z

Young Writers Society



Hitman 2 tips

by Ryan


Not sure wether this is in the right section but this'll be really handy for anyone that has the game.....

[AN IN DEPTH FAQ] -Creation Date 10.15.02 -Revision Final -Author Timothy L. Harewood [timbob] -Contact timbob_is_lame@ameritech.net If you have anything to contribute, please feel free to email me, it would be greatly appreciated, and you will be given proper credit and recognition within this guide. [TOC] A. Introduction B. Controls B1. Menu Controls B2. Actions B3. Weapons B4. Inventory B5. Camera C. Chapter Descriptions C1. Sicily C2. St. Petersburg C3. Japan C4. Malaysia C5. Nuristan C6. India D. Mission Elements D1. Laptop Computer D2. In-Game Display D3. Character Types D4. Completing a Mission E. Weapons And Equipment E1. Close Combat E2. Handguns E3. Sub-Machineguns E4. Rifles E5. Shotguns E6. Sniper Rifles E7. Gadgets F. Mission Walkthroughs F1. Anathema F2. St. Petersburg Stakeout F3. Kirov Park Meeting F4. Tubeway Torpedo F5. Invitation to a Party F6. Tracking Hayamoto F7. Hidden Valley F8. At The Gates F9. Shogun Showdown F10. Basement Killing F11. The Graveyard Shift F12. The Jacuzzi Job F13. Murder at the Bazaar F14. The Motorcade Interception F15. Tunnel Rat F16. Temple City Ambush F17. The Death of Hannelore F18. Terminal Hospitality F19. St. Petersburg Revisited F20. Redemption at Gontranno G. FAQs H. Cheats/Secrets/Extras/Strange things I. Credits * Incomplete [EOF] A. ===================================================================================================== :I N T R O D U C T I O N: ===================================================================================================== You're Back. Are you prepared? The past is about to catch up with you. You - the hired gun with a sense of loyalty, the assassin with a sense of justice. And faith? What of faith? Trust in your god, but carry a loaded gun. Bind yourself with mastery of weapons and thoroughness of groundwork. Know when to take your time, and know when to strike instantly. Track down those who forced you out of retirement. Seep through the deep fracture of the world. Flow through the quarters of sin, crime, greed and dishonor. Be certain, 47, in such places your enemies will hide. At first. Until the only safe place is behind you. Watch your back, 47. The enemy is closer than you think. B. ===================================================================================================== :D E F U A L T C O N T R O L S: ===================================================================================================== B1. *Menu Controls* ----------------------------------------------------------------------------------------------------- Digital Pad : Select Menu Item (A) Button : Accept Menu Selection (B) Button : Cancel Selection/Return (Back) Button : Open Map/Briefing Menu (Start) Button: Open Pause Options Menu B2. *Action* ----------------------------------------------------------------------------------------------------- Left Analog : Move a short distance to walk; move further to run Digital Pad : Lean left/right (double tap and hold to step out and lean) (left/right) [L] Trigger : Tap once to sneak/Hold to crouch (A) Button : Open door/Pick up item/Drag [R] Trigger : Use item (B) Button : Drop item/Exit keyhole mode B3. *Weapons* ----------------------------------------------------------------------------------------------------- Right Analog : Move crosshair to aim Left Analog : Precise aiming: click and hold to slow down aiming speed [R] Trigger : Fire/Enter Snipe mode (*) Black : Reload (X) Button : Holster Weapon (B) Button : Exit Sniper mode B4. *Inventory* ----------------------------------------------------------------------------------------------------- (X) Button : Quick Inventory (hold and use d-pad to select) (Y) Button : Open/Close inventory Digital Pad : Select Inventory Item (A) Button : Equip Item (B) Button : Drop Selected Item B5. *Camera* ----------------------------------------------------------------------------------------------------- Right Analog : Move Camera (look around) ( ) White : Toggle 1st or 3rd person view Digital Pad : Zoom In/Out (up/down) In third person view, this zoom in and out on the character. In snipe mode, affects the scope's magnification levels. C. ===================================================================================================== :C H A P T E R S: ===================================================================================================== C1. *Sicily* ----------------------------------------------------------------------------------------------------- Spring comes early to the Gulf of Castellammare. The citrus groves west of Palermo already in fruit by the end of February, and the Sicilian air is rich with the scents of lemon and orange. From the sea hillside villages are splashes of pastel jewelry on a brilliant carpet of green and gold. The dome of the Church of Carmine rises above the awnings of local market stalls, where even-handed traders toil and prosper. Yet above it all, the grasping shadow of the Cosa Nostra lengthens. Ominous. Merciless. ----------------------------------------------------------------------------------------------------- C2. *St. Petersburg* ----------------------------------------------------------------------------------------------------- Once called Leningrad, this old city has seen more than its share of bullets and betrayal. Expect guards, criminals and soldiers to be well equipped, experienced and highly suspicious. Old Communists vie with corrupt Capitalists for control of the wide-open boulevards, where few can hide -- least of all, foreigners. This is difficult terrain, even for a trained assassin. Proceed with caution. ----------------------------------------------------------------------------------------------------- C3. *Japan* ----------------------------------------------------------------------------------------------------- Mountains cover three-quarters of Japan, with the larger ranges running through the center of the Japanese archipelago like a spine. Towering above a beautiful lake and archaic temple-studