the games you have already installed. OPL, or "Opal" as I like to call it, has its own compatibility modes for games and won't recognize the settings used in HDL. There is one change that I recommend to the compatibility settings for "Hitman: Blood Money". Highlight "Hitman: Blood Money" and select Game Settings. There are eight modes that you can tweak to make your game run better. By default they are all set to OFF. You should change Mode 6 to ON. Mode 6 disables something called In Game Reset where you can actually go back to the main menu of Opal without having to turn off the machine by means of holding down certain buttons together. I found that if you leave it OFF, at least with "Hitman 2: Silent Assassin", then the game will randomly crash during gameplay. As a result I recommend changing Mode 6 to ON just to make sure you don't encounter any potential crash problems with "Hitman: Blood Money". Right beneath the mode settings there is something called DMA Mode. This has something to do with the hard disk access speed. As noted with HDLoader you needed to change the access speed to correct static-like. You do not need to tweak this setting for Opal. However, on occasion when you boot up the game, then you may encounter static-like noises. In this instance it is best to reboot the PS2 completely. This will fix the problem. At the time of this writing I do not have a PlayStation 3 so therefore I don't have any information on how it runs using the Backwards Compatibility mode on the older PS3s that have it. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Xbox and Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Xbox version looks better than the PS2 version and loads up faster. Like with the PS2 version it also has a progressive scan mode (but I would imagine it is programmed better than the PS2 version). It also has features for Xbox Live but, now that XBL support for the Original Xbox has been discontinued, those features are now useless. Finally, the Xbox version is *NOT* supported on the now aborted Backwards Compatibility feature on the Xbox 360. Originally it was but, after the release of the Xbox 360 version, support for the Xbox version was removed in one of the last updates. The Xbox 360 version looks and sounds the best of the three console versions. The addition of Achievements adds replay and challenge value to the game. 0+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Bugs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 "Blood Money" does have some imperfections that will appear from time to time. These are bugs within the game engine and may appear across all platforms: >>Strangulation Bug I ******************* There is a rare intermittent crash when Strangulating the Guard through the Hatch in "Death of a Showman". Found in the PS2 and Xbox 360 versions. >>Strangulation Bug II ******************** Unlike the first bug this one you can recreate at will. Basically, if you Strangle too many people through the Elevator Hatch then you will crash the game. Found this during the mission "You Better Watch Out..." on all three versions. >>Disarm Bug ********** I believe you can crash the game if you Disarm too many people without either knocking them out or killing them afterwards. Found on the Xbox 360 version. >>Melee Weapon Bug **************** If you use a Kitchen Knife, Meat Cleaver, or Screwdriver and you swing into the air or into a wall then you may cause game to crash. Found on the Xbox 360 version. >>The Reappearing Air Rifle Glitch ******************************** This minor bug appears only in the mission "A New Life" and I go into more details about it there. Found on all three versions. >>PIP Bug ******* In the mission "Amendment XXV" if you have the PIP Cam off then it will turn itself back on at some point during the mission (usually after Parchezzi's death). Found on all three versions. And now a brief explanation about Agent 47's employer..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN4. The International Contract Agency | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The ICA or The Agency, as it is often called, is the shadowy organization that Agent 47 works for. Its main purpose is to carry out assassinations. A powerful person, or government, who wants to take down somebody without being connected to it will contact The Agency and an agent will be assigned to a mission to carry out the contract. However, sometimes there is more than just killing the Target. Most missions often have several objectives beyond the assassination. Destruction or retrieval of items and rescuing someone are some of the other objectives that an agent may need to accomplish. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN5. Controls | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Although the manual covers the setup pretty good, I felt that I should include a section on controls. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0======0 | Menus \ 0=======================================================> Select Menu Item......................................................D-Pad Accept Menu Selection..............................................X Button Cancel Selection/Return to Previous Menu....................Triangle Button Mission Briefing..............................................Select Button Pause/Options Menu.............................................Start Button 0=======0 | Action \ 0=======================================================> [1] Move Around...........................................Left Analog Stick [2] Sneak/Crouch..................................................L1 Button [3] Action.........................................................X Button Map...............................................................L2 Button [4] Throw Item....................................................L3 Button 0========0 | Weapons \ 0=======================================================> Move Crosshair...........................................Right Analog Stick Fire..............................................................R1 Button [5] Enter Sniper Mode.............................................R3 Button Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down Reload............................................................R2 Button Holster/Draw Weapon.....................................(Tap) Square Button Exit Sniper Mode............................................Triangle Button 0==========0 | Inventory \ 0=======================================================> [6] Pick Up Items.............................................Circle Button Open Inventory List....................................(Hold) Square Button Select Inventory Item................................D-Pad Left/D-Pad Right Equip Item..........................................(Release) Square Button Drop Selected Item..........................................Triangle Button 0=======0 | Camera \ 0=======================================================> Look Around..............................................Right Analog Stick Toggle First/Third Person View....................................R3 Button <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> [1] - Move slightly to walk, move a bit further to speed walk, and move further from that to run. [2] - Hold down and move forward to Sneak. When you stop then you will Crouch. Move forward very slowly to crawl. Release to get out of Sneak Mode. [3] - This is used for the following: ++Open/close doors ++Look through Keyholes ++Make Human Shields ++View Action List (when presented with multiple actions then hold down to view list) [4] - Hold down and release to throw the selected item. [5] - You have to press this button twice to enter Sniper Mode. [6] - When presented with multiple items then hold down the button to bring up a list of items that can be picked up. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Xbox Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0======0 | Menus \ 0=======================================================> Select Menu Item......................................................D-Pad Accept Menu Selection..............................................A Button Cancel Selection/Return to Previous Menu...........................Y Button Mission Briefing................................................Back Button Pause/Options Menu.............................................Start Button 0=======0 | Action \ 0=======================================================> [1] Move Around...........................................Left Analog Stick [2] Sneak/Crouch...............................................Left Trigger [3] Action.........................................................A Button Map............................................................White Button [4] Throw Item.....................................Left Analog Stick Button 0========0 | Weapons \ 0=======================================================> Move Crosshair...........................................Right Analog Stick Fire..........................................................Right Trigger [5] Enter Sniper Mode.............................Right Analog Stick Button Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down Reload.........................................................Black Button Holster/Draw Weapon..........................................(Tap) X Button Exit Sniper Mode...................................................Y Button 0==========0 | Inventory \ 0=======================================================> [6] Pick Up Items..................................................B Button Open Inventory List.........................................(Hold) X Button Select Inventory Item................................D-Pad Left/D-Pad Right Equip Item...............................................(Release) X Button Drop Selected Item.................................................Y Button 0=======0 | Camera \ 0=======================================================> Look Around..............................................Right Analog Stick Toggle First/Third Person View....................Right Analog Stick Button <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> [1] - Move slightly to walk, move a bit further to speed walk, and move further from that to run. [2] - Hold down and move forward to Sneak. When you stop then you will Crouch. Move forward very slowly to crawl. Release to get out of Sneak Mode. [3] - This is used for the following: ++Open/close doors ++Look through Keyholes ++Make Human Shields ++View Action List (when presented with multiple actions then hold down to view list) [4] - Hold down and release to throw the selected item. [5] - You have to press this button twice to enter Sniper Mode. [6] - When presented with multiple items then hold down the button to bring up a list of items that can be picked up. 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0======0 | Menus \ 0=======================================================> Select Menu Item......................................................D-Pad Accept Menu Selection..............................................A Button Cancel Selection/Return to Previous Menu...........................Y Button Mission Briefing................................................Back Button Pause/Options Menu.............................................Start Button 0=======0 | Action \ 0=======================================================> [1] Move Around...........................................Left Analog Stick [2] Sneak/Crouch...............................................Left Trigger [3] Action.........................................................A Button Map.............................................................Left Bumper [4] Throw Item.....................................Left Analog Stick Button 0========0 | Weapons \ 0=======================================================> Move Crosshair...........................................Right Analog Stick Fire..........................................................Right Trigger [5] Enter Sniper Mode.............................Right Analog Stick Button Zoom In/Out (Sniper Mode)...............................D-Pad Up/D-Pad Down Reload.........................................................Right Bumper Holster/Draw Weapon..........................................(Tap) X Button Exit Sniper Mode...................................................Y Button 0==========0 | Inventory \ 0=======================================================> [6] Pick Up Items..................................................B Button Open Inventory List.........................................(Hold) X Button Select Inventory Item................................D-Pad Left/D-Pad Right Equip Item...............................................(Release) X Button Drop Selected Item.................................................Y Button 0=======0 | Camera \ 0=======================================================> Look Around..............................................Right Analog Stick Toggle First/Third Person View....................Right Analog Stick Button <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> [1] - Move slightly to walk, move a bit further to speed walk, and move further from that to run. [2] - Hold down and move forward to Sneak. When you stop then you will Crouch. Move forward very slowly to crawl. Release to get out of Sneak Mode. [3] - This is used for the following: ++Open/close doors ++Look through Keyholes ++Make Human Shields ++View Action List (when presented with multiple actions then hold down to view list) [4] - Hold down and release to throw the selected item. [5] - You have to press this button twice to enter Sniper Mode. [6] - When presented with multiple items then hold down the button to bring up a list of items that can be picked up. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN6. Profile Manager, Game Menus, and Options | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When you get to the title screen then you open the Profile Manager which allows you to do the following: >>New *** Creates a new Profile. >>Load **** Loads up a current Profile >>Delete ****** Deletes a Profile. >>Select Storage Device (Xbox 360 Only) ************************************* Allows you to select a Profile from other storage devices such as flash drives, Memory Units, and Hard Drives. >>Main Menu ********* You need to create a Profile or load and existing one before entering the Main Menu. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> When you get past the Profile Manager then you will see the following options: >>Start Game ********** This will allow you to start a new game and its difficulty level or any mission from a current game. >>Options ******* This is where you set up your sound, graphics, and controls. I will go into more detail in the next chapter. >>Credits ******* This is the credits of those who made the game. >>Extras (PS2 Version Only) ************************* Allows you to play the demo of another Eidos game: "Urban Chaos". >>Exit Profile ************ This sends you back to the title screen. >>Xbox Live (Original Xbox Only) ****************************** This is for Original Xbox Live sign-in. There are additional options for XBL within the Pause Menu. However, since XBL was shut down for the Original Xbox, these options are now useless. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> When selecting Options, which can also be accessed through the Pause Menu, then you will have three main options: >>Sound ***** Here you can select the sound and music volume. >>Graphics ******** There are several options to play with here: ++Show Blood ********** This determines how much blood is shown on screen. ++Subtitles ********* This determines whether or not to use subtitles with the cutscenes. ++PIP Cam ******* This allows you to either turn on or off the Picture In Picture feature. When certain events occur in the mission then you will see it on the right side of your screen. Personally I find it distracting so I turn it off. When you leave it off then you will get Info Markers ("!") when these events occur instead of the PIP. ++Adjust Screen (PS2 Only) ************************ This allows you to adjust the position of the screen. ++Brightness/Gamma (Xbox 360 Only) ******************************** Allows you to adjust the brightness and gamma correction of the screen. >>Controls ******** Here you can adjust certain aspects of your controls: ++Invert Vertical *************** This will allow you to invert how you look up and down. ++Simplify Strangle ***************** What this does is that, if turned on, you will automatically enter Sneak Mode when you pull the Fiber Wire as you go to attack somebody. If you leave it off then you can walk or run about when you use the Fiber Wire instead of going into Sneak Mode. ++Vibration Function ****************** Allows you to turn on or off the vibration within your joypad. ++Autoaim ******* Allows you to turn on or off the autoaim feature. ++Controller Layout ***************** Shows you how the controls are laid out. ++Turn Speed ********** Allows you to adjust how fast you turn. Before I go any further I need to go over..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN7. Notoriety and Money | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ >>Notoriety ********* One of the new features introduced in "Blood Money" is what is called Notoriety. The more people who witness you doing your thing, the harder it will make your next mission and beyond. This is because you will become more famous and more people will recognize you. Guards will become more suspicious and your covers will get blown more easily. People may run to Guards easier or may just run from you altogether. Because you need to be anonymous to be a successful assassin, becoming famous is bad for business. So it is important to be as clean as possible. There are two main stats concerning Notoriety: Witnesses and Caught On Camera. Witnesses are people who saw you do something you shouldn't have been doing and you didn't manage to kill. Caught On Camera is if you are seen on the CCTV cameras that can be found on some missions. To remove evidence of your capture you need to find the Surveillance Machine (basically a VCR) and remove the Video Tape. When you play through a mission for the first time then you will establish your Notoriety Rating for that mission. The more Witnesses you leave behind, coupled with the Caught On Camera, the higher your Notoriety Rating. The Notoriety Rating is on a 0 to 100 point system. 0 is the lowest Notoriety and 100 is the maximum. The Notoriety Rating will affect your next mission and beyond but not the mission you just played. Once Notoriety has been established for a mission you *CANNOT* raise it no matter how badly you screw up your replays of that mission - you can only lower it. The only way to raise Notoriety is to play the next mission to establish the Notoriety for that mission and to add to what you already have from the previous one. One of the best ways to lower your Notoriety is to simply replay the mission to obtain a Silent Assassin rating which will reduce your Notoriety Rating for that mission to 0. If you do not want to do that then you can do certain actions at the end of a mission to clean up your Notoriety but it costs money. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>Money ***** Money becomes more important in "Blood Money" than with its predecessors. You can buy upgrades for your weapons and equipment as well as purchase means to clean up your Notoriety. You earn money by completing your main objectives within a mission. However, you can earn more money by obtaining certain items within a mission. And you can earn more money still by getting better ratings - up to $150,000 for a Silent Assassin rating. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN8. Starting a New Game and Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To start a new game then select Start and then select a difficulty level: Rookie, Normal, Expert, and Professional (Pro). The difficulty determines how much damage you can take, the accuracy of the Guards and their sensitivity, the visibility of people on the in-game map, and the number of in-mission saves you can make: >>Rookie ****** The AI within the game is pretty easy and does the least amount of damage in a fight. The maps will be full of Points of Interests and you can save as many times as you need. Finally, the Notoriety system isn't in use so you don't have to worry about what you do in a mission. >>Normal ****** The AI within the game is still fairly easy and does a bit more damage in a firefight. The maps will still have lots of Points of Interests and you can save seven times. The Notoriety system will now be in-effect. >>Expert ****** The AI within the game becomes harder and it will be more alert. The Guards will also do more damage in a fight. If you stand by certain Guards long enough then your Threat Meter will creep up into the Yellow stage and you will start to create Witnesses which will negatively impact your rating. There will be no Points of Interests on the Map and there will be no Guards on it either (there will still be Civilians though). Notoriety will be in-effect and your rating will be more negatively impacted if bodies are found. You can save up to three times. >>Professional ************ The AI within the game is the hardest of all and will do the most damage in a fight. You cannot make any saves at all. Only Targets and VIPs will show on the Map. Unless you perform an Accident on someone you cannot let any bodies be found, period. Starting a new game at any difficulty will start the training mission "Death of a Showman". "Hideout", "Death of a Showman", and the mission "A Vintage Year" will appear on all remaining difficulty levels after completion of your first playthrough of "Death of a Showman". If you go to another difficulty level and play "A Vintage Year" without playing through "Death of a Showman" first then you will start out with $75,000. You will get more money if you play through "Death of a Showman" before "A Vintage Year". <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> When you start a mission then you will usually be given a cutscene before you begin. After the cutscene then you will be given your Mission Briefing where you can go over who you need to kill and what other objectives you may need to do. After going over the objectives then you can select..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN9. Weapons and Items | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Weapons are the tools of the trade for any professional contractor. There are many different weapons that can be used to perform your work. There are also additional items that are useful. 0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Acquiring Ammo |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Although you can find clips of ammo to use on various weapons during the course of a mission you can also refill your ammo by picking up a weapon of the same type. If you have a SLP .40 Pistol then you can add to your ammo by picking up another SLP .40 Pistol. You can also increase the ammo for a weapon even if you pick up different weapon as long it is in the same class. For example, you can increase the ammo for the TMP by picking up a MP5 since it is also a sub-machine gun and they share the same ammo. Unlike in past "Hitman" games there is no limit to how much ammo you can carry for your weapons. You can have as much ammo as you can get your hands on. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+0 | B. ICA Crates, Weapon Crates, and Weapon Boxes |~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+0 In "Blood Money" you will find crates and boxes where you can find and store weapons. On every mission you will find a Weapons Crate from the ICA on your Map. With this crate you can safely store weapons you find during a mission that can be added to your weapons collection. This is especially handy for large weapons that can get your cover blown. In addition, you can also use the ICA Crate to discreetly bring in large weapons, like your Shotgun, without causing problems (until you are ready to). On some missions you may find unmarked Weapons Crates. They are used to store weapons to be brought back to your weapons collection but cannot be used to bring in large weapons. Weapons Boxes are usually found at the Guards Quarters and look like a foot locker with the lid cut off. You will always find weapons to acquire within them. However, the Weapons Boxes can be used for something else and I will go over that later in the guide. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Weapon and Item Upgrade Tiers |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 In "Blood Money" you have the ability to upgrade some of your weapons and standard items. There are five upgrade tiers and they will unlock one at a time as certain missions are successfully completed. In addition, all of the items within a tier cost the same amount: >>Tier 1 ****** Available from the beginning. Item Cost - $50,000. >>Tier 2 ****** Unlocked after the mission "Curtains Down". Item Cost - $75,000. >>Tier 3 ****** Unlocked after the mission "Flatline". Item Cost - $100,000. >>Tier 4 ****** Unlocked after the mission "The Murder of Crows". Item Cost - $150,000. >>Tier 5 ****** Unlocked after the mission "Death on the Mississippi". Item Cost - $200,000. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Custom Weapons and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 In this sub-chapter I go over the five weapons that you have from the beginning and can be upgraded. Any upgrade you purchase can be unequipped if you do not like how the upgrade performs. Even if you choose not to use custom ammo you cannot increase the ammo for these weapons by picking up similar weapons during a mission. In addition, if you leave any of these weapons behind then you will be charged $5,000 per weapon for its retrieval at the end of a mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>Silverballer ************ Based on: AMT Hardballer. Notes: This is Agent 47's standard issue pistol. A pretty decent weapon that can be made more powerful with the proper upgrades: ++Tier 1 ****** >>Low Velocity Ammo ================= Notes: This fires slower and has less power than other ammo. But this allows it to be more silent and creates less recoil. When used you cannot use any other ammo for the weapon. >>Silencer Type 1 =============== Notes: A basic silencer that makes the weapon more quiet. Cannot be used with the Long Slide and Silencer Type 2 upgrades. ++Tier 2 ****** >>Extra Ammo ========== Notes: You get two extra clips plus all of your clips will be expanded. >>Laser Sight =========== Notes: A basic laser sight that allows you to be a bit more precise. >>Rail Mount ========== Notes: This is used for mounting scopes. ++Tier 3 ****** >>Magnum Ammo =========== Notes: This ammo has more power and can penetrate doors. But this also creates more recoil. When used you cannot use any other ammo for the weapon. >>Dual Action =========== Notes: You get a second Silverballer so you can duel wield. But this creates more recoil and takes much longer to reload. >>Long Slide ========== Notes: This allows for better precision and less recoil but you cannot use silencers with it. ++Tier 4 ****** >>Red Dot Sight ============= Notes: This is a sight that goes on top of the pistol. It has a small zoom and will allow for high precision. It requires the Rail Mount upgrade and excludes the use of Scope Type 1 upgrade. >>Large Clip ========== Notes: This doubles the capacity of your clips. ++Tier 5 ****** >>Silencer Type 2 =============== Notes: The best of the two silencers and cannot be used with the Long Slide and the Silencer Type 1 upgrades. >>Full Auto Fire ============== Notes: This turns the Silverballer into a machine pistol. However, this also has more recoil because of the rapid firing. This requires the Large Clip upgrade to use. >>Scope Type 1 ============ Notes: This is a large scope that goes on top of the pistol and has better zoom than the Red Dot Sight upgrade. This allows for extreme precision. It requires the Rail Mount upgrade and excludes the use of Red Dot Sight upgrade. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>SP12 Shotgun ************ Based on: Franchi SPAS-12. Notes: This is a large pistol grip pump-action shotgun that can be upgraded with the following: ++Tier 1 ****** >>Flechette Ammo ============== Notes: This fires 18 dart slugs and has less power than other ammo. But this allows it to be more precise. When used you cannot use any other ammo for the weapon. >>Butt Stock ========== Notes: This adds a butt stock to the rear of the weapon which reduces recoil and increase precision. ++Tier 2 ****** >>Extra Ammo ========== Notes: This adds two extra rounds and expands all rounds. >>Reload Boost ============ Notes: This allows you to mount your shells for faster reloads. >>12 Gauge Slugs ============== Notes: This allows you to do maximum damage. When used you cannot use any other ammo for the weapon. ++Tier 3 ****** >>Rail Mount ========== Notes: This is used for the Red Dot Sight upgrade. >>Short Barrel ============ Notes: This adds a short barrel to your shotgun which increases damage but makes it less precise. This upgrade also excludes the use of the Silencer Type 1. ++Tier 4 ****** >>Laser Sight =========== Notes: A basic laser sight that allows you to be a bit more precise. >>Magazine ======== Notes: This adds four extra slugs and increases your rate of fire. ++Tier 5 ****** >>Red Dot Sight ============= Notes: This is a two-level zoom red dot scope that maximizes your precision. This also requires the Rail Mount upgrade. >>Silencer Type 1 =============== Notes: This adds a silencer to the end of the shotgun. Cannot be used with the Short Barrel upgrade. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>SMG Tactical ************ Based on: MP5A2. Notes: This is a easily concealed sub-machine gun that can be upgraded with the following: ++Tier 1 ****** >>Butt Stock ========== Notes: This adds a butt stock to the rear of the weapon which reduces recoil and increases precision. >>Low Velocity Ammo ================= Notes: This fires slower and has less power than other ammo. But this allows it to be more silent and creates less recoil. When used you cannot use any other ammo for the weapon. >>Butt Stock ========== Notes: This adds a different style of butt stock to the rear of the weapon that can reduce recoil and increase precision. ++Tier 2 ****** >>Extra Ammo ========== Notes: You get two extra clips plus all of your clips will be expanded. >>Rail Mount ========== Notes: This is used for the Red Dot Sight upgrade. >>Magnum Ammo =========== Notes: This ammo has more power and can penetrate doors. But this also creates more recoil. When used you cannot use any other ammo for the weapon. ++Tier 3 ****** >>Rapid Fire ========== Notes: This will greatly increase the rate of fire from the SMG. However, this also has more recoil because of the rapid firing. >>Short Barrel ============ Notes: This adds a short barrel to your shotgun which increases damage but makes it less precise. >>Silencer Type 1 =============== Notes: A basic silencer that makes the weapon more quiet but does less damage. Cannot be used with the Silencer Type 2 upgrade. ++Tier 4 ****** >>Laser Sight =========== Notes: A basic laser sight that allows you to be a bit more precise. >>Double Clip =========== Notes: This doubles the size of your clip for a faster reload. ++Tier 5 ****** >>Silencer Type 2 =============== Notes: The best of the two silencers and cannot be used with the Silencer Type 1 upgrade. However, it lessens the damage of the weapon. >>Red Dot Sight ============= Notes: This is a two-level zoom red dot scope that maximizes your precision. This also requires the Rail Mount upgrade. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>M4 Assault Rifle **************** Based on: M4A1 Carbine. Notes: This is a large unconcealable assault rifle that can be upgraded with the following: ++Tier 1 ****** >>R.I.S. Handguard ================ Notes: This is a special handguard that is required for the Laser Sight and Pistol Grip upgrades. >>Low Velocity Ammo ================= Notes: This fires slower and has less power than other ammo. But this allows it to be more silent and creates less recoil. When used you cannot use any other ammo for the weapon. >>Butt Stock ========== Notes: This adds a lightweight butt stock to the rear of the weapon which reduces recoil and increases precision. ++Tier 2 ****** >>Extra Ammo ========== Notes: You get two extra clips plus all of your clips will be expanded. >>Laser Sight =========== Notes: A basic laser sight that allows you to be a bit more precise. Requires the R.I.S. Handguard upgrade. >>Rail Mount ========== Notes: This is used for the Red Dot Sight upgrade. >>Armor Piercing Ammo =================== Notes: This ammo has more power and can penetrate doors. When used you cannot use any other ammo for the weapon. ++Tier 3 ****** >>Silencer Type 1 =============== Notes: A basic silencer that makes the weapon more quiet. Cannot be used with the Silencer Type 2 upgrade. >>Pistol Grip =========== Notes: This adds extra support and makes your weapon more steady. Requires the R.I.S. Handguard upgrade. ++Tier 4 ****** >>Double Clip =========== Notes: This gives you two additional clips and speeds up reloading. Cannot be used with the Drum Magazine upgrade. >>Red Dot Sight ============= Notes: This is a two-level zoom red dot scope that maximizes your precision. This also requires the Rail Mount upgrade. Cannot be used with the Scope Type 1 upgrade. ++Tier 5 ****** >>Silencer Type 2 =============== Notes: The best of the two silencers and cannot be used with Silencer Type 1 upgrade. >>Drum Magazine ============= Notes: This is a large drum magazine that adds 100 rounds to your weapon but greatly increases recoil. Cannot be used with the Double Clip upgrade. >>Scope Type 1 ============ Notes: This is a large scope that goes on top of the rifle and has better zoom than the Red Dot Sight upgrade. This allows for extreme precision. It requires the Rail Mount upgrade and excludes the use of Red Dot Sight upgrade. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>W2000 Sniper ************ Based on: Walther WA 2000. Notes: Only 176 of these rifles were ever made because it was too expensive to achieve widespread sales of the weapon. This makes it a rare and valuable collectable. It comes with its own rifle case which can also be upgraded. It is important to note that the rifle case is only for use with the W2000. There is a trick in "Hitman: Contracts" that allowed you to use the rifle case to carry other types of sniper rifles which was very useful in collecting them. Sadly, you cannot do this in "Blood Money". The W2000 is one of the best sniper rifles ever made and can be made even better with the following upgrades: ++Tier 1 ****** >>Low Velocity Ammo ================= Notes: This fires slower and has less power than other ammo. But this allows it to be more silent and creates less recoil. When used you cannot use any other ammo for the weapon. >>Double Capacity Clip ==================== Notes: This doubles the capacity of your clips and increases your rate of fire. Cannot be used with the Bolt Action upgrade. ++Tier 2 ****** >>Extra Ammo ========== Notes: You get one extra clip plus all of your clips will be expanded. >>Scope Type 1 ============ Notes: This is a large scope that goes on top of the rifle and has a three-level zoom. This allows for high precision. Cannot be used with the Scope Type 2 upgrade. >>Lightweight Frame ================= Notes: This replaces most of your rifle with lightweight parts. This is required for the Bolt Action upgrade. ++Tier 3 ****** >>Silencer Type 1 =============== Notes: A basic silencer that makes the weapon more quiet but does less damage. Cannot be used with the Silencer Type 2 upgrade. >>Armor Piercing Ammo =================== Notes: This ammo has more power and can penetrate doors but increases recoil. When used you cannot use any other ammo for the weapon. ++Tier 4 ****** >>Extra Ammo ========== Notes: This gives you two extra clips and will expand all clips. >>Carbon-Fiber Barrel =================== Notes: This barrel will increase precision and reduce recoil. >>Bolt Action =========== Notes: This turns the rifle into a single shot weapon and greatly increases precision. This requires the Lightweight Frame upgrade and cannot be used with clips. ++Tier 5 ****** >>Silencer Type 2 =============== Notes: The best of the two silencers and cannot be used with the Silencer Type 1 upgrade. However, it lessens the damage of the weapon. >>Scope Type 2 ============ Notes: This is a large scope that goes on top of the rifle and has a three-level zoom. It is better than the Scope Type 1 upgrade and has a distance counter. This allows for very high precision. Cannot be used with the Scope Type 1 upgrade. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. Standard Equipment and Upgrades |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed in this sub-chapter is the standard equipment you always carry along with appropriate upgrades. Any upgrade you purchase cannot be unequipped. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>Fiber Wire ********** Notes: This is a specially made weapon using a very strong fiber wire. Its main use is to strangulate your victim from behind. The best feature about this weapon is that, because you are strangulating your victim, he will not make any noise as you are attacking him. You can also use this weapon to break necks but this happens at random. Another feature is that it will not trigger metal detectors. When you enable the Simplify Strangle option then you will automatically go into Sneak Mode when you pull the Fiber Wire to ready it for attack. >>Sedative Syringe **************** Notes: This is a stainless steel, surgical syringe. It contains a non-lethal general Anesthetic, enough to knock out a grown man. Once knocked out, the victim will remain unconscious for the rest of the mission unless found and awakened. The Sedative can also be used on food and drink. Bring out the Sedative and aim the Crosshair at the item to be injected. When the Crosshair turns red then press Fire to inject the item. The Sedative can be used for a quick attack and should be used sparingly since you will have only two doses to use during a mission. >>Poison Syringe ************** Notes: This is a stainless steel, surgical syringe. It contains a lethal combination of sodium pentothal, pavulon, and potassium chloride and will kill instantly. The Poison Syringe can be used exactly like the Sedative Syringe. >>RU-AP Mine ********** Notes: This is a Non-Detectable bomb. It comes with a Detonator and can be detonated within 25 meters. This is normally used for Winches and other large objects that can be dropped down onto someone. When in the right spot then you will get the Plant Bomb prompt which will allow you to properly place the Mine. You can also plant the Mine on other objects as well. Bring out the Mine and look down towards the object. When the Crosshair turns red then press Fire to plant the Mine. You can bring out the Detonator in a crowded area and still detonate safely - the people don't seem to care about you holding this item out in the open. The Mine can also be placed inside Briefcases and Suitcases. When opened then the Mine will explode, killing the victim and thus making a good booby trap. You get one Mine to use but you can increase that number with an upgrade. You can also increase the range of the Detonator with an upgrade. >>Coin **** Notes: This is a simple coin used to distract people. Throw the Coin at something and whoever is nearby will go to investigate. I find this to be fairly useless, especially since it doesn't work at all at Professional difficulty. If you wish to lure Guards away then it is best to use the Weapon Dropping technique which I will cover later. >>Binoculars ********** Notes: This is a waterproof and shock resistant pair of binoculars with a 8x45 zoom. However, it cannot zoom. But you can upgrade it to something better. >>Lockpick ******** Notes: This is the one item that is part of your equipment but cannot be selected in the Inventory List. This is used to open locked doors, of course. You can increase the speed of your lockpicking by purchasing better Lockpicks. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>Standard Item Upgrades ********************** ++Tier 1 ****** >>Pain Killers ============ Notes: This is an experimental drug that contains a hazardous amount of anesthetic and is undergoing test trials to pass as a surgery aid on race horses. This will boost your health and will allow you to endure more damage. >>7x50 Zoom Binoculars ==================== Notes: This is an upgrade over the standard 8x45 zoom binoculars. This also has an incremental zoom plus distance counter. >>Improved Lockpick ================= Notes: This will speed up your Lockpicking by 25%. ++Tier 2 ****** >>Kevlar Vest =========== Notes: This piece of body armor will allow you to absorb 15% damage but you will lose it the first time you change clothes. >>Enhanced Detonator ================== Notes: This will more than double the range of the RU-AP Mine Detonator (50 to 60 meters). ++Tier 3 ****** >>Adrenaline ========== Notes: This provides a small temporary health boost that lasts just long enough to finish a mission. >>Flak Vest ========= Notes: This piece of body armor will allow you to absorb 35% damage but you will lose it the first time you change clothes. >>Extra Mine ========== Notes: This will permanently add an extra RU-AP Mine to your inventory. ++Tier 4 ****** >>Cratt Schultz Lockpick ====================== Notes: This will speed up your Lockpicking by 50%. >>Foil Padded Suitcase ==================== Notes: This upgrades your W2000 Sniper case and will keep it from being detected by metal detectors. ++Tier 5 ****** >>Flexible Flak Vest ================== Notes: This piece of body armor will allow you to absorb 35% damage but, unlike the other body armor upgrades, it is permanent and fits all Outfits that you change into. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | F. Non-Custom Collectible Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 These are all of the weapons that you can collect throughout the game. You can play around with them at your Hideout afterwards. To successfully collect a weapon it must either be on you or safely stored inside a Weapons Crate or inside your ICA Crate at the end of a mission. You can bring in any of these weapons to use in a mission and leave it behind without penalty. All of the following weapons must be collected for the "All Firearms Collected" Achievement on the Xbox 360 version. The information on each weapon and is broken down as follows (if applicable): --Missions: What missions the weapon appears in. --Based on: What real life weapon this is based on. --Magazine Capacity: How many rounds the magazine of the weapon holds. --Uses: What type of ammo the weapon uses. --Notes: Information on the weapon or item. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0==============0 | Melee Weapons \ 0===============================================> ++Nailer ====== Missions: "Curtains Down" "A New Life" "Amendment XXV" Magazine Capacity: 50 rounds. Ammo Type: Nails. Notes: This cordless nail gun is considered a melee weapon even though you use it very much like a pistol. This doesn't do much damage and can be considered a "fun" weapon to play with. It is the only weapon that is not available at your Hideout. ++Air Rifle ========= Missions: "A New Life" Based on: Beeman Break Barrel. Magazine Capacity: 1 round. Ammo Type: Darts/Tranquilizer. Notes: This can be considered a melee weapon because of its non-lethal nature. This weapon has a two level zoom mode and fires Tranquilizer Darts to Sedate people from afar. Because of its small magazine you get only a couple of shots when you bring it into a mission thus making it nearly useless. The only way to have some real fun with this weapon is if you play the PS2 version because you can use cheat discs and have unlimited ammo enabled. 0========0 | Pistols \ 0===============================================> These easily concealable weapons can take down people from a distance. However, most of them tend to make a lot of noise which will attract unwanted attention and all have some degree of recoil. ++SLP .40 Pistol ============== Missions: "Death of a Showman" "Curtains Down" "Flatline" "A New Life" "The Murder of Crows" "You Better Watch Out..." "A House of Cards" "A Dance with the Devil" "Amendment XXV" Based on: Heckler & Koch USP40. Magazine Capacity: 12 rounds. Ammo Type: .45 ACP. Notes: This is a basic pistol that can be easily found on most of the missions and has decent accuracy. ++SLP .40 .S ========== Missions: "The Murder of Crows" "A House of Cards" Based on: Heckler & Koch USP40. Magazine Capacity: 12 rounds. Ammo Type: .45 ACP. Notes: This is the exact same weapon as above but silenced. If you need to bring in a pistol outside of your Silverballer then this is a good choice because of its silenced nature and the fact that its unsilenced cousin is the most common weapon in the game allowing you to acquire lots of ammo if needed. ++Snub Nosed ========== Missions: "A Vintage Year" "Death on the Mississippi" Based on: Smith & Wesson Model 686. Magazine Capacity: 6 rounds. Ammo Type: Pistol. Notes: This is a small snub-nosed revolver. It fires somewhat slowly and has a longer reload than the SLP. 40 Pistol. ++Six Shooter =========== Missions: "...Till Death Do Us Part" Based on: Schofield Model 3. Magazine Capacity: 6 rounds. Ammo Type: Pistol. Notes: This is a longer barreled revolver. It fires a bit faster than the Snub Nosed but has a much longer reload time. ++Desert Eagle ============ Missions: "Death of a Showman" "The Murder of Crows" "Death on the Mississippi" "A Dance with the Devil" "Amendment XXV" Magazine Capacity: 9 rounds. Ammo Type: Magnum. Notes: This powerful pistol has solid stopping power and a decent rate of fire. ++Bull .480 ========= Missions: "A New Life" "Death on the Mississippi" Based on: Taurus Raging Bull. Magazine Capacity: 6 rounds. Ammo Type: Bull. Notes: This huge powerful revolver has solid stopping power but has a slow rate of fire and slow reload. 0=================0 | Sub-Machine Guns \ 0===============================================> These easily concealable weapons can clear out an area of bad guys in a hurry. ++TMP === Missions: "Death of a Showman" "A Vintage Year" "Flatline" "You Better Watch Out..." "A House of Cards" Based on: Steyr TMP. Magazine Capacity: 25 rounds. Ammo Type: SMG. Notes: This small machine pistol has decent stopping power and a decent rate of fire. ++SAF SMG ======= Missions: "A Vintage Year" Based on: FAMAE SAF. Magazine Capacity: 25 rounds. Ammo Type: SMG. Notes: This is almost the same weapon as your standard SMG Tactical but cannot be upgraded. ++MP5 === Missions: "Curtains Down" "A Dance with the Devil" "Amendment XXV" Based on: MP5A2. Magazine Capacity: 25 rounds. Ammo Type: SMG. Notes: This is the exact same weapon as your SMG Tactical but cannot be upgraded. ++MP7 === Missions: "A New Life" "A Dance with the Devil" Based on: Heckler & Koch PDW/MP7 prototype. Magazine Capacity: 25 rounds. Ammo Type: SMG. Notes: This unusual looking one-handed machine pistol has a slower rate of fire than the other sub-machine guns and has more recoil. ++MP9 === Missions: "The Murder of Crows" Based on: Ruger MP9. Magazine Capacity: 25 rounds. Ammo Type: SMG. Notes: This unusual looking one-handed machine pistol has a slightly faster rate of fire than the MP7 rate and has the same amount of recoil. 0===============0 | Assault Rifles \ 0===============================================> These large machine guns will be useful in medium to long distance firefights but cannot be concealed. ++SG552 ===== Missions: "The Murder of Crows" Based on: SIG SG 552. Magazine Capacity: 20 rounds. Ammo Type: Rifle. Notes: This assault rifle has a good rate of fire and decent stopping power. ++FN-2000 ======= Missions: "Death on the Mississippi" "A Dance with the Devil" Based on: FN F2000. Magazine Capacity: 20 rounds. Ammo Type: Rifle. Notes: This unusual looking assault rifle has a better rate of fire than the SG552 and has a little less recoil. Can usually be found inside its own case for easier concealment. ++M14 === Missions: "Amendment XXV" Magazine Capacity: 20 rounds. Ammo Type: Rifle. Notes: This is a large assault rifle that fires one shot at a time. But it has good stopping power and accuracy. 0=========0 | Shotguns \ 0===============================================> These weapons are very powerful in close combat situations. However, they are very noisy, weak in medium to long range combat, and cannot be concealed. ++Shotgun ======= Missions: "Death of a Showman" "A Vintage Year" "Death on the Mississippi" "...Till Death Do Us Part" Based on: Remington 870. Magazine Capacity: 8 rounds. Ammo Type: Shotgun. Notes: This large shotgun fires slow and has an even slower reload. 0==============0 | Sniper Rifles \ 0===============================================> These weapons are used to kill people from long distance. They are best used when way out of sight distance so you don't get discovered when taking down someone. Unlike with the previous "Hitman" games you can fire the sniper rifle like a gun without going into Zoom Mode. You can even use it like this in regular 1st Person Mode (and not have any recoil). To enter Zoom Mode you have to press the 1st Person Mode button twice. When in Zoom Mode then use the D-Pad to go through the zoom levels. You will notice that your scope will bob up and down. The more you sit still, the more it will stabilize. This is important to know so you can make a good shot at someones noggin. ++Dragunov ======== Missions: "Death of a Showman" "A Dance with the Devil" Based on: SVD Dragunov. Magazine Capacity: 10 rounds. Ammo Type: Sniper Rifle. Notes: This Russian made sniper rifle has a two level zoom and a decent rate of fire. ++Kazo TRG ======== Missions: "The Murder of Crows" Based on: Sako TRG-42. Magazine Capacity: 10 rounds. Ammo Type: Sniper Rifle. Notes: This sniper rifle has a one level zoom and fires very slowly due to the fact that it is a bolt action rifle. ++Elephant Rifle ============== Missions: "...Till Death Do Us Part" Based on: Browning BAR Mk. II Safari. Magazine Capacity: 10 rounds. Ammo Type: Sniper Rifle. Notes: This sniper rifle has a two level zoom and fires faster than the Dragunov. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | G. Non-Obtainable Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed in this sub-chapter are weapons that you will find in certain missions that you cannot take back with you to add to your weapons collection: 0===========0 | Electrical \ 0===============================================> ++Stun Gun ======== Missions: "Flatline" Notes: The Stun Gun is a non-lethal weapon that will knock out a person rather than kill him. 0=============0 | Blunt Object \ 0===============================================> ++Baseball Bat ============ Missions: "Death of a Showman" "A New Life" Notes: This is a standard wooden baseball bat that can take up to three hits to kill somebody. ++Hammer ====== Missions: "Death of a Showman" "A Vintage Year" "Curtains Down" "Requiem" Notes: This is a standard hammer that is best used from behind when attacking. ++Screwdriver =========== Missions: "Curtains Down" "Requiem" Notes: This is a regular screwdriver that can be used like a knife. Best used from behind so you can jam it in someones neck. ++Fire Extinguisher ================= Missions: "Death of a Showman" "A Vintage Year" "Curtains Down" "Death on the Mississippi" Notes: This is used mainly for putting out fires but is more often used as a powerful blunt force melee weapon. ++Shovel ====== Missions: "Death on the Mississippi" "..Till Death Do Us Part" "Requiem" Notes: This is a large but somewhat weak weapon. Has an amusing kill animation if you nail somebody from behind. 0=======0 | Bladed \ 0===============================================> ++Kitchen Knife ============= Missions: "Death of a Showman" "A Vintage Year" "A New Life" "The Murder of Crows" "You Better Watch Out..." "Death on the Mississippi" "...Till Death Do Us Part" "Amendment XXV" "Requiem" Notes: This is just a simple large kitchen knife that can be used to slash somebody's throat from behind. ++Meat Cleaver ============ Missions: "A Dance with the Devil" Notes: This is a large meat cleaver that can be used just as easily against humans. ++Stiletto ======== Missions: "A Dance with the Devil" "Requiem" Notes: This is a Solingen 420 stainless steel blade with Stag Horn grip knife. This is used just like the Kitchen Knife. ++Hedge Cutter ============ Missions: "A New Life" "Requiem" Notes: This is a large garden clipper that can be used for stabbing and slashing people. ++Cane Sword ========== Missions: "A Dance with the Devil" Notes: This is a sword hidden within a cane. You acquire this by killing Vaana Ketlyn up-close. For a sword it is not a terribly powerful weapon. 0========0 | Pistols \ 0===============================================> ++Real WWI Pistol =============== Missions: "Curtains Down" Based on: Lee Enfield No.4 Mk.I. Magazine Capacity: 9 rounds. Ammo Type: Mauser. Notes: This pistol is mainly used to be swapped out for a prop version of the same weapon. Not very powerful but will still kill with a headshot. ++Custom 1911 =========== Missions: "Amendment XXV" "Requiem" Based on: Custom M1911. Magazine Capacity: 9 rounds. Ammo Type: Magnum. Notes: This is a customized variant of the Silverballer that is very accurate and powerful enough to go through people and doors. Odd that it is a pistol that you can't add to your weapons collection. 0======0 | Other \ 0===============================================> ++Lighter Fluid ============= Missions: "A New Life" Notes: This is a bottle of flammable liquid that can be used to set up an Accident with a barbecue grill. ++Bottle of Ether =============== Missions: "A New Life" Notes: This is normally used to sedate animals at the Vet Clinic where this can be found but can also be used against humans. After selecting your weapons then you will start the mission..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN10. The Main Screen | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Your Main Screen is where all of the action in "Hitman: Blood Money" take place. In the center of your screen is Agent 47. You use the analog sticks to move him around and manipulate the camera. In the lower left corner of the Main Screen is where your Health Bar (which shows your current health) and the Threat Meter (which shows your threat level) is displayed. Your available actions, along with the button icons related to them, are displayed in the upper left corner of the screen. In the lower right corner of the Main Screen is where your current weapon, and ammo, will be displayed. When you have a weapon in your hand then you will also see a Crosshair in the center of the screen. In the upper right corner of the screen is your compass which tells you what direction you are facing. Now for a breakdown of some of these displays..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN11. Health Bar and Threat Meter | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The Health Bar represents your available health. When it disappears then you will die. You will get hurt when you are shot, hit, or fall from a great length. The amount of health depleted depends on what weapon is being fired at you and what part of your body is being hit. Being hit in the head or anywhere with a powerful weapon will greatly damage or kill you outright. The Threat Meter represents how much danger you are in. The threat levels are based on color: >>Green ***** If you are in disguise then you will go into the green range as you pass by Civilians and Guards. As long as it remains green then you are in good shape. You will automatically go green when a Guard finds a dropped weapon. >>Yellow ****** There are various reasons for going yellow. One reason is that you were seen by someone doing something that you shouldn't be doing (like dragging a body) and that this Witness will go to the Guards. This will negatively impact your rating. Another reason is that a body was found regardless of whether or not it was an Accident. >>Red *** When you go red and the music changes then this means that your cover is blown and you will be attacked. Most times, if you blow you cover and you kill the person who blew it, then your Threat Meter will go yellow afterwards as people will become much more suspicious of you regardless of your current activity. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN12. The Map and Intel | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This is the most important tool you have to help you in your missions. It displays everything in real time (except at harder difficulty levels) on every level of a Map. You will also see how everyone moves which will be extremely useful in planning your attacks. There are multiple icons you will see on your Map: >>Green ***** This is your current position. >>Red (Pulsing) ************* This is your current Target. There can be more than one. >>Orange ****** This is an enemy. These are usually Guards. >>Gray **** These are innocent Civilians. They are harmless but if they see you doing something suspicious then they will go to a nearby Guard or Police (Cop) to inform them of it. >>Blue **** These are Police (Cops). They are pretty much the same as a regular Guard. >>White ***** This is a V.I.P. This person usually needs to be protected. A circle with an X is a dead body. A pulsing yellow "!" symbol is known as a Point of Interest. These marked places either contain a potentially useful item or is a place where you can do a specific action. Your ICA Crate is marked "ICA". A blue circle with a lightning symbol is a Power Switch. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> When you go into your Objectives screen during the mission then you have the option of buying additional Intel to gain more information about your surroundings. You can buy up to eight pieces of Intel and each one will cost you $3,500. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN13. The Inventory Menu | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To use any weapon or item you must first bring up the Inventory Menu. Select the item or weapon you wish to use and Equip it to bring out the item and leave the menu. If you are using a weapon then you can Holster it by using the Holster button. Just like with the previous "Hitman" games if you press the Holster button again after holstering your weapon then you will bring out that weapon again. This will allow you quickly bring out a weapon for a quick attack. Bringing out a weapon and quickly holstering it for an attack later in the mission is known as "Prepping" the weapon. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN14. Different Ways of Moving About | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are the different ways you can move about within missions: >>Walking ******* Moving the Left Analog Stick forward slightly will make 47 walk slowly. >>Speed Walking ************* Speed Walking is something new to the "Hitman" games. If you move the Left Analog Stick forward a little more then you will walk faster. On the Original Xbox version you really don't get a speed walk animation. Instead you will get what I call a "slow motion" run animation (very similar to the slow motion running used in the old '70s television show "The Six Million Dollar Man"). >>Running ******* Move the Left Analog Stick more forward and 47 will run. Not recommended when near Guards (at least when you are in disguise). >>Nudging ******* This method involves moving yourself incrementally without going into Sneak Mode. Quickly nudge the Left Analog Stick forward and you can move a few pixels even though it looks like you are standing still. This is beneficial to quickly get closer to something without risking getting caught or to keep doors open. >>Sneaking ******** I go over this a few chapters from now. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN15. Observing Your Surroundings | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As you go about the mission then you will see both Guards, Civilians, and Targets move about the area. The most important thing to know about this game, as well as the other "Hitman" games, is that everybody moves in very specific patterns. It is very important to note these patterns as it can make the difference between success and failure. When you first play a mission it is best to take your time and observe everything so you can get the feel of how everybody moves before doing anything of importance. If any Civilian sees you doing something out of the ordinary, like moving a body, then that person will become alarmed and go to alert the Guards or Police (Cop). That Civilian will also become a Witness unless you kill him or her by the end of the mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN16. Standing | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One of the most important actions you will take within the game is Standing. By standing at specific places and at specific times then you will make it easier to attack your victims or avoid people. Usually you will be standing at or near the end of a person's patrol route. When that person stops in front of you then you can attack him any way you please. Here's an example: --"Stand by the window and wait for the Guard to stop by you." When I say "Stand by the window" *DON'T* stand *EXACTLY* by the window. You need to allow room for a person to stand in front of you. Put an imaginary person in front of you as you stand by the window and make room for him. So, when the Guard comes by, then he will stand right in front of you. Sometimes you will be standing in an area that has very little room for somebody else. This is not something to worry about since the game will warp the approaching person either around or through you to allow him to get to where he needs to go. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN17. 1st and 3rd Person Modes | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Most of the game is played in 3rd Person but you can switch to 1st Person by using the Right Analog Stick Button. When in 1st Person Mode then you can sidestep left and right, something you can't do in 3rd Person. This is useful when you need to tweak where you need to stand if you are trying to ambush somebody. In addition, wherever the camera is pointing when you are in 3rd Person Mode is where you will face when you go into 1st Person Mode. For example, you are standing behind somebody and your camera is pointing 180 degrees to look at a window. If you go into 1st Person Mode than you will automatically look at the window. This is a great way of quickly turning 47 around or better aim where you want him to go. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN18. Sneaking and Melee Attacks | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The overall goal of a given mission is to get close to your Target and kill him with little fanfare as possible. There are situations where you need to quietly dispose of someone that may get in your way later. The quietest way to get rid of someone is to get behind him and then use the Fiber Wire to take him down. If you do not wish to kill him then use your Sedative or Pistolwhip him. Entering Sneak Mode, which will make you crouch, will allow you to move about slowly and silently. If you walk or run to a potential victim with your weapon drawn then he may turn around before you can attack him and things can go seriously wrong from there (or, at the very least, he may walk away which may blow whatever timing you were relying on). During the course of the guide you will see three specific Melee Attack words: Sedate, Poison, and Wire. They pertain to certain methods of Melee Attacks: >>Sedate ****** This is the melee attack method I use as it will allow for the best possible score. Below are the moves involved in the method: --Get close behind a target regardless of whether or not he is moving. --Bring out your SEDATIVE. --Enter Sneak Mode and creep up on your target. --Attack your victim. When a person is Sedated then he will be out for the remainder of the mission unless he is found and awakened by somebody. >>Poison ****** This is the same method as above except you use the POISON. >>Wire **** This is if you wish to kill a target with the Fiber Wire. It uses the same moves as the Sedative/Poison method described above. As already noted, you can also use the Sedative and Poison to inject food and drink so you can knock out or kill your victim from afar. Of course, there are other ways of attacking your targets..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN19. Human Shields and Pistolwhipping | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One of the other things that you can do to someone is to take him as a Human Shield. This action is very useful in getting out of tight situations and getting people out of the way. Just about every mission in this guide has you doing this action as well as other actions related to it. The action of making a Human Shield is known as GRABBING (which is also shorthanded to GRAB). To GRAB someone you need to do the following: --Sneak up on someone. --As you are sneaking up then bring out either a Pistol, one-handed Sub-Machine Gun, or Nailer. --Perform the action "Human Shield" when you get the prompt. When you have Grabbed somebody (thus making a Human Shield) then your enemies will not be able to fire on you without risking hitting your hostage. However, they will fire on you if they can get a good angle on you without hitting the hostage. Of course, this means that you can shoot your enemies more easily since they will be very hesitant to fire back. On higher difficulty levels the enemies may just fire on the both of you, thus killing the hostage, so they can more easily go after you. It is very important to note that when you Grab somebody then they may make noise ("DON'T NOBODY SHOOT!", "Don't do anything stupid, pal!"). If there is somebody nearby and they hear the hostage making noise then it will usually result in a Civilian running to a Guard or a Guard coming out to attack you. When you have a hostage there are three actions you can perform: >>Move **** This is where you move the both of you around, usually to a specified location. It is about the same speed as dragging a body but you keep the hostage conscious. >>Drop Body ********* This will allow you to release the hostage harmlessly by throwing him to the ground. However, if this is done at the top of a set of stairs then you will throw him down it. If you do this by a railing then you will throw him over it. >>Knock Victim Out **************** This will release the hostage but render him unconscious. This action is also known as PISTOLWHIPPING (shorthanded to WHIPPING and WHIP). Like the Sedative, Pistolwhipping a person will keep him out for the remainder of the mission unless found and awakened. Unlike the Sedative, though, you have unlimited use of Pistolwhipping. You can pretty much knock out everybody during a mission if you so desire. As a result, Pistolwhipping is a powerful tool that will allow you to safely get people out of the way so you can more easily attack your Target. Some examples of the terminology I just explained: --"Grab the Guard, move him to the Container, and Whip him." --"Sneak up behind the Civilian and Whip him." --"After Whipping the Guard then drag him behind the desk." /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN20. Punching, Stunning, and Disarming | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When unarmed you can Punch people out. Just go up to someone and use the Fire Button to Punch him. Usually you start out with a headbutt then a small flurry of punches before your victim goes down. However, this should always be used as a last resort since, because you have to face your victim, that person will become a Witness and your rating will suffer for it. Your victim will remain unconscious for the remainder of the mission unless found and awakened. Sometimes, if the person is by a wall or railing, then you may end up Stunning your victim if you try to attack from behind while unarmed. The victim will remain standing but will be hunched over for a bit as he tries to recover. In addition to Punching, you can also Disarm a person who is carrying a weapon. Quickly go up to him and use the Fire Button to grab the weapon and smack him in the nose (although you can just grab the weapon without hitting him on rare occasions). However, the weapon will discharge most of the time when Disarming and this noise will attract more Guards to the action. When a Guard is Disarmed then he will behave like a Civilian in that he will either run or surrender (although sometimes he may pick up a nearby weapon and resume attacking you). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN21. Hiding Bodies, Twirling Bodies, and Found Bodies | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After knocking out or killing a person then you should hide the body (unless you are already in an isolated place). Get the prompt to Drag Body then drag the body to wherever you need for it to go. Also be on the lookout for large box-like objects. They are called Containers and are used for dumping bodies out of view. They look like the following: --Crates --Trash Dumpsters --Freezers Sometimes you need to put the body in a tight spot. To this end you can do what I call Twirling. What you do is spin in place, in either direction, while you have the body in your possession. It resembles what you do when twirling spaghetti around a fork as the body spins around you. Then drop the body when you have it in a favorable position. Sometimes Guards and Civilians will find the body of someone you either knocked out or killed. Your Threat Meter will go yellow as people run around trying to find out what happened. This will usually result in the Guards being more suspicious. In addition, the Guards will place the body in a Body Bag and drag it back to the closest Guard Quarters or other secluded area. In most cases, especially after an Accident, your Threat Meter will go back to green (or nothing) once the body had been dragged to the Guards Quarters (unless you were seen instigating the incident). At higher difficulty levels then having a body found will result in a negative impact on your rating. But there is one exception and that leads into..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN22. Accidents | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Performing an Accident is another way of killing or knocking out people. There are two types of Accidents you can perform: >>Pushing ******* You push a person over a railing or down stairs. Just get up close behind a person while unarmed and press Fire to push that person. You do need to be right up against the victim or you may risk Stunning him instead. >>Dropping ******** You drop a large object onto the victim to kill him. This is mainly done by placing an RU-AP Mine on a Winch that holds the object, like a Chandelier, in the air. Then Detonate the Mine to destroy the Winch which causes the object to drop onto the victim. In most cases, when you perform an Accident, then the body will be found by others. However, because of the circumstances in which the body is found, then the Guards will *NOT* become more suspicious (even though the game says they are) because they believe the person died in a tragic accident instead of murdered. This also means that your rating will not be hurt if the body is found as the result of an Accident. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN23. Disguises and Subterfuge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In most missions you will need to get a disguise to enter restricted access areas and get close to your Target. Usually this is done by killing or knocking out a person and taking his clothes. As long as you do not do anything out of the ordinary then you will be seen as a Guard or somebody that is supposed to be there and you can move freely about. If any other Guards see the body of the dead or unconscious person you switched clothes with then your disguise will become compromised and you will be attacked on sight unless you change into another set of clothes before revealing yourself. Sometimes you will see Guards with weapons drawn. You can do the same but only if the weapon is similar to the weapons the other Guards are carrying. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN24. Closets and Elevators | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In many missions you will find large Closets. You can hide in these Closets as you wait for certain things to happen (like a Target coming back into the room). However, if you are seen going into a Closet then you will automatically be attacked. The Closet will provide no protection from gunfire so you will be a sitting duck. If you have blown your cover and managed to safely hide in a Closet then you will still be attacked as the Guards will eventually find you and shoot at you (unless you manage to safely lose them first). On some missions you can use Elevators. However, they are more than just going up and down on them. In every Elevator there is an open Hatch on the ceiling. Climb it to access the top of the Elevator. The top of the Elevator is a good hiding place but it is more than that. You also have the option of Strangling a person from above using the Hatch. Bring out your Fiber Wire and stand at the edge of the Hatch. When a victim appears under the Hatch then you will get the prompt to Strangle. When you Strangle a person through the Hatch then you will also pull that person up onto the roof of the Elevator which allows you to easily hide the body. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN25. Climbing, Jumping, and Entering Windows | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Sometimes you need to climb up or down to get where you need to go. This can be done by climbing Ladders and Trellis's that you may find during a mission. Just go up to one and push up to climb up or pull back to climb down. You may also need to jump across gaps. Just go up to the railing and move forward to jump to the other side. There are also times that you need to go through open windows. Go up to a window and move forward to go through it. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN26. Weapon Boxes and Dropping Weapons | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As already noted the Weapon Boxes are where you can find additional weapons. But the Box is more than that. If a Guard finds a weapon on the ground then he will pick it up and take it to the nearest Weapon Box to deposit it while your Threat Meter goes green. Then he will go back to his original patrol pattern and your Threat Meter will go back down. This method, known as "Weapon Dropping", makes it a very effective way to lure a Guard away from an area so you can do what needs to be done. This is way more effective than using a Coin because you can make him move far away from a given area (but this method only works on Guards - not Targets and Civilians). Even better, you can use this to lure a Guard to a secluded Weapons Box so you can attack him and take him down for the rest of the mission. When he goes to bend down to put the weapon in the box then you can quickly bring out your weapon and attack him. Although you can use your Syringes and RU-AP Mine to lure Guards to the Weapons Box they are not recommended if you plan to attack the Guard there. This is because the Guard will quickly drop the Syringe or Mine by the Box and walk away before you can attack him. Therefore you should only use Pistols and other guns for luring if you wish to ambush a Guard at a Weapons Box. However, this method does have some glitches. If there are any weapons inside the Weapons Box then, when the Guard bends down to place a weapon inside it, he will stand to the *RIGHT* of the Box and appear to be placing the weapon on the floor. If there is an object to the right of the Box then he will stand somewhere else close to the Box (usually to the left of it). To prevent this then you need to take all of the weapons out of the Box and empty it. This will allow for the Guard to be in proper position when he bends down. If you knock out the first Guard and lure a second Guard to the same Box then the Guard will *ALWAYS* stand to the right of the Box regardless of whether or not the Box has been emptied beforehand. If you knock out the second Guard and lure a third Guard to the same Box then the Guard will *ALWAYS* stand to the *LEFT* of the Box. In addition, weapons aren't the only things that the Guards will take to the Weapons Box if found: >>Suitcases >>Briefcases >>Rifle Cases /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN27. Light Switches and Placing Items | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Another way to lure a person for easier attacking is the use of the Light Switch. Most rooms have one and will plunge the room into darkness when switched off. This will cause the other people inside to go to the Light Switch, or to another one if there is more than one Switch inside a room, to turn the lights back on. When the victim goes to the Light Switch then you can attack him when he has his back to you as he turns the lights back on. When holding certain items, such as a Briefcase or large food items, then you can place items inside it so you can smuggle them past certain checkpoints. As you hold the noted item then you will see the Place Item prompt. Press the button associated with the prompt to bring up what items you can place inside. When you place an item inside a larger item then you can retrieve the hidden item later with the same button. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN28. Lockpicking | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One particular action you can do in "Hitman: Blood Money" is to pick open most locked doors. One of the items you have in your inventory is the Lockpick. When you get to a locked door then you will see the option to Pick Lock. Select it and Agent 47 will begin to pick the lock. However, this takes time during which you risk being seen, and/or possibly heard, by a nearby Guard. So you must make sure that nobody is around before you do any lockpicking. But, as noted, you can upgrade your Lockpick during the course of the game which will speed up the process. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN29. Firefights | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Sometimes things go wrong and you end up having to shoot your way out. When this happens then it is usually best to get into 1st Person Mode since it more closely resembles standard first person shooting games and may make it easier to deal with the situation. It is also important to pick up weapons from dead enemies quickly since Civilians and Guards can, and often will, pick up these weapons and fire back at you. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN30. In-Mission Saving | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ During the course of a mission you can save your game. The number of times you can save your game is determined by the difficulty you selected (except Professional difficulty because you can't save games at that level). However, there are only three slots that you can save you game to. This means that if you wish to save a fourth time then you will have to overwrite a slot. In addition, they are *PLACEHOLDER* saves, not permanent ones. This means that once the mission is completed then the saves will disappear. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN31. Your Rating | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the end of each mission you will be given your stats and a rating. It is broken down into five pages: 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Details |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Total Kills *********** Total number of people killed. >>Shots Fired *********** This is the number of shots you fired with a gun or rifle. >>Shots Hit ********* How many of your shots hit your victims. >>Close Combat Kills ****************** How many people you killed up close with a melee weapon or syringe. Sometimes punching people may also be included so it is possible to have more close combat kills than actual kills. >>Accidents ********* How many Accidents you managed to perform. >>Bodies Found ************ How many bodies were found by others. >>Covers Blown ************ How many times your cover was blown during the mission. >>Witnesses ********* How many people witnessed you doing something out of the ordinary. >>Caught On Camera **************** Tells you whether or not you were caught on camera. 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Notoriety Rating |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Account Balance *************** How much total money you have. >>Noise ***** Tells you how stealthy you were. >>Violence ******** Tells you how violent you were in the mission. >>Mission Completion Time *********************** How much time it took you to complete the mission. >>Your Rating *********** Your rating for the mission. The best rating to acquire is Silent Assassin. >>Your Notoriety ************** What your current Notoriety is for the game so far. Does not apply to Rookie difficulty. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Money Earned |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Account Balance *************** How much total money you have. >>Mission Rating ************** Your rating for the mission. The best rating to acquire is Silent Assassin. >>Objectives ********** The money you made for completing your overall objectives. >>Rating Bonus ************ How much additional money you gained based on your rating. The maximum amount you can earn is $150,000 for a Silent Assassin rating. >>Damage Control ************** The amount of money deducted for killing Civilians. The more you kill, the more that is deducted. Does not apply to Rookie difficulty. >>Suit Retrieval ************** When you start a mission then you will be in your standard Suit. One interesting feature to "Blood Money" is that you are encouraged to finish the mission in your Suit or you will be charged $5,000 to have it retrieved. Does not apply to Rookie difficulty. >>Custom Weapons Retrieval ************************ The amount of money deducted for retrieving your custom weapons which is $5,000 per weapon. Does not apply to Rookie difficulty. >>Total Mission Earnings ********************** How much you earned in the mission. >>Total Account Balance ********************* Your account balance at this point on the game. 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Lower Your Notoriety |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 **NOTE: This does not apply to Rookie difficulty level. ----------------------------------------------------------------------------- >>Bribe Civilians (Cost: $50,000) ******************************* Locals who've seen or heard you will grow suddenly forgetful. Potential witnesses will think twice about speaking up. Bribing Civilians lowers your Notoriety a little (15 Points). >>Bribe Chief of Police (Cost: $100,000) ************************************** The local Chief of Police will ensure that incriminating evidence is accidentally misplaced. The investigation will become choked with red tape. Bribing Police reduces your Notoriety significantly (40 Points). >>Acquire New Identity (Cost: $200,000) ************************************* Government and law enforcement records will be wiped. Witnesses will disappear. For practical purposes you will simply cease to exist. Acquiring a new identity will reset your Notoriety Rating (up to 100 Points). 0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. Newspaper |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Here you will see a local newspaper with a front page article that goes over the mission. It will display your rating and certain actions that you did during the mission. It will also include often humorous side stories. One annoying thing about this feature is that even if you killed all of your Targets in Accidents it is not reported as such. You get "Silent Assassin Wanted by Police" instead of "So-And-So Dies in Tragic Fall Down Stairs". /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN32. Game Saving, Continuing, and Replaying Missions | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After looking over your rating and newspaper then Continue to move forward. You can save your progress and go to the next mission or quit. Any weapon you acquired during a mission will be permanently added to your collection at the Hideout. When you Quit a current mission then you can replay a previously completed mission to improve your rating for that mission or to acquire more weapons. When replaying a mission then you can use any weapon, as well as new weapon upgrades, you have acquired to that point. This will allow you to try new tactics or to just have some fun rampaging through a mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN33. Xbox 360 Achievements List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are all twenty four Achievements for the Xbox 360 version of "Hitman: Blood Money". To those who do not own an Xbox 360, Achievements can be considered a different kind of scoring system. Each Xbox 360 game has 1000 Achievement Points that can be obtained. Some can be acquired by simply playing through the game. Others can be obtained by doing certain objectives outside of normal gameplay. To many gamers this adds to the replay value of each Xbox 360 game and gives them bragging rights on Xbox Live where these scores are posted. One annoyance to Achievements is that, depending on the game, the 1,000 Achievement points are split between Single Player and Multiplayer modes. So, if you do not have the necessary connections to get on-line, then you most likely cannot get into multiplayer matches to obtain the Multiplayer Achievements. Thankfully, "Hitman: Blood Money" is *NOT* one of these split Achievement games because it is strictly single player. The Achievements list is as follows (in numerical, and alphabetical, order): >>1st Mission Complete ******************** Description: "Death of a Showman" completed on any difficulty. Achievement Points: 25 GS. >>47 Kills ******** Description: A mission has been completed with precisely 47 kills. Xbox 360 Achievement Points: 20 GS. Notes: The mission "Curtains Down" is a good level to acquire this secret Achievement because there are more than 47 people to kill and it is early on in the game. >>5 Normal Silent Assassins ************************* Description: 5 Silent Assassin ratings awarded on the Normal difficulty. Achievement Points: 25 GS. >>5 Expert Silent Assassins ************************* Description: 5 Silent Assassin ratings awarded on the Expert difficulty. Achievement Points: 50 GS. >>5 Professional Silent Assassins ******************************* Description: 5 Silent Assassin ratings awarded on the Professional difficulty. Achievement Points: 100 GS. >>Accidents Do Happen... ********************** Description: A successful accident kill has been performed. Achievement Points: 20 GS. >>All Firearms Collected ********************** Description: All firearms collected and displayed in Hideout. Achievement Points: 100 GS. >>Expert Mode Complete ******************** Description: Completed Expert difficulty. Achievement Points: 75 GS. >>Fully Customized M4 ******************* Description: All custom M4 components purchased. Achievement Points: 25 GS. Notes: There is a simple trick to this Achievement and I will cover that in the mission "A New Life". >>Fully Customized Silverballers ****************************** Description: All custom Silverballers components purchased. Achievement Points: 25 GS. Notes: There is a simple trick to this Achievement and I will cover that in the mission "A New Life". >>Fully Customized SMG Tactical ***************************** Description: All custom SMG Tactical components purchased. Achievement Points: 25 GS. Notes: There is a simple trick to this Achievement and I will cover that in the mission "A New Life". >>Fully Customized SP12 Shotgun ***************************** Description: All custom Shotgun components purchased. Achievement Points: 25 GS. Notes: There is a simple trick to this Achievement and I will cover that in the mission "A New Life". >>Fully Customized W2000 Sniper ***************************** Description: All custom W2000 components purchased. Achievement Points: 25 GS. Notes: There is a simple trick to this Achievement and I will cover that in the mission "A New Life". >>High Roller *********** Description: $5,000,000 has been accumulated. Achievement Points: 50 GS. Notes: Depending on how you play you may get this secret Achievement as early as the completion of the mission "You Better Watch Out..." >>Normal Mode Complete ******************** Description: Completed Normal difficulty. Achievement Points: 50 GS. >>Notorious ********* Description: 47 is the world's most wanted. Achievement Points: 50 GS. Notes: You need to max out your Notoriety Score. To do this you need to rampage your way through missions. Since you cannot do this in the Rookie difficulty level the best difficulty to do this is on Normal. Basically you need to kill Guards and let yourself be seen by many Witnesses while doing so. Spare the Civilians to max out the number of Witnesses. You also need to let yourself be filmed if there are any cameras about. Do *NOT* spend any money to lower your Notoriety. If you start with the mission "A Vintage Year" and do everything correctly then you should have this Achievement at the end of "Curtains Down". >>Professional Mode Complete ************************** Description: Completed Professional difficulty. Achievement Points: 150 GS. >>Redemption ********** Description: You can't keep a good man down. Achievement Points: 50 GS. Notes: You need to successfully complete the last mission, "Requiem", on any difficulty level. >>Rookie Mode Complete ******************** Description: Completed Rookie difficulty. Achievement Points: 25 GS. >>Silent Assassin *************** Description: A Silent Assassin rating has been awarded. Achievement Points: 25 GS. >>Special Rating ************** Description: A Special Rating has been awarded. Achievement Points: 20 GS. Notes: You get this secret Achievement by acquiring a Special Rating. The following list was obtained from HitmanForums.com: --Needle Pumper --The Russian Hare --Insurance Agent --Pianoman --Garrotteer --Insane Florist --Sushi Chef --King of the Jungle --Prince of Darkness --Beelzebub --Swashbuckler --Dr. Death --Skull Splitter --Raging Bluecollar --Frenzied Firefighter --Evil Eye Gouger --Murderous Manicurist --Slugger --Electrocute Most of these are based on using certains weapons exclusively during a mission. The ones that I feel are easiest to obtain are the "Garroteer" and "Evil Eye Gouger" and I cover that more into detail in the "Curtains Down" mission. >>Tier 2 Kruger Schmidt ********************* Description: Tier 2 of the Kruger Schmidt upgrade shop unlocked. Achievement Points: 5 GS. Notes: Although you unlock Tier 2 after successful completion of "Curtains Down" you won't get the Achievement until after the completion of "Flatline". >>Tier 3 Kruger Schmidt ********************* Description: Tier 3 of the Kruger Schmidt upgrade shop unlocked. Achievement Points: 15 GS. Notes: Although you unlock Tier 3 after successful completion of "Flatline" you won't get the Achievement until after the completion of "The Murder of Crows". >>Tier 4 Kruger Schmidt ********************* Description: Tier 4 of the Kruger Schmidt upgrade shop unlocked. Achievement Points: 20 GS. Notes: Although you Tier 4 after successful completion of "The Murder of Crows" you won't get the Achievement until after the completion of "Death on the Mississippi". /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN34. Mission Breakdown | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Each Mission listed is broken into eight parts: 0=========0 | Overview \ 0=======================================================> A detailed overview of the mission. 0===================0 | Mission Objectives \ 0=======================================================> A general listing of your mission objectives. 0=======0 | Reward \ 0=======================================================> The maximum amount of money you can earn in the mission. This includes the maximum amount of your Rating Bonus of $150,000 for acquiring a Silent Assassin rating plus addition funds from acquiring certain items or killing additional Targets. 0========0 | Weapons \ 0=======================================================> This is the listing of all of the collectible weapons that you will find in the mission. There will also be notes on acquiring them. This guide is designed to help you obtain every weapon in the game even though there is no special bonus for doing so except in the Xbox 360 version where you can acquire the "All Firearms Collected" Achievement. 0==============0 | General Notes \ 0=======================================================> Some general notes about the entire mission that includes tips and observations. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> This section goes over the entire mission Map, as done on the Rookie difficulty level, and points out Points of Interests (which I sometimes shorthand to "PoI") and Guard/Civilian placements. 0======0 | Intel \ 0=======================================================> This lists all of the Intel for the mission that you would have to pay $3,500 apiece for. 0====================0 | Mission Walkthrough \ 0=======================================================> This is the walkthrough for the mission at hand. It is designed to help you get a Silent Assassin rating in the best and easiest way possible while finishing the mission with your Suit on the Professional difficulty level. In my other "Hitman" guides I made them for the Normal difficulty level but, because of the difficulty based Achievements for the Xbox 360 version, I am honing this guide toward the Professional level instead. Play the mission on the Rookie difficulty and get the hang of how everything I have written is done while taking advantage of the unlimited saves and easier gameplay. Then play through the mission again on Normal, Expert, and Professional difficulty. This will make it easier to obtain the four difficulty based Achievements. However, these strategies will also work on the PS2 and Original Xbox versions. These strategies should also work in the PC version as well but I am not able to confirm them at this time. In addition, there are other aspects of these strategies to be noted: >>No Outside Weapons ****************** With the exception of Non-Customized Pistols that should be brought in for Pistolwhipping in the early part of a mission I have written these strategies to use your standard items and weapons that can be found during a mission. >>Weapon Collecting ***************** All of these strategies are designed to help you acquire all of the collectible weapons within the game. Some are easier to collect than others. There are some weapons that are harder to obtain and I have outlined ways to get them. >>No Unnecessary Casualties ************************* Even though you can perform Accidents on Civilians and Guards I prefer to leave them alive by either avoiding them or incapacitating them instead. This helps in obtaining a Silent Assassin rating. With that explained, I will now finally move on to the story..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | II. The Story Continues..... [TSTR] | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ As the story begins the camera pans out into an amusement park. Eventually we see a large ferris wheel. But something goes terribly wrong and the ferris wheel comes apart dumping gondolas full of people onto the ground below. As this scene fades out we see a wall covered with newspaper clippings of the incident. These articles also go over the trial of the person responsible for the amusement park, Joseph Clarence (aka "Swing King"). As the scene continues we listen to sound clippings from the proceedings. In the end Joseph Clarence is cleared of all charges and is freed. The camera pans down onto a picture of a teenager who was killed in the accident. The verdict does not sit well with the boy's father who sits at his desk contemplating what to do. He then decides to place an order with the ICA who sends out Agent 47 to deal with Joseph..... 0=-=-=-=-0 / Training \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM1. "Death of a Showman" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Training / 0-=-=-=-=0 This is nothing more than a training mission. You are pretty much told what to do even though you can do anything you want. This mission has just about every situation you may encounter in the game. You are also not scored for this mission. It should be noted that even though this is a training mission you can still be killed. Any weapons you carry on you cannot be brought back. However, that doesn't mean you can't collect them. There are two ICA Crates - one before Joseph's office and one on the walkway after his office. In order to bring back the weapons from this mission you must place them in the *SECOND* ICA Crate (the one after Joseph's office). They can't be brought back if they are placed in the first crate. Now for the list of weapons: >>SLP. 40 Pistol ************** Carried by all of the Guards and one inside the room with the Baking Soda Crate. >>TMP *** In a small white box in the pile of junk near where you encounter the first pair of Guards (with 691 rounds), in the Restroom past the Drug Lab, and on one of the tables in Scoop's den. >>Shotgun ******* In the first room after climbing up the Red Trellis. >>Dragunov ******** In the first room after climbing up the ladder past the Restroom. >>Desert Eagle ************ Carried by Scoop and on one of the tables in Scoop's den. Best thing to do is to play all the way through to Scoop's Den at the end of the level, killing everybody, then kill Scoop and all of the nearby Guards. Then go back and collect the weapons, place them into the second ICA Crate, and finish the mission. When you are done with this training mission then you are sent to your Hideout. This run down place is what you call home. It also contains a crude target practice area where you can play around with your weapons including the ones you just collected from the previous mission (and where you will find those you will collect during the game - with the exception of the Nailer). When you are done then head to the door to begin the main portion of the game..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDM2. Present Day | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ A car drives up to a gated house. The driver approaches the front door and is let in by a bodyguard. The guest is a reporter, Rick Henderson. He is at this house to interview former FBI director Leland "Jack" Alexander who has been confined to a wheelchair due to some past injury. Rick wants to start off the interview by talking about the Presidential Attack and Jack's career. But Jack intervenes by telling him that he is giving him the "scoop of the century" and that he didn't let on before because he didn't want a potential leak. Rick is skeptical but Jack implores him to read one of the folders on his desk..... 0=-=-=0 / Chile \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM3. "A Vintage Year" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Chile / 0=-=-=0 0=========0 | Overview \ 0=======================================================> The date: February 28, 2004. 47's mission is to infiltrate a vineyard in Chile and take down Don Fernando Delgado and his son Manuel Delgado. Don is a former retired Colonel who runs a well-respected vineyard. However, the vineyard is a front for his true business - drug trafficking. Manuel is also part of the business so he is to be taken down as well. There is going to a party which is a celebrity unveiling of Delgado's new wine label. This will provide a good cover. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Don Fernando Delgado. >>Kill Manuel Delgado. >>Escape the Vineyard. 0=======0 | Reward \ 0=======================================================> Objectives: $400,000. Rating Bonus: $150,000. Total: $550,000. 0========0 | Weapons \ 0=======================================================> >>Shotgun ******* Carried by the regular Guards plus inside the Weapons Box on the following floors: ++Hacienda, 1st Floor (Guard Room) ++Guard House (Guards Quarters) >>Snub Nosed ********** Carried by the white shirted VIP Guards and Don Fernando Delgado. >>SAF SMG ******* Carried by the VIP Guards plus inside the Weapons Box on the following floors: ++Hacienda, 1st Floor (Guard Room) ++Guard House (Guards Quarters) >>TMP *** Carried by Manuel Delgado. ++Notes ***** Two new weapons and both can be easily acquired. 0==============0 | General Notes \ 0=======================================================> Not a terribly hard one to figure out. Although you can blow up a Winch and cause a pallet of barrels to fall on Manuel I chose not to do that because of the potential of noise and unnecessary casualties. Although you can climb up a pipe to gain access to the 2nd Floor I felt that there was too many people to keep track of, especially at Professional difficulty, to safely be able to climb it without being seen. But I came up with a way to lure one of the VIP Guards to the Weapons Box in the Guard Room within the Hacienda to easily get him out of the way so I could safely get to Don Fernando Delgado. I was trying something else earlier to get into Delgado's room on the Xbox 360 version but that was too subtle to use on the lower resolution of the PS2 and Original Xbox thus I had to try something else which ended up being luring a Guard. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are six levels to the map: >>Hangar >>Guard House >>Wine Cellar >>Hacienda, 2nd Floor >>Hacienda, 1st Floor >>Outside The Outside Map is where you start. There are five Point of Interests. The first one, southeast of the Wine Cellar, is a group of boxes you can use to climb the wall, The second one, to the east is a pipe that can be climbed up to reach the second floor of the Hacienda. The third PoI, at the east side of the Hacienda, is another pipe you can use to climb to the second floor. The fourth one, to the north of that, is a junked truck you can use to climb up to the roof of a building. The last one, to the northwest of that, is a low section of wall that you can use to climb or snipe over. Your ICA Crate is at the west side of the Outside area. The Hangar has your Exit Point. The Guard House has a Power Switch and Guards Quarters where you can find some weapons and ammo. The Wine Cellar has one Point of Interest which is the secret door that leads into the Drug Lab. The Hacienda, 2nd Floor has one Point of Interest which is a window you can use to enter from outside. The Hacienda, 1st Floor has two Point of Interests. The first, on the left is a Guard Room that has a VIP Guard Outfit plus weapons and ammo. The second, on the right, is a Weapons Crate where you can store your weapons. 0======0 | Intel \ 0=======================================================> >>The guided tour of the Wine Cellar might prove useful, especially when looking for potential death traps. >>We've heard that Manuel likes to entertain friends and enjoy the merchandise in the Wine Cellar. >>The entrance to the secret lab is hidden somewhere in the Wine Cellar. >>The insides are guarded by highly trained Guards. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (use either your Silverballer or the SLP .40 Pistol acquired from the previous mission). When the mission begins then you will be at the north end of the Outside area. Walk east until you get out of view of the stationary Guard then run until you reach the northeast corner of the facility. When you turn the corner then walk or speed walk. There will be a Guard you will pass as you continue south towards the fence at the cliff edge. When you get to the fence then head west toward the Hacienda. Near the Hacienda there is a break in this fence that will lead you to a narrow path that goes down to the Hangar. Run down the pathway until you get to the bottom. When you get to the bottom then you will see a Worker standing there ahead of you. You can either push him into the water, which will kill him in an Accident, or Grab him, pull him back to the end of the path, and Whip him. If you decide to Whip him then you have the option of taking his clothes and leaving your Suit near the path. This will also make it easier in regards to entering the Hangar area. After taking care of this Worker then go up against the stone wall and look inside the Hangar. Stay out of sight of the VIP Guard who is standing way ahead of you. Eventually another Worker will appear and stand near some barrels. Then he will head back into the Elevator he came from. Once he disappears into the Elevator then make your move. Sneak up behind the VIP Guard, Grab him, move him over to the large box just northeast of you, and Whip him. It should be noted that he can go over to the large box as part of his patrol route but he won't do that most times. When you have knocked out the VIP Guard then change into his VIP Guard Outfit, grab his SAF SMG, and Prep your Pistol again. Now head to the barrels where the other Worker was standing before and get close enough to the Hammer to get the prompt to pick it up but don't take it (at least not yet - if you want it). When the Worker comes back down the Elevator then wait for him to stand in front of you and Whip him (and take the Hammer if you want). This will keep him from causing any problems later. After dealing with this Worker then enter the Elevator and go through the Drug Lab and the secret door that goes into the Wine Cellar. In this part of the Wine Cellar you will see two large circular rooms - with a Guard in each. If you have done everything correctly then you should see Manuel heading towards you to enter the Drug Lab. Turn left and stand in the south part of the south circular room. You're going to be waiting for awhile so take the time to look around. The Guard that stands in the north circular room will stand against the central pillar for awhile then head to the west entrance for a bit. Then he will head to the room west of the two circular rooms. After standing for a bit inside this room then he will head east toward the south circular room and then north to his original position. The Guard that stands at the south circular room has a very short pattern - he stands at the west entrance of the room then moves over to the wine tub for a bit before he goes back. To the north you will see a pair of Civilians - a couple who happen to be making out too much to cause any problems. Every so often a large group of Civilians will come down to tour the Wine Cellar but you should have everything you need to do done before they come down. With that explained, let's proceed: Wait for Manuel to leave the Drug Lab and head to the room directly west of your position to snort some product. The Guard for the north circular room should be heading in your direction as he heads back to his post. Walk to the central pillar and wait for the Guard to pass you by. The other Guard should be standing at the wine tub at this point. Walk to the west entrance of this room and wait for the Guard to return and stand here. Don't do anything yet. Wait for Manuel to leave and get out of view then Whip the Guard. Then drag his body southwest and behind the large wine tub. This will keep him out of view but *DON'T* pick up his Shotgun. Now head to the room that Manuel was in. You should see a large wooden table with a short white line on it. This is the product he snorts. At the north side of the room behind a group of barrels is a large Container. Prep your Poison and stand at the table by the white line. The north Guard will come towards your position but will notice the dropped Shotgun. He will then pick up the Shotgun and head to the Guard House to drop it off. This will get him out of the way long enough for you to do what you need to do. When Manuel comes back to snort some more then Poison him, grab his TMP (if you want), and drag him to the Container to dispose of him. That's one objective down. After this then go back through the Drug Lab, past the Elevator, and head up the stairs to the first floor of the Hacienda. The next goal is the Guard Room at the west side of the first floor. When you go through the door at the top of the stairs then turn right to find the door that leads into the hallway. Open the door. You should see a VIP Guard in this hallway. Head towards the west end of this hallway (passing the Guard as you do so) and enter the Guard Room. Inside you will find a Weapons Box with plenty of weapons and a sleeping VIP Guard. Grab a Shotgun then leave the Guard Room and go to the main staircase in the center of this floor. Go up the stairs on the east side of this area about halfway up and stop. Near the top of the stairs, by a double door, is a stationary VIP Guard. In the hallway at the top of the stairs is a patrolling VIP Guard who will go east and west along it and stop for a short time when he gets to an end. Most of the doors are locked and need to be picked. Of course, you cannot be seen by a Guard as you pick the lock. So the plan is to lure the stationary VIP Guard away from the door by dropping the Shotgun. At Professional difficulty it is best to stand halfway up the stairs or you will risk your Threat Meter going into the yellow because of the stationary VIP Guard. Wait for the patrolling VIP Guard to go left past the top of the stairs then head up. When you get to the top of the stairs then drop the Shotgun which will cause the stationary VIP Guard to pick it up and go to the Weapons Box to drop it off. After that then walk east past the patrolling Guard then stop at the door at the end of the hallway. The Guard will look at you as you pass him then head west again. Wait for him to get near the stairs then pick the lock to enter the next room but stay near the door. Don will play his Cello in this room then head into the central room to stand outside for a bit before heading back inside. Then he will go over to the sleeping Guard and then to sip some wine before heading back to his Cello. Although you can push him over the railing when he stands outside I prefer to kill him when he is playing his Cello so I can acquire the Snub Nosed Pistol. Sneak over to him while he is playing and kill him (Poison, Wire, Hammer) then grab his Snub Nosed Pistol. This will complete your last objective other than escaping. If you did not get a Shotgun from the mission "Death of a Showman" then go back to the Guard Room to grab the Shotgun then store it inside the Weapon Crate at the east side of the 1st Floor. From here, head back down to the Drug Lab the same way you came then take the Elevator down to the Hangar. Change back into your Suit and walk past the sleeping Guard to your Exit Point to successfully complete the mission. 0=-=-=-0 / France \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM4. "Curtains Down" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ France / 0-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: March 17, 2004. 47's next mission is at the Paris Opera House. There are two Targets to kill - tenor Alvaro D'Alvade and the U.S. Ambassador to the Vatican, Richard Delahunt. Apparently both are involved in child prostitution and is the primary reason for their assassination. The Opera House is currently being renovated and that will give you some cover to do your work. In addition, there are rehearsals for the opera "Tosca" in which Alvaro is the star. They are rehearsing the third act which involves an execution. The Agency has left a pickup for 47 within the Opera House that will allow him to take advantage of this scene. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Alvaro D'Alvade. >>Kill Richard Delahunt. >>Escape Opera. 0=======0 | Reward \ 0=======================================================> Objectives: $400,000. Rating Bonus: $150,000. Total: $550,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by the Guards plus inside the Weapons Box at the Guards Quarters on the 3rd Floor. >>MP5 *** Carried by the Bodyguards plus inside the Weapons Box at the Guards Quarters on the 3rd Floor. >>Nailer ****** Found on the floor near the center of the Basement. ++Notes ***** Only two new weapons but both can be easily acquired during the course of the mission. 0==============0 | General Notes \ 0=======================================================> There are plenty of ways to kill both Targets. However, I prefer the most popular method which involves switching out the prop pistol with a real one so that the actor on stage accidentally kills Alvaro while rehearsing. This is also the mission that 47 did prior to being shot which set up the story in "Hitman: Contracts". This is also a good level to acquire the "Special Rating" Achievement in the Xbox 360 version. This is mainly because of narrow stairwells that make it easier to Disarm people and a Basement with lots of unarmed Workers that you can stalk and kill. There are two Special Ratings you can go after in this mission: "Garroteer" (killing lots of people with the Fiber Wire) and "Evil Eye Gouger" (killing lots of people with the Screwdriver). The best to go after is "Garroteer" because, if you go get the Screwdriver and try to obtain the "Evil Eye Gouger" Rating, then you may risk crashing the Xbox 360 when swinging the weapon around. Although most people prefer to get the "The Russian Hare" rating in the mission "A New Life" I believe it is easier to get either the "Garroteer" and "Evil Eye Gouger" rating, and the "Special Rating" Achievement, here. "The Russian Hare" rating involves killing all of the FBI Agents with headshots using the Sniper Rifles. That requires precision. However, the "Garroteer" and "Evil Eye Gouger" requires less precision and therefore is easier to acquire, especially at Rookie difficulty. Before doing this it is best to get a Silent Assassin rating in this mission first and buy the Flexible Flak Jacket and Painkillers. For the "Garroteer" rating, when you start the mission then Wire the Worker that you would have normally Sedated in the Restroom and take his clothes. Then go down into the Basement through the door east of the Restroom. From here, stalk and Wire any Worker you come across. Don't try to kill them all though, you want the bodies to be discovered at some point. When a body is discovered then that person will go upstairs and alert a Guard who will come down to the body. Then Wire him when he stops to look it over. This will allow you to safely thin them out one by one. Eventually you will get to a point that no more Guards will come down to the Basement. Go upstairs and try to get a Guards in an isolated spot then Wire him. At some point though, your cover will get blown and the remaining Guards will then go after you. Go into a stairwell, hang around a corner, and Disarm any Guard and Bodyguard that comes to confront you. When you have Disarmed a group of them then Wire them before trying to lure more into a stairwell. The Bodyguards will usually stand by the door where Delahunt will be sitting. You pretty much have to get up close and Disarm them quickly before they can do much damage because you won't be able to lure them into a stairwell. When you have completely killed off all of the Guards and Bodyguards then simply run around and Wire everybody else (Workers, Tourists, Actors, Targets) to get the "Garroteer" rating and the "Special Rating" Achievement. Because of the fact that there are no powerful Shotguns in this mission I also recommend this mission for acquiring the "47 Kills" Achievement. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are four levels to the map: >>3rd Floor >>2nd Floor >>1st Floor >>Basement The 1st Floor is where you start off at and also has your Exit Point. The lone Point of Interest here is the table where you can place the Real WWI Pistol. The 2nd Floor has a Power Switch and a Point of Interest which is the Light Room Keycard that opens up the Light Room on the 3rd Floor. The 3rd Floor has two Point of Interests which is where you can place the RU-AP Mine to drop lights onto the 1st Floor. The 3rd Floor also has a Guard Quarters where you can find weapons. The Basement has one Point of Interest which is a Nailer. 0======0 | Intel \ 0=======================================================> >>The contents of Toolboxes will not be searched when you are frisked. >>There is a lift shaft from the backstage area to the Stage. It is closely observed and only actors are permitted. >>Lead Actors go to their private rooms to rehearse during breaks. >>The large Chandelier is attached with bolts to the floor of the Attic. >>Only actors are allowed on Stage. >>Light Technicians have keycards to the Light Control Room. >>There is a light rack above the Stage that might prove useful. >>The prop gun used for the execution is an exact replica of a real World War I pistol. 0====================0 | Mission Walkthrough \ 0=======================================================> When the mission starts then go inside, turn left, and head to the Coat Depository to talk to the Receptionist. In the cutscene you will grab the Real WWI Pistol - the item you need to pull off the accidental kill of Alvaro. From here, head to the Lobby Restroom just southwest of the Receptionist. Here you will find a couple of toilets and a Container. You should also find a Civilian here as you enter. Stand by where the Container and the dividing wall meet and Prep your Sedative. When the Civilian leaves then stand in front of the toilet closest to the Container. A Worker will eventually enter the Restroom and use the toilet. Listen for the sound of the Restroom door closing. When that happens then Sedate the Worker, change into the Worker Outfit, and put the Worker into the Container. After that then exit the Restroom. Head north and climb the main stairs up to the 2nd Floor. Then continue northwest and towards the spiral stairwell that leads up to the 3rd Floor. When you get to the 3rd Floor then head southwest towards the Guards Quarters door but don't enter it. There will be a Guard that will come by and stand for awhile by the "Tosca" poster before walking away again. When he gets out of view then enter the Guards Quarters and grab the MP5 (and the SLP .40 Pistol if you don't already have one). Then exit the Guards Quarters and use the spiral staircase to get down to the 1st Floor. When you get down to the 1st Floor then turn right to find a Worker painting a door. Go through the nearby open door and head down to the Basement. When you get through the next door then you should see a large wooden table in front of you and a large panel on the floor. Go to the panel and pick up a Nailer (which will automatically Prep it). Then turn around and head back to the door you came from but go down the short set of stairs to the left of the door instead. Then turn right at the next corner to find a set of double doors. Go through the double doors and off to your left is another single door that leads up to the Stage area. Head through this door and up the stairs. At the top of the stairs you should see a large curtain that leads into the large dressing room. Cut through the large dressing room and through the double doors that leads to the Backstage Hallway. Turn left when you get through the double doors and enter the next door you get to. This leads into a small Restroom. Go to the single toilet and stand in front of it. What will happen is that a Worker will come from the Backstage working area to this toilet and back again. One of the things you need to do is to enter one of the smaller Dressing Rooms in the Backstage Hallway. Since this Worker goes back and forth between this toilet and the Backstage working area then you may risk having him see you enter and this can cause problems. So, when the Worker tries to use the toilet, then Whip him with the Nailer and leave the body. This will get him safely out of the way (nobody else goes here either so that helps too). From here, exit the Restroom and head south down the Backstage Hallway. You should see four doors along the right wall. Go to and stand by the third door, the one with the silver star by it, but *DON'T* enter. Ahead of you is a Bodyguard who is sitting, napping, in a chair. Every now and then he will leave the chair and go to the nearby Restroom to the south. But, at this stage of the mission - depending on how fast you have done everything at this point, he may leave to go to the stage instead (although sometimes he will go to the Restroom instead). When the coast is clear then enter the Dressing Room, bring out the Real WWI Pistol, and hide in the Closet but keep an eye on the door. When the Bodyguard leaves for the Stage then this also means that the actors will be taking a break from rehearsals. The actor that does the execution, with a Prop WWI Pistol, will enter this room. He will practice his role for a bit then place the Prop WWI Pistol on a table and head to the Restroom. When he leaves the room then exit the Closet, wait for the door to close, and head to the table where the Prop WWI Pistol is laying. Put Down Real WWI Pistol (on the right side of the table), pick up the Prop WWI Pistol, Prep your Sedative, then re-enter the closet. The actor will re-enter the room, pick up the Real WWI Pistol, and leave. When he leaves then exit the Closet and hang by the door. Look through the door towards the Bodyguard's chair and wait for the actor to go around the corner. When he does then exit the Dressing Room and head through the double doors that are off to your left. Run up the nearby stairs all the way to the 3rd Floor. Here you will be above the Stage itself. You should see a Worker up here and a door to the north. Head through the door and you will enter the domed Attic. Ahead of you is a Winch that you can use the RU-AP Mine on but I am not going to use it. Nearby is a small box. Go to the north side of the box, look south, and angle the camera downwards. What will happen is that the Worker will come into this room, talk to himself, then sit on this box. When he sits down then Sedate him. Leave the body. Then go back out the door and to the nearby railing. Get the prompt to Plant Bomb then do so. When Detonated then this will cause the stage lights to fall down along the back side of the stage below. Go back into the Attic and to the ladder at the east side. When you get down to the next level then head south to find a hole in the floor. Climb down to the scaffolding and you should have an excellent view of the rehearsal. Prep your Detonator while waiting and go into 1st Person Mode to get an unobstructed view of the Stage. You will notice that the action takes place on a platform in the center of the Stage. Soon the action will climax with the execution and with the actor shooting at Alvaro. However, since you switched out the Pistols, this will result in the accidental death of Alvaro and this completes one objective. After this then Delahunt will run to the stage to be near his fallen friend. He will be wearing a blue-green jacket. Bring out your Detonator and, when Delahunt starts climbing the stairs on the platform, then Detonate. Delahunt will be heading to the northwest corner of the platform as you use the Detonator. There is the short delay between you pressing the button and the explosion so that will give Delahunt time to get into position. Then the explosion itself will cause his trailing Bodyguards to stop in their tracks. And then the lights will crash down on Delahunt and kill him. This completes your last objective. By timing the explosion this way then you will kill only your Target. If you wait until his Bodyguards arrive then you may risk unnecessary casualties. Climb back up into the Attic, get back into 3rd Person Mode, and wait for things to calm down (meaning that your Threat Meter goes to green). The reason for waiting is that the Guards will head to the source of the explosion and you don't want to risk them seeing the body of the Sedated Worker as you leave the Attic. When everything is calm then retrace your steps back to the Restroom where you left your Suit. When the coast is clear then change back into your Suit and head to your Exit Point to successfully complete the mission. 0=-=-=-=-=-0 / California \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM5. "Flatline" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ California / 0-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: March 31, 2004. 47's next assignment takes him the Pine Cone Rehabilitation Clinic in northern California. There are three mobsters that have checked into the clinic. One of them plans to turn state's witness when he is discharged. The client wants to avoid that but no one knows which of the three is the Target. An undercover agent that was placed inside the clinic to find out has not been heard from for awhile. Somehow he is being kept drunk for unknown reasons. The clinic will only discharge patients if they are sober or dead. The only way to get the Agent out is to kill him. But the Agent is needed alive. To this end 47 is given an experimental serum that gives the appearance of being dead and the antidote to bring him back out of his coma. 0===================0 | Mission Objectives \ 0=======================================================> >>Find Agent. >>Identify Target. ++Kill Rudy Menzana. ++Kill Carmine Desalvo. ++Kill Lorenzo Lombardo. >>Smuggle out Agent. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $370,000. Rating Bonus: $150,000. Total: $520,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by the Clinic Security, two in the Guard Shack Outside, and two in the Guard Room on the Main Building, 1st Floor. >>TMP *** Carried by the Bodyguards plus two in the Guard Room on the Main Building, 1st Floor. 0==============0 | General Notes \ 0=======================================================> There are two ways to enter the Main Building. One way is through the locked door at the west end of the Main Building and the other way is by stealing somebody's Admission Paper on the outside overlook and becoming a patient by going in through the front door. I found that going through the locked door is better because I can keep the main Therapist from wandering the building. When the mission begins, the Therapist is inside the Reception Area and won't leave as long as you don't enter it. Even though you can knock him out on the 2nd Floor I prefer not to do the extra work. And, speaking of therapists, you can dress up as one and make your assignment much easier. One nice thing about this mission: you get to use the nifty Stun Gun which will make taking down Guards and other people easy. It has the same effect as Sedating and Pistolwhipping. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are six levels to the map: >>Medical Wing, Tunnel >>Medical Wing >>Main Building, Basement >>Main Building, 2nd Floor >>Main Building, 1st Floor >>Outside The Outside Map is where you start. You Exit Point is inside the Morgue near where you start. The Guard Shack is west of the Morgue. Your ICA Crate is at the west end of the Main Building. A Power Switch is at the north side of the Main Building. There are two Point of Interests. The first one, to the west, is where you can find an Admission Paper that will allow you to officially enter the building and become a patient. The second one, to the east, is where you can find a patient that you can knock out for a Patient Outfit. The Main Building, 1st Floor is where most of the people are. A small Guard Room is next to the set of stairs in the center of the Map. The Main Building, 2nd Floor has one Point of Interest which is a chain you can plant a Bomb on to drop a large light fixture onto the floor below. The Medical Wing is where you will find the Agent. 0======0 | Intel \ 0=======================================================> >>Admission papers are required to check-in. Future patients often wait in the park outside. >>Troublesome patients are often confined to the Medical Wing. >>The brochure lists some interesting facilities such as a library, a gymnasium, and a large spa area. >>Therapists occasionally get contacted for private sessions. >>Some guests hide stashes of alcohol in quiet places. Let's hope they don't get alcohol poisoning. >>Weight lifting can be fatal. >>Some guests cheat on the spa's strict diet by smuggling camping stoves into their rooms. Sounds dangerous! >>Deceased patients are taken straight from the Medical Wing to the Morgue. 0====================0 | Mission Walkthrough \ 0=======================================================> When the mission starts then turn left and head to the door at the southwest corner of the Guard Shack. Stand by the right side of the door and open it so you can look inside. The reason you need to open the door to see inside is because there is no Keyhole to look through. You should see a Guard inside. Keep opening the door until he turns around and heads to the front area of the Guard Shack. Sneak inside and grab a Stun Gun from the Weapons Box just inside the door then sneak back out to where you were before. Look east and you should see the front of the Morgue. There will be a Guard (who I will call the Morgue Guard) that patrols between the Guard Shack and the Morgue. He will stop for awhile at one end before heading back to the other. Depending on whether or not you see the Morgue Guard will determine the timing for the next part of the mission: >>Guard ***** You will see him by the Morgue door. The moment you see him move west towards the Guard Shack then sneak back inside the Shack. >>No Guard ******** You do *NOT* see him by the Morgue door. Head back towards the gate and look north. There is another Guard that patrols the path. He will eventually head south towards the Guard Shack and enter it. If you waited for the Morgue Guard to stop by the Morgue then head back to the Guard Shack then re-enter the Shack then you will be seen by this patrolling Guard as you make a move for the stationary Guard. Wait for this patrolling Guard to enter the Guard Shack then head back and stand by the back door. Keep opening the door like you did before until this Guard leaves. When he leaves then look towards the Morgue and find the Morgue Guard. The moment you see him move west towards the Guard Shack then sneak back inside the Shack. When you safely re-enter the Guard Shack then sneak to the front area where you will see a Guard sitting in a chair. Zap him with the Stun Gun then drag him outside through the door and drop him at the west side of the southwest corner of the Guard Shack so he isn't found by anybody. Change into the Clinic Security Outfit (which will nicely place your Suit near the Exit Point) then head straight north. As you proceed north then you will see a vine covered wall. Go along past the left side of this wall and go up the rock embankment to the path. When you get up onto the path then continue north past the large tree and to the brick wall then turn right. You should see a set of stairs that lead up to the next platform. Climb the stairs and turn left 180 degrees. You should see your ICA Crate. Look right a little bit and you should see a locked door. Pick the lock and enter. You should be in a narrow hallway with a Keycard Door to your left and another locked door ahead of you. Pick the lock of the door ahead and then turn right after you proceed through the door. Walk east, up the short set of stairs, and towards the Power Switch. Continue past the Power Switch and to the door that leads into the Guard Room. Right after you enter then you should see a Weapons Box to your right. Just ahead of you is a Guard sitting in a chair. Sneak to the Guard, Zap him with the Stun Gun, Steal Video Tape from the nearby Surveillance Machine, grab the Rehab Keycard, then open the nearby Keycard Door and drag the Stunned Guard through it. Head down the short set of stairs then drop the Guard. The Rehab Keycard will also open the other Keycard Door that leads into the Medical Wing where the Agent is being kept. The problem here is that there are two doors that actually go into the Medical Wing and they are both locked. Unfortunately, even though you have a Lockpick, these doors cannot be picked. The only people who have keys to gain access are the Orderlies. There are three inside the Medical Wing and two in the Basement. After dropping off the Stunned Guard then go back through the Keycard Door into the Guard Room. Head back to the Weapons Box and pick up all of the weapons within to empty it because I am going to use it to lure a Guard here later. You can't pick up more than one Stun Gun so you need to step just outside, drop your Stun Gun, pick up another, go back outside and drop it, then pick up the last one. After picking up the last Stun Gun then Prep a Pistol and go through the door that goes into the hallway. Then turn left and go through the nearby door to your left. Go down the stairs and you will enter the Basement. When you get to the bottom of the stairs then stop and look right. You should be at the east end of a long hallway. There is a Guard that patrols this hallway. In addition, there is the two Orderlies down here I just mentioned. The Guard will start his pattern at the west end of the hallway and proceeds to the east end. Then he will proceed west again but turn south and go through the three rooms at the south side of the floor then turn back into the hallway and go to the west end. There is an Orderly that does a very short east-west pattern in these same rooms. The second Orderly goes through the rooms on the north side of the floor. He can be found in the Break Room where he will stand and complain about the coffee. Then he will head west into the next room and into the hallway. Then he will turn around and head east through the hallway then turn north and re-enter the Break Room through the east door. With that explained, let's proceed. The general plan is to lure the Guard to the Weapons Box at the Guard Room so I can safely get rid of him and thus make it easier to obtain an Orderly Outfit. Stay at the bottom of the stairs and look out for the Guard. When he is not visible or visible all the way at the other end then bring out the Pistol and drop it. Then Prep your Stun Gun and head back to the Guard Room and to the empty Weapons Box. Stand by the Weapons Box and wait. You will see your Threat Meter go green as the Guard discovers and picks up the Pistol. Then he will head to the Weapons Box to drop it off. When he enters the Guard Room and goes to the Weapons Box then wait for him to bend down and quickly whip out the Stun Gun and Zap him. After Zapping the Guard then drag him to where the other Stunned Guard is. From here, head back down to the Basement. From the east end of the hallway, head west until you can turn north and see the door leading into the Break Room. Enter the Break Room then go forward through the next door. You may pass by an Orderly as you do so. When you enter the next room then turn right to find the Light Switch. With the Orderly inside the Break Room, turn off the Light Switch and stand just to the left of it. When the Orderly goes through the door as part of his route then he will pause to turn the lights back on. When his back is to you then quickly bring out the Stun Gun and Zap him. Turn the lights back on to make sure that the other Orderly doesn't do anything. After that then change into the Orderly Outfit and grab the Cell Key. You can leave the Orderly where he is. From here, head west through the open door, go into the hallway, and head up the stairs at the west end of the hallway. This will take you up to the Medical Wing. Go through the west door and enter the office. Here you will see an Orderly sitting in a chair. There will be a second Orderly that stands in the office, complain about the coffee, then leave to go outside through the door at the south side of the facility. Then he will come back to the office and the pattern repeats. A third Orderly will have a short pattern in the cell area itself. He will stand in front of a cell then head west to stand in one then go back. To prevent any interference I prefer to knock all three of these Orderlies out. It's not hard to do. Wait for the second Orderly to leave the office and head outside before sneaking up to the first one. Look through the large window and keep an eye on the door that leads outside. When the second Orderly goes through the door and gets out of view then bring out your Stun Gun and Zap him. Then drag his body to the Container at the northwest corner of the office. Dump him into the Container then Sedate the Coffee Cup on the nearby table. Prep your Stun Gun and head into the cell area. Go downstairs and hang close to the cell that the other Orderly likes to stand in. Look through the window when he is inside to see where he stands. Wait for the second Orderly to walk past your position before entering the cell. Stand near where the Orderly stands and wait for him to come back. When he stops in front of you then Zap him. By the time you take down the third Orderly then the second one will be Sedated. Head into the Agent's cell and talk to him. It's Agent Smith - again. The same one you keep rescuing (third or fourth time already since "Codename 47") and 47 is none too pleased. After the cutscene then Sedate Agent. In the following cutscene you are notified that there are two additional, and optional, Targets you can go after. Of course, I am going after both and it is not hard to do. Three Targets will now appear on the Map - one red (primary) and two "lightish red" (optional). The primary Target will be random on each playthrough. And your Targets are: >>Rudy Menzana (pink robe) >>Carmine Desalvo (light green robe) >>Lorenzo Lombardo (light blue robe) You can take them down in many different ways - poisoning hidden bottles, pushing them into the hot tub, crushing necks with weights, etc. But there is one very easy way to take them down and without the bodies being found. By becoming a Therapist. From the Medical Wing, go through the two Keycard Doors and back through the Guard Room. Then re-enter the hallway but *DON'T* go through the double doors leading into the main area. To the right of the double doors is a single door that leads into the Kitchen. At the south central side of the Kitchen is a bucket and a mop. Next to it is a hidden Bottle. Poison it and leave. This will take care of one of the Targets and without the body being found. That Target is Lorenzo Lombardo and he is also the one that goes up to the 2nd Floor and cooks in his room. It is important not to go near him when you are in the Therapist Outfit or he will go to the upstairs Office. From here, leave the Kitchen then go through the double doors and proceed east through the center of the first floor. You should see a large fireplace and four sets of stairs - two at each side of this room. Take one of the stairs at the east side of the room and head up. Here you should see four small offices. One has an open door and three with locked doors. Go through the one with the open door and you should find the Therapist Outfit. Change into it, Prep your Fiber Wire, and then pick the lock of one of the other offices. It should be noted that the only person that goes up to this area of the 2nd Floor is the Therapist but he is stuck in the Reception Area because of how you entered the building. Go downstairs and find one of your remaining Targets. He will then comment about that it is time for his session and he will meet you in your Office. That Office will be the large room in the south central side of the 2nd Floor. It will have two beige chairs with a small table between them. As you are waiting Agent Smith will be moved to the Morgue. This will also unlock the doors to it so you can enter it to revive him and escape. When the Target enters the Office then he will sit in one of the chairs. Then get up behind him and Wire him. Drag his body into the small office you unlocked to dump him. Now go find the last Target. When the last Target enters the Office then he will sit in the opposite chair. Get up behind him and Wire him then leave the body. By the time you kill your second Target then Lorenzo will have drank from the poisoned Bottle and died thus completing all of your primary and secondary objectives. After killing all of your Targets then head back to the small Guard Room and the narrow hallway where you dropped off the stunned Guard. Go through the door that leads back outside near your ICA Crate. Then head down to the Guard Shack the same way you came earlier. As you head south towards the Guard Shack keep an eye out for an Orderly who may be on the path nearby. When you get to the Guard Shack then stand at the northwest corner and look east. When Agent Smith was transferred to the Morgue then this started a patrol pattern of another Orderly. He will go from the Morgue, up the path to the north end, then head back down again and repeat. If you did not see him as you made your way towards the Guard Shack then more than likely he is down near the Morgue. You want to make sure that he is walking away from the Morgue going up the path or near the north end of the path before proceeding. When the Orderly is safely away from the Morgue then change back into your nearby Suit and enter it. Don't worry - the nearby Guards don't care. But the Orderly does - which is why you want him far away before entering. It is also important that you don't hang close to the Morgue while you are waiting for the Orderly to move safely away. If you do then your Threat Meter will go yellow and your rating will suffer as a result - why this is I don't know. This is the main reason to stand by the northwest corner of the Guard Shack - to be safely away from the Morgue while you are waiting for the Orderly to move away from it. When you get inside the Morgue then Revive Agent and Escape through the nearby door to successfully complete the mission. 0=-=-=-=-=-0 / California \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM6. "A New Life" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ California / 0-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: May 15, 2004. 47's next Target is a gangster named Vinnie Sinestra. He is in a witness protection program pending a court appearance. Vinnie also has some hard evidence that can't be allowed to be seen. The client thinks that it may be on some microfilm somewhere. He is currently holed up in a suburban house in southern California and the client does not want Vinnie to make it to the courtroom. But the house is being protected by the Feds so it will be tough to get at him. However, there is going to be a birthday party for Vinnie's child and that may be useful in getting inside the house. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Vinnie Sinistra. >>Retrieve Microfilm. >>Escape suburb. 0=======0 | Reward \ 0=======================================================> Objectives: $270,000. Rating Bonus: $150,000. Total: $420,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by most of the Agents. >>Air Rifle ********* Inside the Treehouse. >>Bull .480 ********* Carried by Vinnie Sinestra. >>MP7 *** Inside the Guards Quarters on the 1st Floor and carried by the Agents in the Limos. >>Nailer ****** Inside the Basement. ++Notes ***** There are three new weapons here and they are not too hard to acquire. 0==============0 | General Notes \ 0=======================================================> This one was kind of irritating to figure out when I got to Professional difficulty. I was initially using the Pool Cleaner Outfit on the lower difficulties to allow me to follow Vinnie's Wife into her bedroom so I can get at the Necklace. But that doesn't work at Professional difficulty because I stand by the Agents at the door long enough for my Threat Meter to go yellow thus causing a Witness to appear on my stats. So I decided to try to ambush and Whip her in the hallway at the east side of the house after knocking out the Agent in the Dining Room. This also caused a Witness to appear and I couldn't figure out why. But then I noticed that there is a mirror in the hallway and I figured that she could see me sneak up on her because she will look at it as I get up behind her. Ambushing her in the small bathroom won't work either - there is a big mirror that she can see you with. So I decided to get at her in the Shower/Sauna area before the hallway and try there. That worked. So now I have a good solid strategy for this mission that also includes a good method to safely and discreetly acquire the Air Rifle. It is also important to point out that if you cause too much trouble then additional Agents in Limos will arrive at the house. This is also the best mission to get the "Fully Upgraded" Achievements for your custom weapons (because this mission can be quickly completed). It involves a little trick and credit goes to s1u5h13 who posted this at Xbox360Achievements.com. After you complete the mission "Death on the Mississippi" (which completes unlocking of all of the Kruger Schmidt upgrade tiers) then go back to this mission in Rookie difficulty. Choose one of your custom weapons (like the Silverballer) and buy everything for it. Take it with you and do the mission. How you do and complete the mission is irrelevant as long as it is successful. When the mission is completed then you will get the Achievement for fully customizing the weapon. After you get to the Details Screen then open the disc tray to kick back into the Dashboard. Close the disc tray and reboot the game. You will get all of the money you spent for upgrading back and lose the upgrades but you will still keep the Achievement. Then go back to this mission, chose another upgradable weapon, and repeat the process. Continue until you have all five of the "Fully Upgraded" Achievements. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are four levels to the map: >>Basement >>2nd Floor >>1st Floor >>Outside The Outside Map is where you start and also has your Exit Point. A Power Switch can be found at the south side of the house. There are two Point of Interests. The one to the south is the FBI Truck where you can find a couple of Agents and the Video Tape. The one to the north is the Treehouse where you can find the Air Rifle. Your ICA Crate is to the east. The Vet's Office, where you can find a Bottle of Ether and Tranquilizer Darts, is to the south of the FBI Truck. The 1st Floor has a Guards Quarters near the northwest corner. The large Pool is at the northeast corner. The Dining Room is at the southeast corner. The 2nd Floor has a large central room that Vinnie enters from time to time. The Girl's Bedroom is directly south of that. There is one Point of Interest in the Basement which is the Weapons Crate where you can store weapons. 0======0 | Intel \ 0=======================================================> >>Garbage trucks can dispose of all kinds of waste. >>The surveillance team have an unhealthy appetite for donuts. >>Vinnie has complained about the neighbor's son taking pot shots into the garden with an airgun. >>Vinnie lives close to a veterinary surgeon. Sometimes a vet needs to tranquilize wild animals! >>Rumor has it that Vinnie's wife flirts with hired staff. But Vinnie trusts her completely. >>Some field agents are too nosy in teenage girls' rooms. >>A barbeque is being prepared for the party. Be careful with flammable liquids! >>Vinnie just bought a very expensive and unusual necklace for his wife. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (an SLP. 40 Pistol is recommended). When the mission starts then you will be near the Exit Point. You will also see a Jogger stretching to the south. Quickly Prep your Pistol then run to the Jogger but start sneaking when you are about ten feet away from him. Get behind him and go into 1st Person Mode so you can look directly at his back. Grab him then immediately start moving him northeast to the tree across the street. Whip him when you get to the tree, get back into 3rd Person Mode, and prep your Sedative. By Whipping the Jogger then you will make it easier on yourself in regards to re-acquiring your Suit near the end of the mission. After taking care of the Jogger then head south along the sidewalk and turn left at the corner. Ahead of you should be a yellow Catering Van. At this point there should be a Caterer getting something from the back of the van. When he walks away then head to the back of the van. It is important to note there is also an Agent that has a patrol route that ends at the corner of the Garage northwest of your position. But, at this point in the mission, he will be inside the house and not be an issue. When you look in the back of the van then you should see a Catering Crate and a box of Donuts. Quickly Sedate the Donuts and grab them. Head to the back of the large white boxy van across the street. Open the doors to reveal a couple of Agents. Drop the Donuts on the ground and wait for one of the Agents to approach and speak to you ("Yo! I don't think that's yours!") then move yourself away to the north side of the van. The Agent will pick up the Donuts and bring it back inside the van. Then head to the east side of the area and to the large Garbage Truck. As you are heading there you need to keep an eye out for the wandering Garbageman. You want to make sure that he is heading away from the Truck. When you get to the Garbage Truck then you will see another Garbageman pounding on it. Get about fifteen feet away from him, sneak up to him, bring out your Pistol, and Grab him. Then head southeast to find a large house. You should also see the garage doors for this residence. Head southeast past the corner and turn south towards the front door. When you get to the front door then Whip him and change into the Garbageman Outfit. This will place your Suit far away from the Exit Point but it is more safely secluded than by using the FBI Van. I don't like too many people watching the van as I try to enter it and I prefer to enter it only once and that is to acquire the FBI Agent Outfit and the Video Tape. And Whipping the Jogger makes this task easier. If you're wondering why not just switch clothes with the Jogger to put your Suit next to the Exit Point it is because the game won't let you. After knocking out the Garbageman and changing into his Outfit then speed walk back to the FBI Van. Look to the north and you should see the Caterer stand by his van to smoke for a bit before returning inside. You should also see the patrolling Agent stop by the Garage then go back inside. When both people go back inside the house then open the van doors to find the now Sedated Agents. Switch into the FBI Agent Outfit and Steal Video Tape from the Surveillance Machine. Exit the FBI Van and head to the Vet's Office just south of you. Go into the alley next to the office and enter through the back window. Grab the Bottle of Ether from the table and exit the same way you came. From here, head to the Treehouse at the north side of the Map. There will be a female Gardener picking at the ground near the Treehouse but as long as you are dressed as an Agent then she will not cause any problems as you approach it. Climb the Treehouse ladder and you will find the Air Rifle on the table. Pick it up and go up against the southeast wall and between the ladder and the wall corner. Rotate the camera so you can see the window on the southwest wall (you can also see the pirate flag through it). Aim the Crosshair at the very upper left corner of the inside of the window frame. Then throw the Air Rifle through the window. If you aimed it correctly then it should land in the yard beyond the hedge wall. If improperly aimed then the Air Rifle will clip the window frame and it will land on the hedge wall below and the weapon will be lost. Eventually the patrolling Agent below, in the backyard, will find the Air Rifle and put into the Weapons Box inside the Guards Quarters. Climb back down the Treehouse ladder and Prep your Pistol when you get back down. Then head back to the front of the house. Go to the Catering Van but pass it to get to the large palm tree to the west of it. Head north from here to go along the hedge wall at the west side of the house. Continue north until you get to the corner where the hedge wall meets the white brick wall then stop and look east. You should see the door that the patrolling Agent comes through. It should be noted that there is a CCTV camera near the door and you can be recorded on it. But, since you already have the Video Tape then it is not an issue. Wait for the patrolling Agent to come through or enter the door. Then go through the open door before it closes. If it closes then you will have to pick the lock. When you go inside then you will enter the Laundry Room. Go all the way to the southeast corner and look north. You should see a door between the large sheet and the wall. What you want to do is wait for an Agent to come through this door and either go through the door on the east wall or turn west and go north. When that happens then go through the north door to enter the Basement. After going through the next door then you should see a shelving unit on the north wall to the left. The Agent is going to stand between the southwest corner of this unit and the corner of the wall across from it while looking southeast. Stand with your back to the wall and about four feet west of the shelving unit and wait for him. When he gets here then sneak up and Whip him. You can grab the Nailer nearby if you you didn't get one from the mission "Curtains Down". Then head back to the Laundry Room, to the south wall, and stand by the round washer. Then look north to find a door next to a Container. Wait for the Agent to come south through this door and go back outside. Then head north through this door and immediately turn left to enter the Guards Quarters. Stand at the southwest corner of this room (by the desk chair) and look northeast. When the Agent comes back then wait for him to stop in front of you then Whip him. Then drag his body back into the Laundry Room and put him into the Container at the north wall. By Whipping these Agents then you have cleared a safe path to the Weapons Crate. And to the Weapons Box as well for something that needs to be done later. However, do *NOT* empty the Weapons Box even though you can clearly see the Air Rifle sticking out of it. I'll explain why a little later. Head back up to the Laundry Room and to the hallway next to the Guards Quarters. Go to the north end of the hallway and go through the door to the right that enters into the Kitchen. Go up the stairs to access the 2nd Floor and stop at the top of the stairs. There should be an Agent standing guard on this floor. If you do not see the Agent in the hallway then wait for him to appear before making your move. When you do see him then go into the southwest bedroom and go through the walk-in closet to reach the Girls' Bedroom (south central room). Go to the desk and get the prompt to put Ether on the Girl's Panties (then Prep your Pistol). You see, the Agent in the hallway is a bit of a perv (as already hinted by the Intel) and likes to sniff the panties when he comes in here. Of course, I can use that against him which is why I am using the Ether on them. And this makes for one less person to deal with on the 2nd Floor when I come back here later. After doing this then head back downstairs to the Kitchen and go through the door on the east side to enter the Stairway Room. Go through the door at the southeast corner and go through the door on your right to enter the Dining Room. Stand by the middle of the south window and wait for an Agent to come by and stop here. When he comes by then your Threat Meter will slowly creep up as he looks at you but turns around quickly enough to keep it from going much higher. Whip him then go through the door into the hallway. Head north into the Shower/Sauna area and wait by the door to the Pool. The plan is to ambush Vinnie's Wife after she leaves the Pool. The reason for doing this is because she has a new necklace. And this necklace is where the Microfilm is hidden. So you need to safely take her down so you can get at it. This is also the primary reason for knocking out the Agent in the Dining Room - he goes through this area. Wait for her to leave the Pool and walk past you. Then sneak up behind her and Whip her before she gets to the door. Grab the Necklace with Microfilm then drag her into either the Sauna or the small bathroom in the hallway. Now it is time to deal with Vinnie. He always goes with an Escort. There are two places that you can kill him - the Living Room and the Upstairs Office. Killing him in the Living Room (Poisoning him in his chair after luring the Escort to the Power Switch) may risk you being seen by the Caterer through the window. So I am going to use the Upstairs Office to ambush him. However, if you kill him here then his Escort will eventually enter the room and find the body which will negatively affect your rating. So I need to get rid of the Escort. The best way is to lure him to the Weapons Box inside the Guards Quarters by dropping a weapon. Although I haven't emptied the Weapons Box he will be in proper position when he bends down - the Box is boxed in so he can't stand to either the right or left of it so he will have no choice but to stand in the middle. To start, head back to the north door of the Living Room but stay outside. When Vinnie and his Escort head upstairs then go into the Living Room and drop one of your weapons behind Vinnie's chair then Prep your Sedative. Then head back out the north door but stay outside, keep the door open, and look inside. You see, there is a bug in the game engine that concerns weapon dropping and this Escort. If you go to the Guards Quarters to wait for him after dropping the weapon then you may find that he will just simply pick up the weapon and keep it. After that then him and Vinnie will head back upstairs again. If you drop another weapon then he will more than likely pick it up and head to the Guards Quarters. It should be noted that he may head upstairs first before going to the Guards Quarters and will do so through the north door. But, to prevent or at least reduce the chance of the Escort picking up and keeping the weapon, then just stay outside the Living Room and see if the Escort picks up the weapon you dropped and begins to leave. If he does then speed walk west to the door leading into the Laundry Room and run north into the hallway. The reason for running is that you need to enter the Guards Quarters from the north door before the Escort can get there. The Weapons Box is by the door and you need to keep it open so you can properly ambush the Escort if he ends up going through the north door instead of the other one. If you stand by the Box and the north door is closed and the Escort comes through the north door then you will get pushed out of the way and be out of position to attack the Escort. By coming in through the north door then you can keep the door open. Sedate the Escort when he bends down over the Weapons Box and leave the body. And now to explain another bug: >>The Reappearing Air Rifle Glitch ******************************** If you grabbed and stored the Air Rifle in the Weapons Crate in the Basement and dropped an SLP. 40 Pistol or a Nailer to lure the Escort to the Weapons Box then you will encounter this glitch. Oddly enough, if you dropped the MP7, then you won't encounter this bug. What happens is when the Escort places the Pistol or Nailer inside the Weapons Box then an Air Rifle will also magically appear in the Box. However, it is not a second Air Rifle. It is the same one you stored in the Weapons Crate earlier but has been removed and put back into the Weapons Box. To prevent this glitch then you should wait until after you ambush the Escort before emptying the Weapons Box and storing the Air Rifle in the Weapons Crate or use the MP7 to lure the Escort here. After storing the Air Rifle then Prep either your Poison or Fiber Wire and head up to the 2nd Floor. Enter the Upstairs Office which is the central room on the north side of this floor. Stand by the left side of the table and wait. When Vinnie walks in then he will stand in front of you. Poison or Wire him and grab his Bull .480. From here, head back down and go out through the front door. Then head back to the house where you Whipped the Garbageman, switch back into your Suit, then walk to the Exit Point to successfully complete the mission. 0=-=-=-=-=-=0 / New Orleans \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM7. "The Murder of Crows" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ New Orleans / 0=-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: October 25, 2004. 47's next mission takes him to New Orleans. The American Secretary of the Interior is targeted for assassination during the Mardi Gras parade. The client does not want that to happen. So 47 is to take down the people who are trying to kill the Secretary. There are three assassins: Mark Purayah, Jr, Raymond Kulinsky, and Angelina Mason. Mark is the leader, Raymomd is the assassin, and Angelina is recon and support. Nobody knows where they are at but the payment to them has been identified and should lead 47 to them if followed. The parade also has lot of Civilians about so extra care needs to be exercised. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Mark Purayah, Jr. >>Kill Raymond Kulinsky. >>Kill Angelina Mason. >>Protect the Politician. ++Retrieve the Diamonds Case. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $470,000. Rating Bonus: $150,000. Total: $620,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by the Cops and inside the Weapons Crate at the Guards Quarters. >>Desert Eagle ************ Carried by Raymond Kulinsky and Mark Purayah, Jr. >>SLP .40 .S ********** Carried by Angelina Mason. >>MP9 *** Carried by all of the Guard Birds and on the 1st Floor of the Hideout. >>SG552 ***** By Mark Purayah's desk inside the Hideout. >>Kazo TRG ******** Always nearby Raymond Kulinsky regardless of where he is. ++Notes ***** There are four new weapons and all can be acquired discreetly. Except one. That would be the Kazo TRG. There are no Weapons Crates nearby and you cannot conceal it for safe removal from where Raymond was hiding. It is best to play through this mission until you get a Silent Assassin rating (and zero Notoriety) before going after the Sniper Rifle. The best, and most popular method of acquiring it, is to throw it out into the street and let a Cop pick it up to be taken to the Guards Quarters. However, you need to be careful in doing that. First, you need to make sure you are not seen outside (regardless of whether or not you have a weapon) and that are no floats going by the balcony door. If you throw the rifle out when there is a float present then it may land on it or disappear under it which will make it impossible to retrieve it. You also need to throw it in such a way that a Cop will see the weapon. If you safely manage to get the weapon into the street then your Threat Meter will go green as a Cop sees the weapon and goes to get it so he can put it in the Weapons Box at the Guards Quarters. At the end of the mission then go to the Guards Quarters to get the rifle and run to the Exit Point to complete the mission while being shot at by the Cops. This works well at Rookie and Normal difficulty but can be hazardous at Expert and Professional difficulty. One very good option is to bring an Silenced Silverballer and have both of your RU-AP Mines. This means that you have to kill Angelina up-close and this is why you bring the Silenced Silverballer. Of course, since the only objective is to obtain the Kazo TRG, you don't need to worry about being nice. You can kill with impunity but it is best to not be seen while doing so or you risk the entire Police force coming down on you. This takes some time to set up but it will prevent getting into a shootout with the Police force and is pretty damn satisfying when executed properly. There are several steps to this method of acquiring the Sniper Rifle: >>Step One ******** Ambush the Delivery Guy and dispose of him. If you are at the West Central Courtyard then stand by the Diamonds Briefcase and wait. When the Cop that patrols the Courtyard finds the Briefcase then ambush him (kill or knock out) when he bends down to pick it up. After that then grab the Briefcase and go to the Hideout. Do everything the way I've written it (although you can skip over acquiring the SG552) then leave with the Diamonds Suitcase. >>Step Two ******** If you ambushed the Delivery Guy in the East Central Courtyard then go into the West Central Courtyard and stand east of the archway. When the Cop that patrols the Courtyard goes through it then go through it yourself and quickly kill him with the Silenced Silverballer before he reaches the north alley. >>Step Three ********** Climb up onto the balcony, obtain the Waiter Outfit, and store the Diamonds Briefcase by the ICA Crate. >>Step Four ********* Go and kill Angelina with the Silenced Silverballer. The best place is in the alley behind the Blues Bar. Kill the Waiter and Drunk Patron before she arrives. However, she won't notice the bodies. Stay out of view of the alley entrance (because you can be seen by a Hotel guest on the balcony to the north) and aim at the left side of her head then shoot her. Leave the body be - more than likely she won't be found. >>Step Five ********* Find and kill Raymond. After killing him then open the door but stay to one side. Look out for floats - the last thing you want is to have the weapon land on it and become lost. When the coast is clear then grab the Kazo TRG, open the door to the balcony but stay inside, aim near the top of the door, and throw the rifle into the street. If you are at the Blues Bar then you need to stay to the *RIGHT* of the double doors and throw the rifle to the northwest. This is because you can be see by the Hotel guest on the balcony I just told you about. If everything goes well then you should see your Threat Meter go green as the Cops discover the weapon and take it to the Weapons Box at the Guards Quarters. >>Step Six ******** Re-acquire the Diamonds Briefcase and head to the dead Cop. Switch into his Outfit. >>Step Seven ********** Head to the East Courtyard. Wait for the Cop that patrols the Courtyard to come through before doing anything. The overall plan is to use both RU-AP Mines to kill at least ten Cops including those near the Exit Point. The Cop Outfit will camouflage you and the Diamonds Briefcase will camouflage the second Mine. The first Mine will be used to lure the patrolling Cop to the Weapons Box. With that explained, let's proceed: When the coast is clear then drop an RU-AP Mine on the ground between the tree and the alley that leads to the Guards Quarters. After that then Prep your Detonator, walk into the alley, stop near the other end, and look towards the Weapons Box. You should see another Cop by it. When the Cop that patrols the East Courtyard picks up the Mine then he will head to the Weapons Box. When the Cop carrying the Mine gets to the Weapons Box then Detonate it. This will kill him and the other Cop. And the explosion will attract a bunch of other Cops. Immediately after you Detonate the first Mine then place the second Mine into the Diamonds Briefcase, speed walk to the Guards Quarters, and drop the Briefcase several feet from the Weapons Box. Speed walk back to the alley and bring out the Detonator. Wait until you have a lot of Cops standing around the Briefcase - your goal should be six to eight of them. Wait a little bit and, when you see that no more Cops are arriving, then Detonate the second Mine which will also destroy the Diamonds Briefcase. This will kill most, if not all, of the nearby Cops. If there are any survivors or more Cops are attracted to the explosion then wait for everything to calm down and for them to leave. This should pretty much clear a straight path from the Weapons Box to the Exit Point because you have killed off all of the Cops that would get in the way (and then some). When the coast is clear then get the Kazo TRG and walk to the Exit Point to complete the mission. If any of the Cops by the Blues Bar see and fire at you then you should already be at the Exit Point and they won't be able to do a damn thing to you. 0==============0 | General Notes \ 0=======================================================> This one was another pain to figure out mainly because of the different places that the Delivery Guy goes to within the Courtyards and where Raymond hides out at. The randomness of these locations added to the complexity of the mission. I also tried several different ways of going after Angelina before settling on the popular Piano dropping method. It is important to note that the assassination *CANNOT* take place unless the Diamonds Briefcase is actually delivered to Mark's desk. Preventing the Briefcase from reaching the desk is the best way to protect the Secretary. Of course, you can take the Diamonds Briefcase for yourself for extra money (an additional $70,000). Even though it is listed in your objectives it is entirely optional. In addition, both Raymond and Angelina will not appear on the Map until you acquire the Walkie Talkie from any of the three Targets (except at Rookie difficulty). You will see that the streets are jammed with people. These are Partygoers and aren't classified as real Civilians in that they can't do anything if you or somebody else starts shooting. But regular Civilians can get mixed in with them so the Partygoers are in essence camouflage. However, the Civilians, Cops, and Bird Guards can see you just fine through them so the Partygoers are of no real use other than to obscure your vision. Unlike the Agents from the previous mission the Cops aren't overly sensitive but you still don't want to stand around them too long. The strategy for this mission will allow you to walk out with the Diamonds Briefcase and safely acquire the SG552. Correct me if I'm wrong but isn't Mardi Gras supposed to be in *FEBRUARY*, not October? Finally, if you've acquired Silent Assassin ratings on the previous four missions then this is the earliest you can get the "5 Normal/Expert/Professional Silent Assassins" Achievement. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are five levels to the map: >>Basement >>Shops and Restaurants, 3rd Floor >>Shops and Restaurants, 2nd Floor >>Shops and Restaurants, 1st Floor >>Streets and Back Alleys When you look at the Streets and Back Alleys Map then you will see three bars and three courtyards in addition to four Point of Interests. The first Point of Interest is the Hideout where Mark Purayah is at. The one northeast of that is a Weapons Crate that you can use for storing the SG552. The two PoIs to the south are located in the West Courtyard. The one at the southwest corner is another Weapons Crate. The other one is a Sniping Platform that can be climbed up on so you can shoot Mark through the north alley. There are two additional Courtyards of note. The one just east of the West Courtyard (with two alleys) is the West Central Courtyard. The one east of that (with four alleys) is the East Central Courtyard. The three bars are marked on the Map. There is a Guards Quarters in the center of the Map and your Exit Point is south of that. The Secretary is on a float that slowly moves clockwise around the main street. The Partygoers are the cloud of circles within the main street. You will start out in the 1st Floor Lobby of the Hotel at the southwest corner of the West Central Courtyard. The Shops and Restaurants, 2nd Floor has three Point of Interests. The one at the northwest corner is the Office where you can find Mark and the SG552. The one at the southeast corner of the West Central Courtyard is a balcony you can use to look out into the street but there can be a Civilian there you can also push over. The one at the southeast corner of the East Central Courtyard is another window you can use to snipe Raymond if he is at the Salsa Club. Your ICA Crate is located on the 2nd Floor of the Hotel. To the east of the ICA Crate is a room where you can find a Waiter Outfit that you will be using later. There is only one Point of Interest on the Shops and Restaurants, 3rd Floor and that is another window you can use to snipe Raymond if he appears at the Rock Bar. 0======0 | Intel \ 0=======================================================> >>Walkie Talkies transmit everything - even background sound and music, which could reveal someone's location. >>Clubs usually have a back entrance for the staff. >>Bookstore walls are like paper - you can overhear what's going on next door. >>Clubs in this area are known for having hat-dress codes and music themes. >>Some private apartments have a useful view. >>Pianos can kill - especially when they are dropped from the sky. >>A guy dressed as a yellow bird checked into a hotel room a couple of hours ago. 0====================0 | Mission Walkthrough \ 0=======================================================> When the mission begins then you will be inside a restaurant in the lobby of the Hotel. You will also be looking at the backside of the Delivery Guy, the red bird, as he talks to a friend. After the conversation ends then the Delivery Guy will leave through the front door. Follow him out the door. He will take one of three paths: >>Southwest ********* This means that he will go into the West Central Courtyard. Turn left to go east then turn left again to enter the West Central Courtyard. You may see a Cop as you enter the alley so keep away from him as you proceed north. You will also see a Container just before you turn left through the archway. Position yourself at the southeast corner of the north alley that leads to the street and look north. The Delivery Guy will head south through this alley and stop in front of you. Bring out your Sedative and Sedate him, then change into the Delivery Guy Outfit and drag him to the Container for disposal. However, on rare occasions, the Cop that patrols this Courtyard may enter the south alley just as you are disposing of the Delivery Guy and attack you. Restart if this happens. If the Delivery Guy heads east then he will head to the East Central Courtyard. Run to the south entrance of the East Central Courtyard and look west. The other two paths are as follows: >>East (Path 1) ************* He will head east and walk past you. Head north into the alley and you will see a Container in the northeast corner of the Courtyard. Stand about three feet to the west of the Container and look northwest. He will eventually stand near if not in front of you. Bring out your Sedative and Sedate him, change into the Delivery Guy Outfit, and drag him to the Container for disposal. >>East (Path 2) ************* He will head southeast across the street and stop just southwest of your position. Head north into the alley and to the Container. Stand right at the southeast corner of the Container and look northeast. He will then stand in front of you to take a piss. Bring out your Sedative and Sedate him, change into the Delivery Guy Outfit, and drag him to the Container for disposal. After obtaining the Delivery Guy Outfit and grabbing the Diamonds Briefcase then head to the Hideout at the northwest corner of the Streets and Back Alleys area. There will be a Bird Guard standing watch over the front door. Just walk past him into the Hideout and he will tell you to go upstairs. When you get inside then turn left to find the spiral stairs. However, head to the south of the stairs to find a Weapons Box. Drop the Diamonds Briefcase next to the Weapons Box (on the right side) and position yourself so you get the prompt to pick up an MP9 but *DON'T* pick it up yet. Rotate your camera to the northwest and look up. You should see a Bird Guard near the top of the stairs. Wait for him to head east and out of view before picking up the MP9 plus the other MP9 to empty the Weapons Box. Head up the stairs and stand where the Bird Guard was earlier and wait for him to return so you can Whip him with the MP9. However, *DON'T* grab him when he comes back. At this stage of the mission he will immediately turn around and head back into the Office where Mark Purayah is. While you're waiting for him to return then move your camera so you can look down at the center of the first floor (which should be at the lower right corner of your screen). When the Bird Guard returns, and finally stops in front of you, *DON'T* grab him. Look down on the first floor and you may see another Bird Guard come into view then stop. Wait for him to leave or, if the coast is already clear, *THEN* grab the Bird Guard in front of you. Move him to the door then turn right and head to the dresser. Whip him when you get here then change into the Bird Guard Outfit. Prep your Fiber Wire and enter the Office. Here you should see Mark walk around the room. You will also see the SG552 propped against the desk. Go behind the desk chair and stand behind it. When Mark sits down then Wire him. Grab the Walkie Talkie (to make Raymond and Angelina appear on the Map) and the Desert Eagle. Now head downstairs to the first floor and to the large dresser. Stand at the southwest corner of the dresser and look south at the main doors. When the other Bird Guard you saw comes back here then he should stand in front of you. Whip him then drag his body upstairs into the Office. For safety's sake you may also want to drag the other Bird Guard into the Office as well. Then grab the Diamonds Briefcase and drop it off here too. Head to the door at the northeast corner of the first floor. Head through that door then through the next one (near the TV) to enter the back courtyard of the Hideout. Head east past the archway and you will see a Container. You may also see a Bird Guard here as well. If he is not here then step to the north of the archway after you pass it then wait for him. When he stops then sneak behind him and Whip him. But *DON'T* put him in the Container yet. Just to the north is a Weapons Crate. Store your MP9 in the Crate then grab another MP9 from the Bird Guard and dispose of him in the Container. Head to the alley that leads to the street but stand at the northeast corner and out of view. Look south and wait. Eventually another Bird Guard will head north into the alley but then turn around and head back out. When he gets out of view then walk to the metal hatch on the ground next to you and drop your MP9 here. Now head back inside the Hideout and stand at the Weapons Box. Prep your Sedative while you are waiting. The patrolling Bird Guard will find the MP9 and will return it to the Weapons Box. When he bends down then Sedate him and grab the MP9. With the Hideout cleared of all Bird Guards (except the one at the front door) then go upstairs to grab the SG552, Holster it, get the Diamonds Briefcase, and go back to the Weapons Crate. Drop the SG552 and the Diamonds Briefcase then pick up the SG552 and store it in the Weapons Crate. Leave the Diamonds Briefcase here for now. I will go after Angelina before taking the Briefcase from the Hideout area. Head outside to the alley and stop at the south end. Look across the street to find the north alleyway for the West Courtyard. Head south through this alley to enter the Courtyard. At the southwest corner of the Courtyard you should see a large Piano overhead. The Winch for that is high up to the south. At the east side of the courtyard is a cage you can climb to gain access to the Winch. Head to the northeast corner and head west along the walkway. You will also notice two Civilians below but they won't do anything as you go above them. Continue to the northwest corner then jump the Balcony going south. Follow the way until you reach the Winch and Plant Bomb. Go back down the same way you came and go to the south entrance of the Hideout Courtyard then stop and look south across the street. Look at your Map to find Angelina. She will be going around the city and stopping at many spots. She will stop in the alley to the Blues Bar then head to the east side of the East Central Courtyard. After that then she will head to the alley entrance of the Salsa Bar and head back to the southwest corner of the East Central Courtyard. Then she will head north to the alley of the Rock Bar. From there, then she will head to the West Courtyard to stand under the Piano. Then she will head to the Blues Bar alley and the pattern repeats. Wait for her to be near the Rock Bar alley before doing anything. When she gets to that point then look out for a Cop that is either standing at the street corner southeast of your position or heading to the alley leading into the West Courtyard. If he is standing at the street corner or is not visible then head into the alley and stop at the south end just before entering the Courtyard itself. Hug the west wall and drop your MP9. Then climb back up to the northeast corner, prep your Detonator, go into 1st Person Mode, and look southwest. The patrolling Cop will find the MP9 and then leave to put it into the Weapons Box at the Guards Quarters. This will keep him out of your hair for awhile. When Angelina appears in the Courtyard then wait for her to get under the Piano then bring out your Detonator and Detonate. The Piano will fall on and kill her in an Accident. Go back into 3rd Person Mode and run down to her so you can grab the SLP .40 .S. The Civilians have run out of the Courtyard to alert a Cop so they won't see you do this. Depending on how her body behaves when the Piano strikes her she may be completely under it or bounced away. If she is not completely under the Piano then she will eventually be discovered - but that won't negatively affect your score because you killed her in an Accident. If you're thinking "why not hide near the pipe leading up to the Sniping Platform" then here's why you don't do that. You see, if you hide behind the wall and then drop the Piano, it may fall in such a way that you cannot get through the gaps at ether side of it and you may be trapped. This will either cause you to restart from a save file or restart altogether. After killing Angelina and obtaining the SLP .40 .S then head back to the Weapons Crate to grab the Diamonds Briefcase and head out through the Hideout Courtyard to the street. Then head into the West Central Courtyard. Go near the Container and look south to make sure that there is no Cop coming through there. When the coast is clear then climb up the pipe that leads to the second floor balcony of the Hotel which is at the south side of the Courtyard. Head along the balcony and sneak through the open door. There is a person sleeping on the bed and a Waiter Outfit on the floor. Change into the Waiter Outfit then sneak to the door, pick the lock, and go into the hallway (there will be a couple making out but as long as you are dressed as a Waiter then they will cause no problems). Head west and follow the hallway to the room where your ICA Crate is and drop the Diamonds Suitcase here. This will keep it safe until it is time to leave. Now it is time to go after Raymond. While in this room then switch to either your Fiber Wire or Poison. Look at your Map to find Raymond. He will be in the upper floors of either the Rock Bar, Salsa Bar, or the Blues Bar. The Waiter Outfit will allow you easy access to enter the clubs - you can't enter them unless you are dressed as a patron or employee. You can also just walk in through the front door - the Cops won't care as long as you are appropriately dressed. Here is how you approach Raymond in the three clubs (after going through the front door of a bar): >>Rock Bar ******** Head to the Kitchen/Restroom area and to the door that leads to the stairs. However, the door is locked and needs to be picked. You need to make sure that the Waiter, who may be standing at the northeast corner of the room, to leave and for the Cook to be standing by the Container before picking the lock. When the coast is clear then pick the lock and head up. When you get to the top of the stairs then look through the lock of the next door. Raymond will have two different patrol patterns inside this room. He will either go through the door in a north-south pattern (stopping by the large dresser) or do an east-west pattern (stopping near the debris). Pick the lock when the coast is clear then enter the room. If he does the north-south pattern then sneak to the dividing wall with the debris then look towards the nearby dresser and wait for Raymond to return. If he does the east-west pattern then sneak to the south end of the large dresser then wait for him to return. Then sneak behind him and Wire/Poison him. >>Salsa Bar ********** Head into the Kitchen and right up the stairs. When you get to the door that leads inside the next room then enter Sneak Mode and sneak inside. Just inside the door are a couple of boxes that you should hide behind as you look west. Raymond will go outside then stand by the large light in the middle of the room. When he stops by the light then sneak behind him and Wire/Poison him. >>Blues Bar ********* Head into the Kitchen and through the door that leads to the stairs. After going through the door then Toggle the Light Switch by the door and hide in the Closet in the corner. You will see a couple head down the stairs and back into the Kitchen. The woman will turn on the light before leaving. After that then head up the stairs and to the door. Then check your Map. Raymond will do a northwest-southeast pattern within the room. But, sometimes, he may stand at the northwest corner for a very long time. And there is quite a long distance to him from the door which makes it possible for him to turn around before you can reach him. Fortunately, there is a Closet inside. Pick the lock and sneak to the Closet if you feel you can make it there. After entering the Closet then check your Map again. If he still hasn't moved or has moved to the southeast end then moved back then head northeast to the south side of the east dividing wall. If he still hasn't moved or returned to the northwest end of his patrol then sneak behind him and Wire/Poison him. After killing Raymond then go back to your ICA Crate to retrieve the Diamonds Briefcase and head to your Suit. Stand by the Suit but *DON'T* switch back to it yet. Look out for and wait for the patrolling Cop to go through the Courtyard you are in before changing. After getting back into your Suit then head to the Exit Point with the Diamonds Briefcase to successfully complete the mission. 0=-=-=-=-=-=-=-=0 / Rocky Mountains \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM8. "You Better Watch Out..." 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Rocky Mountains / 0=-=-=-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: December 24, 2004. 47's next assignment takes him to the Rocky Mountains. Senator Bingham is being blackmailed by pornography tycoon Lorne de Havilland. Lorne has a compromising video of the Senator's son, Chad. Senator Bingham is in a tight re-election campaign and the video could cost him the election. The mission is to eliminate both Lorne and Chad and retrieve the Videotape for the client. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Lorne De Havilland. >>Kill Chad Bingham Jr. >>Retrieve Video Tape. >>Escape the Estate. 0=======0 | Reward \ 0=======================================================> Objectives: $470,000. Rating Bonus: $150,000. Total: $620,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by all of the Christmas Guards, most of the Bodyguards, the Mystery Assassin, and inside the Weapons Box on the following floors: ++Pier Inside ++Staff Floor ++Main House - 2nd Floor (Guards Quarters) ++Studio Floor ++Helipad >>TMP *** Carried by some of the Bodyguards and inside the Weapons Box on the following floors: ++Studio Floor ++Helipad 0==============0 | General Notes \ 0=======================================================> Compared to the last mission this one was a breeze. The strategy I used to beat this mission when I first played it years ago works well even in Professional difficulty with only a few minor tweaks. There are two types of Guards - the Christmas Guards (dressed in red) and Bodyguards (dressed in black). There is also a Mystery Assassin in this mission. You won't get anything additional for taking her down but I've included an easy means of dealing with her should you want to confront her anyways. If you've spent very little or nothing on upgrading then this is the earliest you can get the "High Roller" Achievement on the Xbox 360 version. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are nine levels to the map: >>Main House - Terrace >>Staff Terrace >>Pier >>Helipad >>Studio Floor >>Main House - 2nd Floor >>Main House - 1st Floor >>Staff Floor >>Pier Inside The Pier is where you start at and has your primary Exit Point along with your ICA Crate. The Main House - Terrace is where you can find the glass bottomed Jacuzzi and Chad himself. The Staff Terrace is where you can find a Power Switch and see underneath the glass bottomed Jacuzzi. The Helipad has a secondary Exit Point which is a helicopter. The Studio Floor has three Points of Interests. The first one, to the northeast, is where you can plant a mine to drop studio lights down onto the floor below. The second Point of Interest, near the center, is where you can find the incriminating Videotape. The last one, to the east, is another Weapons Crate. This is also where you can find Lorne wandering about between the Stage and his Bedroom. The Main House - 2nd Floor has a Guards Quarters (where you can find the CCTV tape) and one Point of Interest which is a rock ladder you can climb to reach the roof. The Main House - 1st Floor has two Points of Interests. The first one, to the north, is a secret passage through a small waterfall. The second one, to the south, is where you can find a bottle of Aphrodisiac. The Staff Floor has two Point of Interests. The first one, on the left, is where you can find the Waiter Outfit. The second one, on the right, is where you can find a Weapons Crate. The Pier Inside Map has one Point of Interest which is the the window that looks into the Guard Room. 0======0 | Intel \ 0=======================================================> >>Don't expect any presents this year - Santa drinks too much. >>The bartender knows how to help improve performance in the grottos! >>Waiters often shower in the staff changing room. >>Even small, annoying Dogs eat sausages. >>The glass-bottomed outdoor Jacuzzi looks down on the Pier 70 feet below. >>Among the high society, spiked drinks are all the rage. >>Heavy light rigs are installed in the Photo Studio. >>Lorne recently hired a former US Air Force helicopter pilot. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (an SLP. 40 .S Pistol is recommended). When the mission starts then you will be by your primary Exit Point on the Pier. Head north onto the bridge and turn right when you get to the end. Continue east to the southeast corner of the Pier area and you will find a Christmas Guard by the corner of the railing. Turn north and you will find the wooden archway leading into the Pier Inside. As you approach the archway then you will be seen by the CCTV. You will also be captured by the CCTV if you go up the regular Elevator as well. The Surveillance Machine is located in the Guards Quarters on the Main House, 2nd Floor. Getting the CCTV tape will be the last thing to do in the mission. When you get to the archway then stand by the right side and look left to find another Christmas Guard through the window into the Guard Room. Look more to the left to find a Laser Sensor that needs to be deactivated. Wait for the Christmas Guard to go right and out of view then bring out your Pistol and sneak forward to the door ahead that goes into the Guard Room. Go inside to find the Christmas Guard standing by a vending machine. Sneak up behind him and Whip him then look southwest to find the big red button that deactivates the Laser Sensor. Press the button then drag the Christmas Guard through the door. The first Christmas Guard you passed will be near the center of the Pier area and out of view. Drag the Guard through the deactivated Laser Sensor and to the Elevator. Drop him here. The reason for dragging him here is that the first Christmas Guard will come into the Guard Room from time to time so you can't leave the body there. And this will be a good place to leave your Suit. Switch into the Christmas Guard Outfit and Call the Elevator. While it is coming down then head back into the Guard Shack, stand between the door and the vending machine, and look south. The first Christmas Guard will eventually come into this room. When he stops then sneak up behind him and Whip him. Leave the body - nobody else comes here. Although the Christmas Guard Outfit is a good disguise it won't allow you access to the upper floors where Lorne is located. For that you need a Bodyguard Outfit. Thankfully, there is an easy way to acquire one. Go back into the Elevator and enter it then take it up to the Staff Floor. When the door opens then you will see two doors - one ahead of you and one to the right. Take the one on the right to enter a Wine Cellar where you will find a Bodyguard sitting in a chair. Get up behind him, listen for the sound of the door that you came through closing, then Sedate him. Then go and change into the Bodyguard Outfit. You will now be able to have full access to everyplace in the Mansion. Go through the door at the southwest corner of the Wine Cellar to enter the Break Room. You should see a Bodyguard sitting in a chair in the southwest corner of the next room. There is another Bodyguard that patrols this room and may be standing next to the Weapons Box next to the vending machine. After entering the Break Room then turn right and go through the next door into the stairwell. Turn left after going through the door and go up the stairs. Continue going up then go through the first door you get to which should lead you into the Kitchen. On one of the central counters is a Sausage (you will also find another one on the floor near a trash can). Grab one of the Sausages then continue west to a table that has a large bowl of eggnog. Then turn right to enter a small room. Close the door and drop the Sausage. The Sausage is going to be used against Lorne's small dog. The Dog needs to be knocked out before you can do anything to Lorne. So, if you like dogs, then Sedate the Sausage. If you hate dogs then Poison the Sausage. After tampering with the Sausage then pick it up and exit the room. Go through the door at the east side of the Kitchen and you will see some filing cabinets to your right and a large sofa to your left. Turn left to find some shelves next to the sofa. Here you will find a bottle of Aphrodisiac. Pick it up then continue east and turn south at the corner. Go through the next door and you should see a fireplace to your left. The door you came through is the Staff Only door. Note this location - we'll be coming back here later. After going through the door then continue forward and turn left at the corner then turn left again to enter the main Bar area. Go to the Bar and you should see a Martini Glass at the corner. This Glass is what is being served to Chad. If it is not here when you get to the Bar then you will have to leave and find the Waiter. The reason for this is that you will cause your Threat Meter to creep up if you stand around the Bar and wait. Finding the Waiter and following him back to the Bar should prevent that since you are not standing around waiting for him to bring the glass back. You should also see a prompt to Add Aphrodisiac when you approach the Glass. Go ahead and Add Aphrodisiac - even though there are tons of people, including Guards, in the Bar nobody will care, even the Bartender who is looking right at you. After that then head north into the VIP Area. Follow the path until you can turn north then turn east to go through the door that leads into the Grotto area. After going through the door then head north where you will find a small waterfall in the next corner. Turn east at this corner and go through the set of double doors. Here you will find a couple making out in the hallway. One of them is the Mystery Assassin who is female: >>The Mystery Assassin ******************** As noted, there is absolutely nothing to gain by killing her. However, if you insist on facing her then here is the way to do it. When the couple breaks up then follow her into the room. Then a short cutscene will play. After the cutscene then she will be behind you. If you do not do anything then another cutscene will play in which she will kill you. You also cannot kill her before the first cutscene plays. She is a Civilian until the cutscene plays then, after it, she will become a Target. You have to kill her before the second cutscene. But, as noted, she will be behind you. However, the camera will be looking at her. So, *IMMEDIATELY* after the first cutscene ends then go into 1st Person Mode which will instantly turn you around to look at her ugly face. Then quickly Punch her out. She will be pulling out a gun and your cover will be blown as you hit her. After she finishes pulling out the gun then she will fall against the sofa. Then Poison her mangy unconscious ass and be done with it. Don't worry about the blown cover - it won't count since you killed her. It is one of the few times you can blow your cover and not get punished for it. After killing her then go back into 3rd Person Mode, head to the door, and look through the Keyhole. Wait for the Bodyguard that patrols this hallway to walk right or left past the Keyhole before leaving the room. Now put yourself in the northeast corner of this hallway and wait. Chad will eventually be served the spiked drink then leave with a female companion. He will walk past you and enter a room to the south of you. Wait for him to enter and for the door to close. Then wait about five seconds, open the door, and let him see you. He will then get up and leave since you performed what could be considered, in this game anyway, "coitus interruptus" on him. As he is getting up then head south through the door and head down the stairs ahead of Chad (walk past the patrolling Bodyguard if he is standing in the stairwell before running down). Eventually you will get to a balcony. Stand at the southwest corner and wait. When Chad stops at this corner then push him over to perform an Accident. This will take care of one objective. After that then head all the way back to the small waterfall you passed earlier. Go through the small waterfall to enter a secret passage leading back into the VIP Area. After going through the waterfall, and past the Photographer who is sitting at the edge, then turn right after a short distance to find a door with a couple of Bodyguards. Go though the door and into the Elevator ahead. It should be noted that they won't allow Christmas Guards past this door. This is where the Bodyguard Outfit comes in. Take the Elevator up to the Studio Floor. Check your Map to see where Lorne is at. He can either be at the Studio (on the east side of the floor) or on the balcony to his Bedroom (at the southwest corner of the floor). It is best that he be in the Studio so you can set things up. Head to his bedroom then drop the Sausage just inside the door (and Prep a Pistol). Then head to the balcony. Hang near the west set of doors and wait for Lorne to come to the balcony. As he is walking to the balcony his dog will eat the tainted Sausage and will be out of action by the time it gets to the door leading outside. If you do not knock out the dog then its yapping will alert Guards as you try to do anything against Lorne. But, with the dog out, then it is safe to kill Lorne - in this case by pushing him over the railing. Wait for Lorne to stop at the railing then sneak up to him but *DON'T* push him over yet. Look southeast and down to the lower two levels of the Mansion. There will be Guards down there. Make sure that either you don't see Guards or the ones you see have their backs turned before making your move. When the coast is clear then push Lorne over to perform an Accident. This completes another objective. Now it's time to go after the Videotape. And to safely do that I need to knock out some Bodyguards first. There are three Bodyguards on this floor. One is inside the room where the Videotape is and goes east-west withint the room. Another has three stops in his patrol pattern. One stop is inside the Studio (and goes through the room with the Videotape to get there), another is inside the hallway with the Elevator, and the last stop is right by the Bedroom door. The last Bodyguard goes between the Studio and the end of the hallway west of the Weapons Crate. Head to the hallway where the Elevator is and stand between the two pictures while looking at the Elevator. The Bodyguard will eventually pass you by and stop just ahead of you. Sneak up to him and Whip him. Leave the body - Lorne is the only other person to go through this room and he is already dead at this point in the mission. From here, head south and turn left to find the door that goes into the room with the Videotape. Open the door and Nudge forward a little to keep the door open. If you see the Bodyguard when you open the door then wait for him to leave and return before doing anything. The last thing you want to do is the have him turn around while you are sneaking on him so it is best to wait. When he gets back then sneak up on him and Whip him. Leave the body and go get the Videotape which is on the desk to the south with two active monitors. Then exit the door to the east to enter the Studio, go past the ladder, then enter the door to your right which leads to the Weapons Crate. Go through the next two doors to enter the stairwell. If you want a TMP then you can Whip the remaining Bodyguard when he stops by the door to the stairwell. When you get inside the stairwell then go all the way down to a locked door. This door leads into the Guards Quarters where the CCTV tape is at. Pick the lock then sidestep right when it opens. You will find one Bodyguard who is going between the two desks within the room (I'll call him the Desk Guard). Another Bodyguard will come in through the opposite door and stand just inside the room for awhile before leaving again (I'll call him the Patrolling Guard). You need to stand out of view of these Bodyguards. Standing in the doorway *WILL* cause your Threat Meter to creep up so you cannot be seen. And, of course, this means you cannot just walk in and take the CCTV tape - you'll blow your cover and get attacked. You have to use your camera to go between the two Bodyguards as you wait for the Patrolling Guard to leave. You cannot just look through the Keyhole - you'll only see the Patrolling Guard. You also need to wait to make sure that the Desk Guard is either going to another desk or just arrived at a desk when the Patrolling Guard leaves before doing anything. When the coast is clear and the timing is right then sneak inside and Grab the Desk Guard then move him to the stairwell. Be careful - the door to the stairwell opens in so you need to quickly step back a couple of steps when you open the door. After that then move him up to the first turn and Whip him. Then head back to the door and look through the Keyhole. Wait for the Patrolling Guard to leave before re-entering the room and Steal Video Tape from the desk closest to the vending machine. After taking the CCTV tape then go through the door by the vending machine and turn left to go through a double door. Then turn left again to go down a set of curved stairs that lead back to the Staff Only door. Go back through the Staff Only door and retrace your path to the Break Room on the Staff Floor. When you get to the Break Room then continue east past the vending machines and through the door then into the Elevator. Head back down to the Pier Inside floor and switch back into your Suit. Then head to the Exit Point to successfully complete the mission. 0=-=-=-=-=-=0 / Mississippi \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM9. "Death on the Mississippi" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Mississippi / 0=-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: January 12, 2005. 47's next mission takes him to Mississippi. He is to shut down a gang known as the Gators. The Gators handle the distribution of drugs up and down the Mississippi River. They use a riverboat as their means of moving the merchandise. 47 is to eliminate the six Gator members and their boss, Skip Muldoon. He is also to retrieve any documents in Skip's safe which is on the upper deck. The upper decks of the riverboat are exclusive to the Gators and are off-limits. Of course, that means little to a professional like 47..... 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Skip Muldoon. >>Kill the Gator Gang (six members). >>Retrieve Pictures. >>Escape via the Rescue Boat. 0=======0 | Reward \ 0=======================================================> Objectives: $470,000. Rating Bonus: $150,000. Total: $620,000. 0========0 | Weapons \ 0=======================================================> >>Snub Nosed ********** Carried by the Sailors and inside a Weapons Box on the 2nd Deck, Staff Quarters. >>Desert Eagle ************ Carried by Skip Muldoon. >>Bull .480 ********* Carried by most of the Gators and inside a Weapons Box on the 2nd Deck, Staff Quarters. >>Shotgun ******* Carried by one of the Gators. >>FN-2000 ******* Inside one of the rooms on 2nd Deck, Staff Quarters. ++Notes ***** There is only one new weapon and it can be acquired easily. All of the other weapons can be easily acquired as well. 0==============0 | General Notes \ 0=======================================================> This was a tough level to figure out because of all of the Targets and Pistolwhipping needed to ensure a clean Silent Assassin run. The most popular method of getting rid of the Gator on the third floor is by pushing him into the river near the beginning of the mission. But I decided on a different approach and saved him for last. One of the irritating things I found at Expert and Professional difficulty was that you could get your Threat Meter in the yellow if you wore the Sailor Outfit in certain areas. But I discovered that if you wore the absolute correct outfit for these areas then you can keep your Threat Meter under control. One interesting thing to note that, if you wear the Sailor Outfit and try to go up to the VIP Area, you will be searched by another Sailor. I wonder why that is? Finally, all the Gators will be numbered in the order they will be dispatched. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are five levels to the map: >>5th Deck, Gators Private Deck >>4th Deck, Restaurant Deck >>3rd Deck, Cabin Deck >>2nd Deck, Staff Quarters >>1st Deck, Engine Room The Engine Room deck is where you start and also has your Exit Point. You will start off on the north end and you must make your way through the normally off-limits Staff Quarters deck to get to the Exit Point which is at the south end. Your ICA Crate is in a small room not far from where you start. The Engine Room is at the center of the map. The Staff Quarters has two Point of Interests. The north one is where you can find a key to the Engine Room. The second is the Weapons Room where you can find the FN-2000 rifle. The Cabin Deck has no Points of Interests but you can find one of the Gators standing in the Main Hallway. The VIP Rooms are to the south along with the stairs leading up to the VIP Area. The stairs leading down to the Staff Quarters are at the east central side of this map. The Restaurant Deck has two Points of Interests. The north one is where you can find the Cake you can use against Skip. The south one is where you can find a Weapons Crate. The Gators Private Deck is where you can find one Point of Interest which is the Safe where the Pictures are kept. Skip and three Gators can be found on this floor. 0======0 | Intel \ 0=======================================================> >>The Engine Room is off limits to passengers - the Furnace is a dangerous workplace. >>Man over board - the wild waters of the river will cause certain death. >>The Captain's cake is being prepared in the Galley in the rear of the 4th deck. >>Only the 1st Class Pursers are allowed in the Gators Private area. >>The lower class Kitchen prepares food for both the tourists on board as well as the Gators on the top deck. Extra flavor could be added. >>The boss has received some heavy duty hunting gear from a business alliance. The present is kept secure at the Staff Quarters. 0====================0 | Mission Walkthrough \ 0=======================================================> When the mission begins then you will be on the north end of the 1st Deck facing the main stairs leading up to the 3rd Deck. Go southeast past the pillars then angle south and go past the Power Switch. When you get past the Power Switch then angle southwest to find the door that leads into the Engine Room. Directly north of it is a large group of crates. Quickly pick the lock then stand by these crates, look directly at the door, and Prep your Poison. After awhile Gator #1 will appear and will go through this door. When he opens the door then bring out your Poison and speed walk towards him as he goes through it. When you catch up to him then quickly Poison him. Then drag him behind one of the two nearby boilers and grab his Bull .480 (you'll need it). Then go back outside and head back to where you started. From here, run up the stairs and turn right at the next platform then go up the rest of the stairs. When you get to the top then run left and go south along the side of the boat. Run until you get to a door then go through it. You will be in the middle of the boat at this point. Continue forward and turn right at the corner to go south along the Main Hallway here on the Cabin Deck. Run through the set of double doors to enter the VIP Rooms area. Continue forward and turn left at the next corner. If you are in the right place then you should see a Restroom. Go into the Restroom and enter the first stall on your right. Stand in front of the toilet and quickly Prep the Bull .480. Shortly after you enter the stall then a Purser will go into this stall and take a piss. When he starts pissing then Grab him and move him off to the right then Whip him, exit the stall, and close the door. This will prevent him from becoming a problem for the next step in this mission. Now go into the other stall and stand by the toilet. After awhile a Sailor will enter the Restroom and use this stall. Grab him, move him off to the left, then Whip him and change into the Sailor Outfit. Exit the Restroom and go through the Staff Only door directly west of your position. Ahead of you is a White Trellis that can be climbed up to the 4th Deck. At the top of the Trellis is the west end of a curved walkway that goes around the south end of the boat. It also has the stairs that go up to the 5th Deck and a Weapons Crate that sits underneath them. Gator #2 also patrols this deck. He will go from the Galley on the west side, stop by the railing just underneath the stairs, head into the VIP Area at the east side, then go back to the Galley. You cannot be see climbing the Trellis but, once you are on top, then you won't have any problems. However, as you climb, look up and north. You will see part of the 5th Deck and may spot a 1st Class Purser. As long as he is standing still or out of view then you should be okay. After you climb to the top then head to the stairs leading up to the 5th Deck. You should see the Weapons Crate here. Stand to the east of it and underneath the light while looking south. It should be noted that there is a 1st Class Purser that also goes onto this walkway but, at this point, he is currently up on the 5th Deck and won't be a problem. Eventually Gator #2 will stand at the railing in front of you (with your Threat Meter creeping up a little in the process). Sneak up behind him but *DON'T* push him over. Instead, Grab him, sidestep left just past the pole then Drop Body (which will throw him over the railing). Why do this? Because if you just push him over then he will land on the Engine Room deck by the Exit Point. The body may be found by either a Sailor or Purser down there. By Grabbing him and moving him to the left past the pole then he will land in the water instead allowing for easier disposal. Store the Bull .480 in the Weapons Crate as you will not need it for the next part of the mission. After dealing with Gator #2 then head east and follow the walkway then go through the door at the end. You should be in the VIP Area. If you tried to go up the stairs leading up to the VIP Area then you would be searched and suspicions may be raised. But, by going this route, then you will be behind them and won't cause any problems. From here, head to the southwest corner of this room and go through the door. You will then enter a hallway. Ahead of you is a door marked Private. This is the Galley where you will find the Cake you can take up to Skip. You will also see another door to the right of it. This is a Staff Only door and this is where you will find a 1st Class Purser Outfit. Go through the Staff Only door and head to the 1st Class Purser Outfit which is to the right of the Closet. Switch into the Outfit then leave the room through the other door. Turn right then right again to enter the Galley. Grab the Cake and go through the next door. Although you can smuggle weapons inside the Cake I prefer not to do that - I can find what I need inside the Private Deck. You should now be back outside on the walkway. Now go south and up the stairs onto the 5th Deck. When you get to the top of the stairs then head north towards the door to find Gator #5 standing guard. He will stop you so you can be searched. This is why you needed to get rid of the Bull .480. After being searched then go through the door. You will be in a small hallway with two doors. Go through the one on the left to enter the Restroom. Go to the southwest corner and drop the Cake, stand in front of the toilet, Prep your Fiber Wire, and wait. In addition to Gator #5 by the door there are two additional Gators patrolling the Private Deck. Gator #4 will go through the main Recreation Room and head north into Skip's Office area. Then he will head through the Bedroom and go outside. Then he will head south, stop at the southeast corner of the building for awhile then head back inside. Gator #3 will patrol the east side of the building then go inside. He will stand inside the Recreation Room for a bit then head into the Restroom before heading back outside. Skip himself will go inside the Bathroom to the east, back into the Office, go into the Bedroom, then outside before going back inside. When Gator #3 goes to use the Restroom then Wire him and pick up the Bull .480 (which will automatically Prep it). Leave the body since nobody else goes in here. Now go into the Recreation Room. Depending on your timing you may find the 1st Class Purser wandering about. This Purser will also bring a plate of Burgers for the Gators and leave it on the table. He won't leave until the Burgers are gone. There are three Burgers and they are eaten by Gator #3 and #4. As these Gators go into and through this room they will take a Burger. When the Burgers are gone then the 1st Class Purser will take the plate and leave. He will go to the Kitchen to get another plate then come back up. It is a long route so it will be awhile before he comes back. To make things easier for myself in regards to doing what I need to do I am going to knock him out. But, sometimes, he doesn't bring up a plate. That will change how you can go about knocking him out and killing Gator #4. There are two approaches to take depending on whether or not he brings a plate of Burgers: >>Burgers ******* If he brings up a plate of Burgers then head to the wall at the east side of the room and look west towards the table that has them. When the Purser stops near them then line yourself up with him. After Gator #4 picks up a Burger and disappears into Skip's Office then sneak up to the Purser when he stops near the Burgers and Sedate him. Then drag him to the Restroom. Prep your Fiber Wire and stand just to the right of the plate. When Gator #4 stops to pick up another Burger then quickly Wire him and drag him to the Restroom. >>No Burgers ********** If the Purser does not bring a plate then he will leave shortly after he arrives. Prep your Fiber Wire, stand at the Light Switch, and turn it off. When Gator #4 comes in and tries to turn on the light then quickly Wire him and drag him into the Restroom. Prep your Sedative and stand by the Light Switch. Turn it off if he managed to turn it on. When the Purser comes back here then Sedate him when he tries to turn on the Light Switch. Turn on the light and drag him into the Restroom. Of course, depending on how many Burgers are still on the plate and when Gator #4 gets one, then you can ambush the Purser in a couple of other places. One is by a chair (the left one) for the large table at the north end of the room. The other is near the southwest corner of the Pool Table. After killing Gator #4 and ambushing the Purser then go back to the Restroom, Poison the Cake and pick it back up. Head to the door leading into Skip's Office, stand to the left, and open the door. Make sure that Skip's "bitch" (as it's stated in the Target Info) is in the Bathroom before entering. Place the Cake on the desk and leave the room. Stand by the door and wait. Skip will eventually sample the Cake and die shortly thereafter. Go back inside the Office and drag his body to the Restroom (to make sure it isn't found by the "bitch" if he somehow leaves the Bathroom). Grab the Desert Eagle from Skip and leave. Head into the Bedroom and open the Safe to Retrieve the Pictures. Go to the door and pick the lock. Remember the 1st Class Purser I told you about when climbing the White Trellis? Well, I am going to knock him out so I don't have any problems later. Stand by the door, open it, Nudge a little into the open doorway to keep the door open, and wait. When he stops by the railing ahead of you then go out the door, turn left then turn left again at the corner, and stand underneath the light. Look south and wait. When he comes back here then sneak up behind him and Whip him. After that then follow the walkway to the southwest corner of the building. Stop just before you get to the southwest corner and look east to find Gator #5. Wait for him to have his back to you before approaching. If he already has his back to your then wait for him to move to the other side of the door and come back before making your move. The last thing you want is to approach him while he has his back turned and have him turn around as you get up behind him. When he is in position then sneak up behind him and Wire him. If you need the Shotgun then grab it and place it into the Weapons Crate. From here, then head back to the White Trellis and climb it down. Knocking out the 1st Class Purser above will prevent him from becoming a potential Witness as you head down. After climbing back down then re-enter the door back into the VIP Rooms area. I still need to go after Gator #6 but I am going to clear the way to the Exit Point so I can safely get to it in my Suit and acquire a new weapon. Head north through the Main Hallway and through the double doors. Ahead of you, past the hallway junction, is Gator #6 and his Girlfriend enjoying themselves. They won't break up unless you approach them. I prefer to leave them this way until I want them to leave. This is also why I went on the walkway alongside the boat instead of going through the Main Hallway near the beginning of this mission - so I wouldn't break them up too soon. When you get to the hallway junction then take a right and head for the door leading outside. Right by the door is the stairs going down to the Staff Quarters. Go down the stairs and through the Staff Only door. Since you are already dressed as a 1st Class Purser then you should have no problems. Just right after you enter you should see a door to your left. Go through it and you should see a Closet at the north side of the room. Stand five feet from the Closet and look north at the right side of it. Eventually an Engineer will come into the room and stand in front of you. Whip him when he does. He goes between the Engine Room and this room and getting rid of him will make for one less person in the hallways. Change into his Outfit which will make it easier on you when you are down near the Engine Room. If you go down there in any other Outfit then your Threat Meter can creep up pretty quickly if you are looked at too long by any Sailor or Engineer inside the Engine Room area. After acquiring the Engineer Outfit then leave the room and turn left to find the main hallway on this floor. Proceed south until you see two Sailors come out to meet in the hallway and then go back around the corner and out of view. Wait until you see them break up before proceeding. On rare occasions if you pass them by when they are in the hallway they may get stuck, meaning that they remain in the hallway, and force you to either reload from a saved game or restart. By staying back then you can prevent this and make sure they break up. After they return to their respective rooms then head south down the hallway. On the wall to your right, as you proceed, you will find two doors. The first door is the Weapons Room. We'll come back here later. The second door, and the one to go through, is the Locker Room. The room will be dark but leave the lights off. Head to the north to find some lockers. You will also find a Purser Outfit laying on a bench. Stand between the Purser Outfit and the partially open locker while looking west. Eventually another Sailor will enter this room and stand in front of you at the end of his route. Whip him and leave the body. This will make for one less person wandering the Staff Quarters deck. You can also take his Snub Nosed Pistol if you want. Leave the Locker Room and turn right to go back south. At the junction, turn left and proceed through the next door. This will lead you to the stairs down to the Engine Room deck. Go down the stairs and turn 180-degrees to find the next door. Go through the door to enter a T-shaped room. Hug the wall to your left, go to the middle of this room, then stand and look north while in 1st Person Mode. A Sailor will eventually come into this room. If you wore a different Outfit then your Threat Meter will rapidly increase as he approches. The Engineer Outfit will keep that in check. He will stop in one of two places within this room. When he stops then sidestep to get behind him then sneak up and Whip him. Then head to the west door. Go through it and stop. Near the top of the door is a light. Head south along the wall and stop when you get to the *FIFTH* light then look south. Eventually a Purser will come and stop by the railing. Sneak up behind him and Whip him then change into the Purser Outfit (you'll need it to safely get at Gator #6). And, by Whipping this Purser, then you have also eliminated the last person that roams the Staff Quarters and the south end of the Engine Room deck. This completely clears the way for you to safely come back down later with your Suit. Head back up into the Staff Quarters and to the door of the Weapons Room. Look through the Keyhole. You should see the back of a Sailor looking at a wall. Sneak through the door, get up behind him, and Whip him. You should see a FN-2000 on a nearby table with a Rifle Suitcase on the floor. Leave that for now - it is time to go after Gator #6. From here, head up to the Cabin Deck and approach Gator #6. Both him and his Girlfriend will go into the nearby room. Go up against the opposite wall and look at the door. After a short conversation then the Girlfriend will leave. Wait a few seconds then go through the open door, take a couple of steps, and stop. When you hear the door close then sneak up behind him and Wire him. Then drag him into the southwest corner of the room. Oddly enough, when the Girlfriend returns to this room later she will *NOT* see the body in the corner. However, it can still be seen if the male passenger that goes up and down the Main Hallway sees the body through the open door if he happens to pass it when the Girlfriend opens the door to enter or exit the room. After killing and dragging Gator #6 into the corner then leave the room and speed walk back to the Restroom to re-acquire your Suit. Then speed walk back down to the Staff Quarters. The thing here is that, even though you can be seen heading down the stairs by Sailors and Civilians, nobody will say anything unless they see you go through the Staff Only door at the bottom of the stairs which is unseen from above. But this is not a problem since you have taken down the only two people who either go through or near this door (the Sailor you ambushed in the Locker Room and the Engineer). When you get back down then go into the Weapons Room. Grab the FN-2000 and the Rifle Suitcase (to put it in) then run to the Exit Point to successfully complete the mission. 0=-=-=-=-=-=0 / Mississippi \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM10. "...Till Death Do Us Part" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Mississippi / 0=-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: February 17, 2005. The same client that 47 helped in the last mission has another mission for him in the same area. 47 is to infiltrate a wedding party and kill the father of the bride and his son-in-law. He is also to protect the bride as he goes about his business. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill the Groom. >>Kill the Bride's Father. >>Ensure the Bride's safety. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $500,000. Rating Bonus: $150,000. Total: $650,000. 0========0 | Weapons \ 0=======================================================> >>Six Shooter *********** Carried by some of the Guests, Gangmembers, John "Pappy" LeBlanc, the Groom, and inside a Weapons Box on the 2nd Floor. >>Shotgun ******* Carried by some of the Guests, Gangmembers, and inside a Weapons Box on the 2nd Floor. >>Elephant Rifle ************** Inside Pappy's room on the 2nd Floor. ++Notes ***** There are two new weapons here and both can be easily obtained. However, if you want the Elephant Rifle, you will need to play the level twice (but only after acquiring a Silent Assassin rating first). The reason is that, even though nobody will freak out if you are seen with the Elephant Rifle, you will create a lot of Witnesses as you travel to the ICA Crate to store it which will greatly impact your rating. There are a few steps to safely acquiring both the Elephant Rifle and Shotgun: >>Step One ******** Get the Guest Outfit and proceed inside then ambush the Priest and change into his Outfit. Then head to the base of the spiral staircase south of the Kitchen door. >>Step Two ******** You need to have the Gangmember Outfit to properly acquire the Elephant Rifle safely. From the bottom of the spiral staircase, head north back into the Kitchen and turn right. Go through the next door and go through the door to your left that goes outside. When you get outside then head east towards the Boat House. It is okay to go through here since this is how the Priest arrived. Go through the double doors and turn right. Continue forward and turn left at the corner. Continue forward and stop near the next doorway. You may see a Gangmember at the northeast corner near the boat through the doorway. Wait for him to leave then head to the northeast corner, stand up against the chain, and look south towards the boat. When he comes back here then Whip him. Leave the body, change into the Gangmember Outfit, and retrace your way back to the spiral staircase inside the Mansion. >>Step Three ********** Proceed through the rest of the mission as written and kill both the Groom and Pappy. After killing Pappy then grab the Elephant Rifle off of the wall nearby. >>Step Four ********* Head back out of the Mansion the same way you came. Go to the ICA Crate to store the Elephant Rifle. Then go to the platform where the Guests are shooting at the Alligators. Wait for one of them to place the Shotgun on one of the crates. Grab it then head to your Exit Point (no need to get your Suit). 0==============0 | General Notes \ 0=======================================================> Compared to the last mission this one was a breeze. However, it was very frustrating at first. No matter what I was doing I kept getting lots of Witnesses (anywhere from 12 to 23). After doing some research on Google I found that it was because of the Elephant Rifle. My initial strategy included always obtaining the Elephant Rifle. And, by walking towards the ICA Crate, I was unknowingly creating Witnesses. The game states that the people aren't going to be alarmed if you are seen with a weapon but didn't say that you would create problems for your rating. After playing one time without obtaining either the Elephant Rifle and/or Shotgun I had an easy Silent Assassin rating. And this information makes it a good way to jack up your Notoriety Rating for the "Notorious" Achievement on your initial playthrough of this mission. You can safely get up to 62 points by obtaining the Elephant Rifle and walking everywhere making sure that you are seen by as many people as you can before completing the mission (I've gotten 77 Witnesses during one attempt). Then max out the rest of your Notoriety Rating by rampaging your way through the next mission "A House of Cards". Most people tend to Poison the Wedding Cake to kill the Groom but I prefer to drop a Chandelier on him. Less risky if done correctly. I also prefer to kill Pappy inside his room rather than risk being seen outside trying to do him in. One final thing - depending on what version of the game you have the Groom can either be just the "Groom" or "Buddy Muldoon". For this walkthrough I will just use the "Groom" name. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are four levels to the map: >>Mansion, Attic >>Mansion, 2nd Floor >>Mansion, 1st Floor >>Outside The Outside Map is where you start and you will be next to your primary Exit Point which is at the south end of the Map. A secondary Exit Point is at the Boat House at the northeast side. The only Point of Interest is the Wedding Bell just south of the Mansion. There is also a Guards Quarters at the northwest side near the Family Graves. The 1st Floor has nothing of interest but has the Greenhouse, to the west, and the Reception Area, to the north. The 2nd Floor also has nothing of interest but has a Guards Quarters at the northeast corner. Pappy's room is near the southwest corner of this floor. The Attic has a Power Switch and three Point of Interests. These are the Winches that you can use to drop Chandeliers onto the 1st Floor when properly mined. 0======0 | Intel \ 0=======================================================> >>Guns and shooting in outdoor areas don't make Rednecks panic. >>The water is home to Alligators. >>The Priest rings the Wedding Bell to announce the ceremony. >>The Father's recently deceased brother is buried at the family graveyard. >>The Groom can't keep himself from the whipped cream on the Wedding Cake. 0====================0 | Mission Walkthrough \ 0=======================================================> When you start the mission then you will be right next to your Exit Point and looking out towards a platform with several Guests shooting at Alligators. Proceed forward and follow the walkway until you can head north onto the Mansion grounds. When you get onto the grass then look to your left to find a drunken Guest staggering around. He is heading to the burned out building you passed on your way to the grounds. Turn left to find a bridge going into the burned out building. Go south into the building and wait at the northeast corner. Eventually the drunken Guest will stagger his way inside. Then he will sit down and pass out. Go up to him and change into the Guest Outfit, pick up the Six Shooter (for your weapons collection), and the very important Party Invitation. You won't be allowed in without it regardless of Outfit. After this then speed walk north past the dance floor and through the main entrance of the Mansion. You should see the main stairs leading up. To the right of the stairs you may find the Bride standing there. Head north along the right side of the stairs and turn right at the corner. Ahead of you you should see a door marked Private. This is the Kitchen. Now comes the trickiest part of this mission. The timing can be random between certain Guests, the Priest, the Waiter (that goes into the Kitchen and the Reception Area), the secondary Waiter (who goes between the Boat House and the Kitchen), and the Groom. You need to go through the Kitchen and to the room to the south without being seen. Usually, you will encounter the Groom just as he leaves the Kitchen or just before he leaves. The Priest has just gone ahead of you through the Kitchen and to the south room. Both Waiters are well outside of the Kitchen. When the Groom passes you by then look behind you to make sure that the coast is clear. You also need to look out for Guests heading to and from the Restroom at the west side of the floor. When everything is good then go through the Kitchen and through the next door on your right. Just as you step through the door then immediately stop. Look to the east to find another door. If your timing is good then you may find it open. This is because there is a Gangmember that opens this door from time to time. By standing in the doorway then you can't be seen by him. After the door closes then turn west and follow the corner. You should see two doors - one to the west (which is another Private door) and one to the south. Open the south door and sneak inside. If everything has gone well then you should see the Priest standing inside this room enjoying a quick drink. If not then go into the Walk-In Closet at the north side of the room, close the doors, and look through the Keyhole. When he is in the room then sneak up behind him and Whip him. Leave the body. It should be noted that, if he is not in the room and you hide in the closet and you have waited a long time, then it is because the Priest has become stuck inside the Reception Room and won't come to you. Restart if this happens - thankfully this problem is very rare (only happened once on the PS2 version). After that then change into the Priest Outfit. This Outfit will give you more access around the Mansion but not everywhere. In addition, by knocking out the Priest, then you have also prevented the wedding ceremony from taking place. Of course, if you want, you can perform the ceremony yourself for some additional fun. From here, head to the bottom of the spiral staircase just south of the Kitchen door. Go up the spiral staircase then head up all the way to the Attic. As noted there are three Winches that you can sabotage - two to the north and one to the south. The one you want to mine is the one at the *NORTHWEST*. After planting the Mine then head to the spiral staircase at the west side of the floor and head down to the 2nd Floor. When you get to the 2nd Floor then head west towards a door that leads outside. As you get to it then you should see a door to your left. Pick the lock of this door and you should enter an L-shaped room. Go forward to the next door and stop. Check your Map to look for your Targets. The Groom will go outside to the front of the Mansion and shoot some bullets in the air, go back inside and to the Kitchen to sample the Wedding Cake, then into the Reception Room to play the Piano before heading back outside. Pappy will start from his room, go downstairs to the Greenhouse, then go outside to the Family Graves before heading back inside and to his room. If you are wearing the Priest Outfit at this point then Pappy should be walking past the Guards Quarters towards the Family Graves. Walk into Pappy's room to find a Walk-In Closet and a regular Closet. Go inside the Walk-In Closet, pull out your Detonator, and look at your Map for the Groom. When he stops at the Piano (at the northwest side of the Reception Room) then Detonate the Mine and the Chandelier will come crashing down on him, killing him and creating an Accident. At this point everybody will go nuts trying to find out what happened (and your Threat Meter will go yellow). After about a minute then bring out your Fiber Wire and go into the regular Closet. You cannot ambush Pappy from the Walk-In Closet - he will see you. Eventually, as Pappy does his thing and slowly heads back to the Mansion, then things will calm down (in essence he becomes a timer to let you know when things are good again). By the time Pappy sits back down in his chair then things will completely calm down and your Threat Meter should be back down to nothing. If, by chance your Threat Meter is still yellow when Pappy returns to his room, this is more than likely because a Guest has become stuck somewhere on the Map. This will *NOT* negatively affect your score so don't sweat it. On the Original Xbox version the Threat Meter will stay yellow until you leave the Mansion. When Pappy returns to his chair then get out of the Closet, sneak up behind him, and Wire him. After killing Pappy then head back up to the Attic the same you way came then go back down the east stairs and to the 1st Floor. Then head west and towards the Private door you passed by earlier. Pick the lock and you will exit near the main stairs. Go out through the main doors and back to your Suit. After you change into your Suit then head to your primary Exit Point to successfully complete the mission. 0=-=-=-=-=0 / Las Vegas \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM11. "A House of Cards" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Las Vegas / 0=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: June 9, 2005. 47 now finds himself in Las Vegas. For this mission he is take down a trio of Targets. The first is Sheikh Al-Khalifa who is buying DNA specimens from another Target, a South Afrikaner named Hendrik Schmutz. The third Target is a Scientist, Tariq Abdul Lateef, who will verify the merchandise before payment is rendered. The deal is going down at one of the Sheik's Casinos, the Shamal. It is under heavy security so it will take some doing to accomplish his goals. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Sheikh Al-Khalifa. >>Kill the Scientist. >>Kill Hendrik Schmutz. ++Steal Diamonds. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $675,000. Rating Bonus: $150,000. Total: $825,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by the Guards, some of the Sheik's Bodyguards, and inside the Weapons Box at the Guards Quarters on the following floors: ++Lobby ++7th Floor ++8th Floor >>SLP .40 .S ********** Carried by Hendrik Schmutz. >>TMP *** Carried by some of the Sheik's Bodyguards and inside your ICA Crate. ++Notes ***** If you did not acquire a TMP earlier then you can get one automatically by just leaving it inside your ICA Crate inside Room 701. In addition to the TMP you will also find an RU-AP Mine and Sniper Ammo within the ICA Crate. 0==============0 | General Notes \ 0=======================================================> An interesting mission to say the least. There are many different ways to go after your Targets. The easiest way to kill Hendrik Schmutz is to wait for him to get to the Elevator and Strangle him from above. However, it will be awhile from the start of the mission before he gets to it. But I found a way to make use of that time and acquire some valuable items to be used in the later parts of the mission before killing him. I also went for a more hands-on approach to killing the Scientist instead of sniping or blowing him up. Same for the Sheik. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are five levels to the map: >>8th Floor >>7th Floor >>Casino >>Lobby, 1st Floor >>Outside The Outside Map is where you start and has one Point of Interest which is the Balcony that has the Trellis that you can use to climb up to the 8th Floor. The Lobby has a Guard Quarters and one Point of Interest which is the Surveillance Machine where you can get the CCTV tape (if you need to do so). The Casino floor has one Point of Interest which is additional Staff Only doors. There is a Guard Quarters to the southeast and the main Lounge is to the northeast. The Casino itself is in the center and you will be recorded on CCTV if you go there. The 7th Floor has one Point of Interest which is a drunken woman who will let you into her room. Your ICA Crate is in Room 701. There is also a Guards Quarters near the center. The 8th Floor has no Points of Interests but does have a Guards Quarters near the center. The room for the Scientist is to the northwest. 0======0 | Intel \ 0=======================================================> >>It would be wise to check in at the reception as one of the first things you do at the Casino. >>Security is very tight in high profile casinos, so staff have Keycards which only provide access to the floors they work on. >>As requested, we have left an Agency Pickup in your hotel room, #701. >>The casino has strict fire-safety procedures. Easily accessible fire alarms are located on the top floors. >>It's important to find good vantage points. Room balconies may provide this. >>The VIP Lounge has been reserved all day by the Sheikh - only waiters are allowed in this area. >>There is no cell phone coverage inside the Casino to prevent cheating. Anyone receiving a call has to step outside. >>The items used in the trade are carried around in an ordinary looking suitcase so they don't catch too much attention. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (an SLP .40 .S is recommended). When the mission begins then you will be outside the Hotel. Run forward and through the main entrance. When you get inside the Lobby then run to the Reception Desk at the east side of the floor. Talk to the person behind the counter to get your room key (Keycard Room 701). You need the room key to access the 7th Floor or you will not be allowed to use the Elevators. You will need to get up to the 8th Floor as well but your Keycard will not allow you access to that level. If you do not have an appropriate Keycard for that floor and you manage to take the Elevator up to that floor then the Guards posted by it will demand you leave. You will need to sneak up there from the 7th Floor and acquire a Keycard for the 8th Floor to allow for easy access. This is what I am going to do while I am waiting for Hendrik Schmutz to get to the Elevator so I can ambush him. After acquiring your Keycard then run north up the nearby stairs to an Elevator. There are two Elevators - one to the west and one to the east. The one you are running up to is the East Elevator and the one I will be using exclusively for this mission (this is also the Elevator that Hendrik will be using). Get inside the East Elevator and take it up to the 7th Floor. As you are riding the Elevator then Prep your Pistol. When you get to the 7th Floor then exit the Elevator, turn left, then run left again at the corner. You should see a Civilian walk east along the main hallway at the east side of the floor. Run north and turn left at the next corner. You should see a Guard ahead of you turning the next corner. At the north side of this hallway are two large doors. These doors lead out onto the Balcony that has the Trellis that you can use to climb up to the 8th Floor. However, there is a member of the Casino Staff having a leisurely smoke at the west side of the Balcony. Go up to the west door and open it then sidestep left as it opens. This is to make sure that he doesn't turn around on you. When the coast is clear then sneak up behind him and Grab him. Then go back into the hallway and head west then turn south at the corner. Continue south and you will find a Staff Only door to your left. Go through the door and you will find a Container. Whip the Casino Staff person, grab the 7th Floor Keycard (the master key for this floor), then dump him into the Container. Then Prep your Sedative, leave the Staff Only room, and head to the Balcony. Get to the still open door then stop. Near the other door is another Civilian. Wait for him to leave then go onto the Balcony and climb the Trellis which is between the two doors. Go east along the ledge and into the open window. There is a Guard that patrols this floor but, because of how things are timed, he will not be near this window. When you get through the window then head west and turn left at the corner. Ahead of you, to the left, is another Staff Only door. In the small room is another Casino Staff member. He has an unusual pattern in that he will be seated in a chair at the north end of the room then get up, travel south about ten feet, and return to his chair. Looking through the Keyhole will do no good in trying to determine when he is up and about. Instead, open the door, Nudge forward about a step to keep the door from closing, and look north. You should see him at the south end of his route but the door will keep him from seeing you. When you see him head north back to his chair then sneak in. Go up to him, Sedate him, grab the 8th Floor Keycard (the master key for this floor), and dump him into the nearby Container. While you are doing this then the Scientist will have arrived on this floor. Before leaving the Staff only room have a quick look at your Map. Wait for him to get just past the door of Room 801 before leaving. As you leave the Staff Only room then you should see his back as he heads down the hallway to his room (Room 803). Stay distant from him and head to Room 801. There is something I need to do here to make things easier later on in the mission. Use the Master Keycard to open the door. There is a Civilian in this room that you need to knock out. If the timing is right then he should be in the Bathroom and won't be seen as you enter the room. Go to the coffee table within the Living Room to find a Bottle. Quickly Sedate it and leave. Another option is to stand by the Light Switch and wait for him to come back and sit down. Then sneak up and Grab him. Interestingly enough you can't Sedate him but you can Grab him. Once Grabbed then he will glitch through the sofa so you can hold him. After you Grab him then Whip him and leave. From here, go back to the East Elevator. Because the Guards did not see you enter through the window and that you have the 8th Floor Keycard then they will not cause any problems for you. Enter the Elevator and take it down. Climb the Hatch, bring out your Fiber Wire, stand at the edge of the Hatch, and wait. By doing all of the above work before Hendrik arrives at the East Elevator then you will have gained the Master Keycards for both the 7th and 8th Floors thus allowing you full access to both levels and all of the rooms within. After about a minute or so then Hendrik will finally enter the East Elevator. When he enters and the Elevator goes up then Strangle Hendrik which will put him on the top of the Elevator. After that then change into his clothes (which will place your Suit in a nice secluded spot) and drop all of your Pistols. When the Elevator stops then wait for the doors to close and climb back down. Exit the Elevator and head to Hendrik's room - Room 707. Use the Keycard and enter the room to find the DNA Briefcase. Grab the DNA Briefcase and go back to the East Elevator. Go back down to the Lobby then to the Casino floor. When you get down to the floor then angle northeast towards the doors that lead to the hallway for the Restrooms. Go north through this hallway to enter the Lounge area. Head to the north end to find a couple of the Sheik's Bodyguards. They will then search you - hence the reason you need to drop your Pistols. After the search then angle northwest to find the Sheik himself. After a couple of short cutscenes then you will have to wait as a Courier from the Scientist's room comes down to retrieve the DNA Briefcase and takes it back up. Then wait some more as he comes back down with the Payment Briefcase. All the while you will have to listen to the Sheik tell you how "this is a large Casino". Irritating. Of course, during this time, you can go to the restroom or get a snack/drink. That's what I do. At least it's better than listen to his yammering about his Casino. After a few minutes then the Scientist will call the Sheik but the reception is poor because of the anti-cheating measures. He will then head to the roof so he can complete the conversation. Follow him up. As you head up the stairs then you will see your Threat Meter go yellow but you are a friend of the Sheik so you're cool. Eventually your Threat Meter will go down as you continue up. You will finally get to the roof and the Sheik will complete the call. As he heads back inside then keep close to him. When you reach the top of the stairs then push him down. He may or may not die in the fall. If he does, fine. If not, then Poison him. From here, head back into the Lounge, grab the Payment Briefcase, and go back to the East Elevator. Wait for the doors to close, climb back up through the Hatch, grab your Pistols, and drop the Payment Suitcase. Then climb back down and take the Elevator to the 8th Floor. The Scientist never leaves his room - that is, unless forced to. Head to the west side and to the hall junction. Here you will find a Fire Alarm. Pull it then run north and turn left at the corner. Continue forward and stop at the next Fire Alarm. You should see the Scientist and most of his Bodyguards pass you by. But don't do anything yet. One of the Bodyguards is a straggler so wait for him to pass you and go around the corner you just came from before making your move. After he gets out of view then run into the Scientist's room. Go into the Bathroom through the south door, close it, and stand by it. Bring out your Pistol, switch to your Map, and wait. Eventually the Fire Alarm will stop and everybody will return to their rooms. Then the Scientist, and a Bodyguard, will return to the Living Room. After a few seconds then the Scientist will go north into the Bedroom. When he does then get out of the Map, open the door, sneak into the Living Room, then turn left. You should find the Bodyguard just standing there. Sneak up to him and, by the time you get to him, then the door to the Bedroom will have closed. Grab the Bodyguard, quickly move him into the Bathroom, then Whip him. As you are Whipping the Bodyguard then the Scientist will go back into the Living Room. Open the door and, while using it as a shield, look east. When the Scientist stops then bring out your Poison, sneak up behind him, and kill him. Although you can get him in the Bedroom it is better to kill him in the Living Room. If you try to kill him in the Bedroom then there is a slight chance that one of the patrolling Guards on either the 7th or 8th Floor may see you out of a window at the north side of their patrol route and they will come up to attack you. I found this out the hard way during a Professional difficulty run. But nobody can see you in the Living Room so it is safer to kill the Scientist here. With the Scientist dead then it is just a matter of getting back out of the heavily guarded room. Near the Bedroom door is another door that leads out onto the balcony for this room. Go out onto the balcony and go south to the privacy divider. Then jump to the balcony to the east which is the one for Room 801 - the one you visited earlier and knocked out the Civilian within. After jumping onto the balcony then go through Room 801 (and past the unconscious Civilian) and into the hallway. Then go back to the East Elevator and take it down. When it stops then wait for the doors to close and climb the Hatch, switch back into your Suit, grab the Payment Briefcase, climb down, exit the Elevator, and head back down to the Casino floor. When you get down there then head west to find a double door. Go through it and run forward toward the Exit Point to successfully complete the mission. 0=-=-=-=-=0 / Las Vegas \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM12. "A Dance with the Devil" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Las Vegas / 0=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: August 15, 2005. The Agency is finished. Somebody has been killing off the other agents and all that remains is Diana and 47. But there is one more mission to accomplish before the end. 47's last mission takes him to another part of Las Vegas. He is to infiltrate an illegal rave and take down a dirty CIA Agent. That Agent is Anthony Martinez. He is also meeting with a known arms dealer, who is also a bit of a showgirl, named Vaana Ketlyn. They are to close out a deal during this party. They are also romantically linked. But that is not the only thing to deal with. There are going to be other assassins there as well. However, those assassins are not after Anthony or Vanna. They are after 47. Presumably they are part of a rival group known as The Franchise. In addition to taking down his assigned Targets, 47 is to find out who these assassins are and take them down as well. 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Anthony Martinez. >>Kill Vaana Ketlyn. >>Retrieve information. ++Kill Eve. ++Kill Maynard John. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $570,000. Rating Bonus: $150,000. Total: $720,000. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by the Office Guards, the Heaven Guards, and inside the Weapons Box at the Guards Quarters on the following floors: ++Basement (northeast corner of the floor) ++Ground Floor and Garage ++Top Floor >>Desert Eagle ************ Carried by the Hell Guards, Anthony Martinez, Vaana Ketlyn, Eve, inside a Weapons Box at the northeast corner of the Basement floor, and inside the Torture Chamber. >>FN-2000 ******* Carried by Anthony Martinez inside the Rifle Suitcase. >>MP5 *** Carried by a couple of the Hell Guards, Maynard John, inside a Weapons Box at the northeast corner of the Basement floor, and inside the Torture Chamber. >>MP7 *** Inside the Torture Chamber. >>Dragunov ******** Inside the Rifle Suitcase in the office at the south end of the Top Floor. ++Notes ***** No new weapons but all can be very easily acquired. 0==============0 | General Notes \ 0=======================================================> This is an interesting level in that you have to go through two different theme parties to get at your Targets. The easiest place to get at Anthony Martinez is at the Heaven Party. One aspect to him is that he will eventually go down to the Hell Party to meet with Vaana. However, he will *NEVER* go down unless you get up to the Heaven Party in the Heaven Party Outfit. This seems to set off some kind of timer in regards to him going down to the Hell Party. You can use this to your advantage. Most people like to ambush him in the restroom at the north side of the Top Floor. However, I find that to be a bit risky since it is possible that he may head to the Elevator while you are waiting in position for him. This is in addition to the fact that a couple of people go in and out of this room. I prefer to just take the time and wait for him to come to the Elevator so I can Strangle him through the Hatch. That way I don't risk any Bad Things happening and I can preserve a Silent Assassin run, especially at Professional difficulty. In addition, you can confront both Eve and Maynard John before acquiring the Information which will make them Targets on the Map. Interestingly enough, Eve and Maynard John will appear on the Map as Civilians even at Professional difficulty. What I will do is go up to the Heaven Party to start the timer for Anthony then go down to the Hell Party to kill Maynard John which will speed things up because I am making efficient use of the time I would have spent waiting for Anthony to use the Elevator. I also found a way to easily get rid of Maynard without the need for firearms. Unfortunately, I was unable to find a way to get quietly deal with him without entering the Torture Chamber. Finally, I also managed to safely get rid of all of the Office Guards that patrol the Garage so I can move about freely down there. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are four levels to the map: >>Basement >>Ground Floor and Garage >>Atrium Terrace >>Top Floor The Ground Floor and Garage is where you start and has your Exit Point which is located on the north side of the Garage. This level has two Points of Interests. The first one, to the northeast, is where you can find the Heaven Guest Outfit that will allow you access to the Heaven Party on the Top Floor. The second one, near the center, is the Guard Shack where you can find the Surveillance Machine that has the CCTV tape. This level also has a Guards Quarters and your ICA Crate. There is a small Elevator Room situated at the south side of the Garage. The Basement is where the Hell Party is located. The main dance floor is in the center. The lone Point of Interest is the Food Elevator that is connected to the Top Floor and where items can be dropped in from above. The Torture Chamber is at the southwest corner of this floor. The Top Floor is where the Heaven Party is located. There are two Points of Interests on this floor. The first one, to the north, is the Food Elevator where you can drop things into the Basement. The second PoI, to the south, is where you can find the Laptop that contains the Information on the assassins laying in wait for you. The Top Floor also has a Guards Quarters where you can find some weapons. The Atrium Terrace has nothing of particular interest but can be used as a possible sniping point. 0======0 | Intel \ 0=======================================================> >>Trailers arrived earlier with decorations for the parties. >>Information about who is trying to kill you might be found on a laptop on the top floor. >>Don't go for a swim in the shark tanks at the Hell Party. >>Be careful playing with pyrotechnics - they could kill someone. >>Bartenders are usually well informed. >>Look out for the singer at the Heaven party. Looks can be deceiving. >>The devil is never to be trusted. >>There is a food Elevator which might be used to transport more than just food. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (do *NOT* bring an SLP .40 Pistol - any other Pistol is fine). The Flak Jacket may also be recommended if you haven't already bought it. When the mission begins then you will be outside the large building. Prep your Pistol and head north through the front doors. You will automatically be seen by the CCTV cameras as you enter. Continue forward to the main desk and Talk to Receptionist. Then follow him through the Staff Only door into the Guards Quarters. Eventually he will lead you to a small room north of here. When he stops then Whip him and change into the Office Guard Outfit. Go back into the Guards Quarters and to the Weapons Box at the northeast corner of the room. Pick up both of the SLP .40 Pistols to empty the Box then stand behind the nearby chair and Prep your Sedative. After a short time then you will see an Office Guard come in and sit in this chair. Sedate him then drag him to the small room where you left the first Guard. Prep your SLP .40 Pistol and leave the Guards Quarters. Turn right and head east until you get to another door which leads into the Fire Exit. Go down the stairs and through the double doors. Here you will be in the Garage. Ahead of you to the east you should see in the far background a large limo. You will also see four Guards by the two Elevators that go to the two major parties. From this door then turn left and head north past the two vehicles. You should then see a railing and, at the west end, a set of stairs going down to the lower Garage level. Go down the stairs and turn right. You should see another limo at the far background and the back end of the van which is your Exit Point. Just ahead of you, though, is a short incline. There is also an Office Guard that patrols this area but he isn't seen at this point. Go up this small incline and you should see a car to your left. Bring out your SLP .40 Pistol and drop it by this car. Then run back up to the Guards Quarters and to the Weapons Box. Prep your other Pistol and wait (do *NOT* use the Sedative). It will take awhile but the Office Guard on the lower Garage level will find the dropped Pistol and take it to the Weapons Box. When he bends down to put the weapon in the Box then Whip him. Leave the Guards Quarters and speed walk through the front doors. Do *NOT* run through the front doors - the Guards in the Guard Shack will see you with the CCTV camera and they will come out to attack you if you run. Turn left and speed walk towards the Guard Shack. If everything has gone right up to this point then you should see one of the two Office Guards in the Shack outside of it taking a smoke. If, by some chance he is not, then stand some distance away and wait for him to exit the Guard Shack. When he is in position then speed walk until you are about fifteen feet away from him then sneak up and Whip him. Then Prep your Sedative, go inside the Guard Shack, and Steal Video Tape from the Surveillance Machine. From here, head north and turn right at the corner. Head towards the Elevator Guards and you should see a car to your right as you walk past the wall. You will also see an Office Guard standing near it. Turn the next corner then stop in the next. The Office Guard may turn around but that is okay since he will turn back around again. Sneak behind the car and go up to him then Sedate him. Do *NOT* try to Whip him. He may make enough noise to alert the Elevator Guards and you will be attacked. This is why you need to save the last of your Sedative for him. After Sedating the Office Guard then pick the lock of the nearby door which opens into the Elevator Room. Drag the Office Guard into the Elevator Room which will hide him. And, by Sedating this Guard, then you will have cleared out the entire Garage of all of the patrolling Guards which will make going through this area a lot easier. Now it is time to go up to the Heaven Party but you will need a disguise. Head northeast while keeping distant from the Elevator Guards and to the east side of the lower Garage level. Here you will find the Spring Valley prop rental van. Behind it, on the ground, is the Heaven Guest Outfit. However, I am not going to change into it yet. There is something else I will do first. To the northwest of the Heaven Outfit is another limo and three trailers. To the west of the trailers is a pillar. Behind the pillar is a Hell Guest who is throwing up something fierce. I will need his Outfit to access the Hell Party. Go to the Heaven Outfit then head straight north and turn left at the corner. Go west behind the trailers then enter Sneak Mode when you get to the last one. Turn left past the last one to find the sick guest. Sneak up behind him and bring out your Pistol. Because of the way he is bent down it will take a few seconds to get the prompt to Grab him. When you are able to Grab him then Whip him. Change into the Hell Guest Outfit then head back to the Elevator Room. Go to the Sedated Office Guard and change into his Outfit which will place the Hell Guest Outfit in the Elevator Room. Then head back out to the Heaven Outfit and change into it. Although you can drop your weapons and get frisked by the Elevator Guards I prefer to avoid them and keep my hardware. Go back to the Elevator Room and climb the ladder. The first Elevator you come to is the one that leads up to the Heaven Party. Carefully drop down through the Hatch and take the Elevator up. When you get to the Top Floor then proceed forward into the main stage area. At this point you may see a scantily dressed woman on stage singing a song. Or, at least, trying to. That woman is Eve, one of your Targets but you haven't got her to appear as one on the Map yet. For now just stay in this area for about thirty seconds then return to the Elevator and head back down to the Garage floor. While all of this is going on then Anthony Martinez will enter the main stage area, head backstage, go to the restroom, go to the window on the east side of the floor, then back to the main stage area. After about four to five minutes of waiting then he will finally head to the Elevator. I will be using this time to go after Maynard John at the Hell Party. When you get back down to the Garage floor then leave the Elevator through the doors and go back into the Elevator Room. Change into the Hell Guest Outfit then climb the ladder and go to the far Elevator which is the one that leads down to the Hell Party. When you get down to the Hell Party then find Maynard John. You can't miss him - red outfit, red face, white hair. He is usually near the Bar or at the stairs leading down to the dance floor. When you confront Maynard then you find that this cocky little bastard wants to take on 47 in a duel. This duel is to be held in a room known as the Torture Chamber. Follow him and he will take you there. After you get inside the Torture Chamber then you will get another cutscene. After that then you will find yourself by a table with an MP7 and a Desert Eagle. The room has a fence around the center and you are outside of it. The outside of this room is also segmented. In addition, this room is also soundproofed (although you can hear someone making out just outside the door). If you go south and turn the corner then you will find a gate that won't open until Maynard moves to the next section of the room. You will find shelves with vases on them but they only provide temporary cover since they can be broken up by gunfire. Although the game wants you to use guns for this duel you can easily use the Poison and not even get hit by gunfire in the process since you are not opening yourself up to return fire. As you begin, there is also a large concrete pillar next to the table where you start. Stand behind the pillar. On the opposite side of this room is another large pillar. Maynard is going to be behind this pillar. In some dumbass fashion he will try to shoot at you but will shoot into this pillar instead. While he is firing then bring out your Poison. After he empties about three clips then the lighting will change and he will move to another part of the room. When he starts moving then run south and turn the corner. Go through the now open gate and head to the pillar that Maynard was firing into earlier. Find the bullet holes and stand *EXACTLY* by them. The reason is that he will be firing at an angle from the next room and, by standing next to these bullet holes, then he cannot hit you. When the lighting changes again then turn left to look at the gate. When the gate opens up then run through it, turn right, turn right at the next corner, then stop inside the wall corner and look south. You should see the last gate leading into the center of the room which is closed. The wall will protect you from Maynard's gunfire. Wait until the gate opens and for Maynard to be seen at the desk ahead of you. When he pauses to reload then run at him. When you get to him then he will run to the other desk in this area. Keep close to him as he runs from desk to desk and he will not be able to fire on you. As he continues to run then keep close to his backside and you will be able to easily Poison him. Duh, ownage! Heh. Grab the Storage Key from Maynard's dead body and his MP5 (if you still need one). You can also go back to the table and grab the Desert Eagle and MP7 as well. Unlock the door and go back to the Elevator. Take it up to the Garage level and climb the Hatch. Bring out your Fiber Wire and wait. After about a minute then Anthony will call the Elevator up to the Heaven Party. Then he will come down and enter the Elevator below you. Sometimes, however, if you look at your Map, you may find Eve and Anthony stuck. If this happens then get back into the Heaven Guest Outfit and go back up just long enough to get them unstuck then go back down and wait at the top of the Elevator for the Hell Party. When Anthony enters the Elevator and it starts to go down then Strangle him through the Hatch. After that then change into the CIA Agent Outfit which will allow you to access almost everyplace without suspicion. When the Elevator doors close then gently climb down - leave the Rifle Suitcase for now. Exit the Elevator and be on the lookout for Vaana. Vaana will start on the dance floor then head towards the T-shaped stage, which is above a large shark tank, at the east side of this floor. Then, after performing, which involves pyrotechnics, she will go back to the dance floor. There are two methods to getting rid of her: >>The "Never Let Her See Your Face" Method **************************************** Get up to her before or after her performance and she will motion you to follow her. She will lead you into the Throne Room which is east of the Bar. Go inside and she will tell you to take off your mask. Instead, Punch her out then Poison her unconscious body. Move her body to the Throne, just to be safe, before leaving. >>The "Ooops! Did I Do That?" Method ********************************** Go backstage to find the double doors leading to the T-shaped stage. To the left of the doors is a Pyrotechnics Machine. You can rig the Pyrotechnics to kill Vaana in an Accident at the end of her performance. Although there is a Hell Guard nearby he doesn't seem to care about you messing around with equipment. However, just to be safe, make sure he isn't standing right at the machine before tinkering with it. After dealing with Vaana then head back to the Elevator and pick up the Rifle Suitcase. Then take the Elevator back up to the Garage. The Rifle Suitcase contains the FN-2000 assault rifle. If you did not acquire this weapon from the mission "Death on the Mississippi" then it is very easy to get here. Open the Elevator doors and go west then back out to the front of the office building. Head to your ICA Crate at the west side of the entrance. Select the Rifle Suitcase to bring out the FN-2000 then store it in the ICA Crate. After that then head back to the Elevator for the Heaven Party. Take it back up and turn right. You should see the doors for the Restricted Area ahead of you. Go through them and you should see the next set of doors which should be to your right near the end of the hall. They will open into a large office that is used by Eve. Depending on your timing she may be finished with a performance and heading back to the office. Quickly enter the office and go into the Closet at the northwest corner. Bring out either your Fiber Wire or Poison (if you have any left) before entering the Closet. When she returns to the office then she will stand by the door and, after about fifteen seconds, she will head to the southeast corner of the office. When she gets more than halfway to this corner then exit the Closet, sneak up behind her, and Wire/Poison her. If she happens to be in the office before you get here then sneak inside and get up behind her to kill her. After killing her then you should see a curved desk nearby. On one end is the Laptop with the Information you require. Go to the Laptop and acquire the Information which will show Eve and Maynard John on the Map as Targets (even though they are already dead). On the other end of the desk is another Rifle Suitcase - this one has a Dragunov Sniper Rifle. After acquiring the Information then grab the Rifle Suitcase (if you still need the Dragunov), exit the office, and head back to the Elevator. Go back down to the Garage, head to the ICA Crate to store the Dragunov (if you grabbed it), then get your Suit. Then go back through the Fire Exit and to the stairs down to the lower Garage level. From here, head to your Exit Point to successfully complete the mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> As 47 drives off to parts unknown he is surprised by a stowaway, Agent Smith, who happily greets him. Unfortunately, 47 doesn't take too kindly to unwelcome passengers and manages to stop the van while smacking around Smith. As 47 puts a gun to Smith's head he gives the Agent an opportunity to explain himself. Smith needs 47's help in a matter of major importance. The President is being targeted for assassination by the group that wants to make cloning illegal and keep it to themselves. Smith does not want that to happen and feels that 47 is the best person for the job. However, 47 isn't going to do this for free. But Smith informs 47 about the diamonds in the back and more that can he given to him. This convinces 47 to do the job for Agent Smith and that leads into the next mission.... 0=-=-=-=-=-=-=-=0 / Washington D.C. \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM13. "Amendment XXV" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Washington D.C. / 0=-=-=-=-=-=-=-=0 0=========0 | Overview \ 0=======================================================> The date: September 22, 2005. The President is in line to be assassinated by his own Vice President. The same group that put him into the Vice Presidency wants to put him in the Oval Office. Agent Smith does not want this to happen and that is why he has brought in Agent 47. The President is currently in Los Angeles and will be killed when he returns unless 47 stops them. However, the assassins, and Vice President, are already inside the heavily guarded White House..... 0===================0 | Mission Objectives \ 0=======================================================> >>Kill Mark Parchezzi III. >>Kill the Vice President. >>Escape. 0=======0 | Reward \ 0=======================================================> Objectives: $400,000. Rating Bonus: $150,000. Total: $550,000. 0========0 | Weapons \ 0=======================================================> >>M14 *** Carried by most of the Marines and inside the Weapons Box at the Guards Quarters on the following floors: ++East Wing ++Main Building, 1st Floor >>SLP .40 Pistol ************** Carried by some of the Marines, some of the Secret Service, and inside the Weapons Box at the Guards Quarters on the following floors: ++East Wing ++Main Building, 1st Floor ++West Wing, 2nd Floor >>MP5 *** Carried by the Secret Service and inside the Guards Quarters in the West Wing, 2nd Floor. >>Desert Eagle ************ Inside the room next to the Guards Quarters on the West Wing, 2nd Floor and carried by Vice President Morris. >>Nailer ****** Carried by a pair of Carpenters at the east side of the Main Building, 2nd Floor. ++Notes ***** The M14 is the last weapon to collect in the game and can be easily acquired. If you have been good at collecting weapons in the Xbox 360 version then you will finally earn the "All Firearms Collected" Achievement. 0==============0 | General Notes \ 0=======================================================> This one was easy for awhile before I got to Professional difficulty. Then it became frustrating. Even though I was doing well I kept getting Professional ratings instead of Silent Assassin. I was using the "Enemy Mined" strategy to kill both the Vice President and Parchezzi but that doesn't work on Professional because you will hurt your rating if any bodies are found outside of an Accident. Of course, both bodies are always found after blowing them up. Even though you can hide the VP's body you cannot do the same for Parchezzi so it became important to find a way to kill him without attracting the attention of Marines and Secret Service that could end up finding him. Although there are a lot of CCTV cameras inside the Main Building you can get the CCTV tape early on in the mission before they can record you. One irritating thing about this mission - when you kill Parchezzi there is a bug in the engine that will cause the PIP Cam to turn itself back on if you turned it off. I always keep it off because I find it distracting - and why this bug is irritating to me. On the PS2 version it may turn back on from the beginning of the mission. Finally, by successfully completing this mission in the Xbox 360 version then you will also acquire the "Rookie/Normal/Expert/Professional Mode Complete" Achievements. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There are ten levels to the map: >>West Wing, Outside >>West Wing, Roof >>West Wing, 2nd Floor >>West Wing, 1st Floor >>Main Building, Basement >>Main Building, 2nd Floor >>Main Building, 1st Floor >>East Wing, Outside >>East Wing, Roof >>East Wing The East Wing, Outside is where you start and has both your Exit Point and ICA Crate. The East Wing has a Guards Quarters and two Points of Interest. The first one, inside the Guards Quarters, is where you can find the Main Building Keycard and the Surveillance Machine that has the CCTV tape. The second one, in the Museum, is a laser system that can be triggered to create a distraction. The Main Building, 1st Floor has a Guards Quarters and is where the Vice President's office is. The Main Building, 2nd Floor has two Points of Interest. The first one, to the west, is where you can find a Carpenter Outfit. The second one, to the east is where you can find a Toolbox. The Main Building, Basement connects the East and West Wings with the Main Building. The West Wing, 1st Floor has one Point of Interest which is a Weapons Crate. The Oval Office, where Parchezzi can be found, is at the southeast corner of the Map. The West Wing, 2nd Floor has a Guards Quarters and a Point of Interest which is where you can find a Secret Service Outfit and a Desert Eagle. 0======0 | Intel \ 0=======================================================> >>The Guards here will open fire if weapons are detected by the metal detectors. >>Any confiscated weapons at the museum entrance will be stored away by security. >>The White House is surrounded by an iron gate - which varies in height. >>Guards will respond if the laser system in the Museum is triggered. >>The 1st Lady has a dog, which is regularly taken for a walk in the backyard. >>The Oval Office has been the setting for many historical meetings. >>Carpenters working in the main building have put up scaffolds for renovation purposes. 0====================0 | Mission Walkthrough \ 0=======================================================> For this particular strategy a Pistol is required at the start (an SLP .40 .S or Silenced Silverballer is *STRONGLY* recommended). Because of the metal detectors you will need to find a way to get it inside. When the mission begins then you will be outside of the East Wing by a large tour bus. Go south around the south end of the tour bus so you are on the east side of it. Stop by the rear wheels and look south. Eventually a tourist will walk past you and drop off her Tourist Suitcase on the ground (who brings a suitcase to the White House anyway?). As she walks off to take a smoke then walk over to it and grab the Suitcase. Place your Pistol inside the Suitcase and Prep your Sedative. Head to the front doors but drop the Suitcase in front of one of the Marines standing guard. Walk inside and go through the metal detectors to enter the Museum. Go straight ahead to find a Marine guarding a double door just past the velvet rope. Go past the velvet rope and turn left towards a door while keeping away from the Marine (get too close and he'll warn you). Go through the door to enter a Restroom. Stand by the toilet and wait. One of the Museum Staff will come inside to take a piss. When the door closes then Sedate him. Then drag his body into the northwest corner of this Restroom. Twirl his body in either direction until he is up against the west wall as much as possible. After that then change into the Museum Staff Outfit. Then walk out of the door while executing the command to close it (this will get the door to close quickly behind you as you exit to lessen the chance of the body being seen). Now go through the double doors to enter a short hallway. Go through the door to the left to enter the Guards Quarters. By the time you get here then the Tourist Suitcase will have been picked up by one of the Marines and placed into the Guards Quarters. Head to the south side of this room to find a desk. On the desk is a Surveillance Machine with the CCTV tape and a Main Building Keycard. Take the Keycard and Steal Video Tape. Then grab the Tourist Suitcase and go to the divider just southeast of where you picked it up so you aren't see by the two Marines in the room. Retrieve your Pistol, Holster it, and drop the Suitcase. That takes care of acquiring your Pistol. Now, you're probably wondering why not just take an SLP. 40 Pistol from the nearby Weapons Box. This is because, if you do that, even if you are wearing a Marine Outfit, you will be attacked by the Marine sitting at the desk. Stupid, I know. After getting back your Pistol then exit the Guards Quarters and angle northwest to enter a single door that goes into a Locker Room. Head north and go through the door on your left to enter the Kitchen. Proceed through the Kitchen and you will find a Kitchen Knife on the counter (you probably won't need it but it should be pointed out in case you want to play with it). Go through the door at the end to get back outside. Stand at the east side of the door and look north. A Marine patrols this area. He will slowly patrol outside, then go through a door east of you, quickly go through the Locker Room and Kitchen, and heads back outside. When he comes back outside then wait for the door to close and sneak up behind him then Whip him. Change into the Marine Outfit and grab the M14. Go through the door to the east to go back inside. Head south to go through the next door to get back into the Museum. Go back outside then turn north to go to your ICA Crate. Store the M14 and this should complete your weapon collection (if you have acquired all of the other weapons beforehand). Go back inside and through the double doors guarded by the Marine. Continue west and go through the next double doors to enter a large breakroom. Go through the next double doors to enter a long hallway with a glass wall to your left. At the end is another double door but it is keycarded. The Main Building Keycard will open this door. After going through this door then you will be inside the Basement of the Main Building. Speed walk through here and go through the next door that leads into the 1st Floor of the Main Building. You will be inside a large stairwell at the east side of the Main Building (I will call this the East Stairwell). However, you will see a double door to your right. Go through it and you will enter into a large central room with a Piano and Fireplace. Angle southwest until you reach the red carpeted area and then angle west until you go through another double door. You will then enter another large stairwell which I will call the West Stairwell. Climb the stairs to the top and you will see another double door. However, you will see a single door to your right. Go through it to enter a room with covered furniture. Go south toward an open window but don't get too close to it yet since you will be encountering a patrolling Marine within this room. You will also find a Carpenter Outfit on the nearby desk but it is of no use in this write-up. When the Marine leaves then go through the window to stand on top of a scaffold. Climb the ladder down to reach the Roof of the West Wing. When you get down then you will find a couple of large vent units and additional scaffolding pieces. Note this location as it is where you will be facing Parchezzi later on. This is also the east end of the roof which is long and rectangular and has additional large and small vent units. Prep your Pistol and run west. As you run past the trio of large vent units then angle southwest. You should see a large domed roof (for the Oval Office), a keycarded door, and a bright lighted window near the door. Head to this window and stop. The door leads inside the West Wing. Unfortunately, you cannot enter as a Marine or a Carpenter. Fortunately, a Secret Service Agent will come out in a couple of minutes to take a smoke at the wall just south of your position. Wait for the door to close then sneak up and Whip him. Then drag him around the dome all the way to the other side. Then change into the Secret Service Outfit and grab the West Wing Keycard. Now you can safely go everywhere. Although you could go back up the scaffold to re-enter the Main Building you may be spotted by a Secret Service Agent that wanders the grassy area below. So I will go through the West Wing to safely get back to the Main Building. Enter the door into the West Wing and make your way to the stairs at the north side of the floor. Go down the stairs and through the door at the bottom. Turn left at the next corner and proceed east. Angle northeast at the next corner to go down a long hallway leading to a door that goes outside. Now for one method that will work on the easier difficulty levels: >>The "Enemy Mined" Method ************************ Head straight south from the outside door and you will get to window for the Oval Office. You will see Parchezzi run into a room on the other side but that is okay. Plant an RU-AP Mine by the side of the window then head east toward a tree about halfway through this area. Stand at the south side of the tree and wait for the Vice President to come out and stand in the middle of this area. When he heads to the Oval Office window then check the West Wing, 1st Floor Map. Look for Parchezzi who is going in a counterclockwise patrol within the Oval Office. When he gets to the window to meet with the VP then Detonate the Mine. The explosion will kill them both at once. From here, scroll down to "Escape". When you go outside then head east to another double door that leads back into the Main Building. Follow the hallway inside and take it back up to the 1st Floor and inside the West Stairwell. You will see a solitary Marine ahead of you. He is guarding the office for the Vice President. Go right on in and stand in the middle of the room then Prep your Poison. More than likely he will not be inside his office. The First Lady has the VP under her thumb and makes him take her dog, Justice, out on frequent walks. After he returns from a walk then he will go inside the First Lady's office and he will head through another room to go back into his office. There are two doors leading into his office. Depending on which door he heads to will determine the first place he will stop inside his office. If he heads to the north door then he will stand at the south end of the fireplace while looking northwest. If he goes through the south door then he will stand at the window at the southwest corner of the room. When you determine which door he will enter from then head to the appropriate spot, wait for him to stop in front of you, then Poison him. It is important to note that the First Lady may call him back before he gets to either spot. If that happens then speed walk behind him and Poison him before he gets too far from you. After killing the VP then drag his body into the next room where you will find a wooden Container. Dump his body into it to complete one objective. Now it's time to go after Parchezzi. Head back to the 1st Floor of the West Wing going the same way you came. Then head to the north door of the Oval Office. Before going in you should either Prep your Poison or Silenced Pistol. Then enter the Oval Office to trigger a cutscene with Parchezzi. After the cutscene ends then he will trigger a mine that was planted on the door behind you and flee while you are knocked to the ground. Your Threat Meter will go yellow and remain that way through the end of the mission but that is okay as it will not negatively affect your score. Now, before I go any further, there is one interesting tactic you can use on the easier difficulty levels if you use a Silenced Pistol: >>The "Draw!" Method ****************** This idea comes courtesy of TheAuZZieGamer who posted this on YouTube. Before entering the Oval Office then bring out your Silenced Pistol and go into 1st Person Mode. After the cutscene ends then you can kill Parchezzi before he can flee if you fire fast enough. After playing around with this I found that it works best if you *HOLD DOWN* the Fire Button while the cutscene plays. Then you will fire a shot and kill him just after the cutscene ends. However, on the console versions I found that he still manages to Detonate the Mine before I can kill him. This means his body will be found by the Secret Service - and no SA on Professional difficulty. Interestingly enough, if you have the Full Auto upgrade on the Silenced Silverballer, then, when you fire, you will completely use up the entire clip before you can regain control of the gun. From here, scroll down to "Escape". As you are on the ground then turn your camera to look at the door that Parchezzi just ran through. When you finally get up then go around the north end of the couch, which is the shortest path to the door, and run through the open door. Run through all of the doors and turn north when you get through the last one. Run east at the corner and follow the way back to the stairs leading up to the 2nd Floor. If you are fortunate enough then you may encounter Parchezzi in the stairwell. Keep behind him though. He will fire on you if you manage to pass him up. I should point out that this doesn't happen often. Follow him and he will lead you and up back out onto the roof. You should still be fairly close to him. Now for two tactics based on what you Prepped before entering the Oval Office: >>Poison ****** As Parchezzi heads down the long straightaway toward the scaffolding then bring out your Poison. If you are close enough then, when he stops at the point between the two vents, you can quickly nail him (if you're *REALLY* close then you can get him in mid-stride before he gets there). If he runs off before you can get him then he will stop just north of you. Get up close to him so he doesn't fire and "use" the Poison in an attempt to either Punch him or, if he turns around to either run or get a better firing angle, Poison him. It should be pointed out that you can't Disarm him even if you were unarmed. You can only knock him out. If he runs off again then he will head to the south vent. If he does so then he may manage to fire a shot while you are up in his face. Keep up with up and continue to Punch him until he is knocked out or you manage to nail him. If you knock him out then Poison him. If he manages to fire off at least one shot then note where he fired it. When he is dead then drag him to a point opposite from where he fired the shot. For example, if he fired at you from the south vent, then drag his body to the east side of the north vent. Any Marine that comes up to investigate will go to the exact spot where the shot was fired. That means, in this case, then he will go to the south vent. After looking around then he will head back. By hiding the body in this way then you greatly decrease the chance that the body will be found. If that doesn't work for you then there is this: >>Silenced Pistol *************** As Parchezzi heads down the long straightaway toward the scaffolding then bring out your Silenced Pistol. Then either line up the Crosshair at his head to fire one shot into it or put several rounds into his back - your choice. If you brought the SLP .40 .S Pistol then just drop it after you kill Parchezzi - you won't need it anymore. After Parchezzi is dead then it is time to: >>Escape ****** From the West Wing rooftop then go back down to the 1st Floor and back outside. Head back into the Main Building and to the West Stairwell. Go back through the 1st Floor and to the East Stairwell. Then go back through the Basement and to the East Wing. Re-enter the Museum. If you brought the Silenced Silverballer then head outside and store it inside the ICA Crate. Go back into the Restroom and change back into your Suit. Then quickly exit back out of the Restroom, go back outside, and to the Exit Point to successfully complete the mission. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> After the death of the Vice President, 47 is in his hideout cleaning up his weapons. But somebody enters his hideout and he hides until he can determine a course of action. When he confronts the person then he finds that it is Diana. She warns him that the Police are right outside and they need to find a way out and to get at the people responsible for the demise of The Agency. She presents 47 a plan but he remains very skeptical. As he looks over the folder she has just given him then she stabs him with a needle that contains a drug to render him unconscious. Later, she presents her findings to Jack who in turn welcomes her into The Franchise. Together, along with Rick, they head off to the Church where a memorial service is planned for the dead assassin. And this sets up the last mission of the game..... 0=-=-=-0 / ?????? \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >BDM14. "Requiem" 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ ?????? / 0-=-=-=0 0=========0 | Overview \ 0=======================================================> As Jack hands over evidence of 47's actions in the White House to Rick, Diana puts something on her lips, places two Silverballers on 47's chest, and gives him a good-bye kiss..... 0===================0 | Mission Objectives \ 0=======================================================> >>Leave no witnesses. 0========0 | Weapons \ 0=======================================================> >>SLP .40 Pistol ************** Carried by some of the Agents. >>MP7 *** Carried by some of the Agents. 0==============0 | General Notes \ 0=======================================================> The hard part to this mission was to figure out a way to minimize getting shot at until you reach a safe place to ambush the Agents to get rid of them and acquire better weapons. The problem with this strategy is that how much, or how little, you get shot up at the beginning is random. Most times you get shot up a little, sometimes you get shot up a lot, and sometimes you won't get hit at all. This is especially problematic at Professional difficulty since they can kill you before you get too far most of the time. Even more annoying is the fact that you have no body armor or standard items to help you. I've tried to use the method of taking the Priest hostage but I have not been able to make that work for me so I went with the "Run Like Hell" method. Especially since, at Professional difficulty, the Agents killed the Priest as soon as I started shooting them and then they killed me very quickly. There is no 100% foolproof way to do this mission but I tried to come up with what I think is a good solution. It is especially important not to fire your Silverballers too much because they take a very long time to reload and that is the last thing you need to be doing when you are dealing by a bunch of Agents. If you find yourself in a reloading situation with them in the middle of a firefight then you might as well restart since you will be killed very quickly, especially at Professional difficulty. Even though it is somewhat irritating to play at Professional difficulty this is a reasonably quick mission so it won't take too long to play through even with multiple attempts. And, by completing this mission on the Xbox 360 version at any difficulty, then you will acquire the "Redemption" Achievement. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> 0========0 | The Map \ 0=======================================================> There is one level to the Map and that is the Church Grounds. This unusual looking Church has a set of stairs that leads to an underground hallway. The main gates are to the west and the Point of Interest to the southeast is a Crypt that contains several melee weapons: Shovel, Screwdriver, Hedge Cutter, Hammer, and a Kitchen Knife. 0====================0 | Mission Walkthrough \ 0=======================================================> When you begin the mission then you will be laying down and the credits will start to play. Your screen will be fuzzy and everybody will move in slow motion. Every few seconds you will hear a thump and your screen will clear up for a little bit then go fuzzy again. You're not dead, of course, you've just been given the same drug that you gave Agent Smith in the mission "Flatline" and the kiss that Diana gave you is the antidote to help you get out of your coma. But now you've got to get up before the credits play out and you end up being cremated. At this stage you will be facing south. Inside the Church are thirteen people - ten of them Agents. To start, immediately rotate your Left Analog Stick to wake up 47. As he gets up then things will clear up but you will still be in slow motion. Then quickly turn left, and east, and run out of the open door. Do not try to shoot at any of the Agents - there are too many of them to face in such an open area. As you run out the door then angle right to use the wall as a shield from the attacking Agents as you run southeast toward the glass wall of the Agents. As you near the glass wall then angle east alongside it. As you run east then you should see a tree to your left. Angle northeast to get behind the tree so you can use it as a shield from the Agents. When you get to the small tombstone at the cliff edge then turn right and go south along the east side of the Church. Stick close to the wall as you proceed. It should be noted that on Professional difficulty you may be left with very little health or killed most of the time before you reach the next corner. However, it is possible to have at least half of your health on some attempts. When you reach the next corner then continue straight and south while sticking close to the wall of the Church. Turn right at the next corner and you will find yourself at the front entrance of the Church. Go through the entrance, down the stairs, then turn the next corner and stop by it. Get into 1st Person Mode, go up against the wall, and look north. Check your Map. Find where the Agents are and, most importantly, if any are coming down the stairs. Aim the Crosshair about head level. When an Agent comes down the stairs then he will come around the corner and fire a shot. But he will usually miss you and you can cap him in the head before he can fire again. When a group of Agents are cleared then check your Map to see if any more are coming down. If not then grab all of the weapons that you can before any more come down (hopefully some of them have landed by the corner so you don't have to get out of cover). Switch to them, especially the MP7, and go back around the corner. Continue with this method of ambush until all ten Agents are killed. After all ten Agents are dead then all you need to kill are the Priest, Rick, and Jack. Jack is the last armed person so go after him first. He will be by the cars near the main gates. Use the MP7 on him if you have any ammo left. If you have very low Health then what you can do is lure him to the Church. Get close enough to him to make him start firing at you. Then go back into the Church and to the corner you were using to ambush the Agents. When Jack finally enters the Church then he will try to come down the stairs. However, even though you saw him successfully go down the stairs in the cutscene before the mission "Amendment XXV", he will die when he tries to go down (he will be fatally bounced from his wheelchair). After he's dead then kill the unarmed Priest and Rick to successfully complete the mission and the game. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> And this completes this guide for "Hitman: Blood Money" and will help set things up for the next installment, "Hitman: Absolution". Now to close things up..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >AFS3. Conclusion | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ 0================0 | General Notices \ 0===============================================> This document is copyright (c) Robert Allen Rusk (RARusk) 2011-2012. This guide may only be distributed and/or posted in its original format (and, most importantly, UNALTERED in any way). If you wish to post or use excerpts from this guide then please ask for my permission first before doing so (especially if you work for a magazine or website). A lot of time and effort was spent putting this thing together and that should be taken into consideration. And remember..... "Respect is everything." Although my guides and FAQs can be found at many sites around the internet, the latest versions of my work can always be found first at GameFAQs since that is my primary contribution site. A complete listing of all of my work can be found here: >>http://www.gamefaqs.com/features/recognition/33493.html Most of my guides are dedicated to the popular "Grand Theft Auto" game series but some of my other work include "The Chronicles of Riddick" games, "Bully", and "The Darkness" titles. 0===================0 | Additional Sources \ 0=======================================================> --"Hitman: Blood Money" (Game Manual) --Xbox360Achievements.com --s1u5h13 (Upgrade Trick) --The Internet Movie Firearms Database (www.imfdb.org) and Wikipedia --Weapon names and information --www.HitmanForum.com --Special Ratings --YouTube --TheAuZZieGamer ("Amendment XXV") 0========0 | Credits \ 0=======================================================> Credits and thanks go out to the following: >>IO Interactive ************** For creating this wonderful game series and making me a fan of composer Jesper Kyd. >>GameFAQs, IGN, and many other gaming sites ******************************************* For providing a place for writers like myself to publish our work and help other gamers while indulging in one of our favorite pastimes. And finally, my biggest thanks of all goes to you the reader (and especially those who have made suggestions as well as those who took the time to write me). 0====================0 | Contact Information \ 0===============================================> E-MAIL: rarusk[at]netzero[dot]com FACEBOOK: Robert Allen Rusk (San Antonio, TX, USA) LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b BLOG: http://rarusk.livejournal.com XBOX LIVE GAMERTAG: RARusk So now I've come to the end of yet another gaming adventure and looking forward to new ones. I hope that my guide helps you in getting the most out of "Hitman: Blood Money". <===++====++====++====++====++====<<##0##>>====++====++====++====++====++===>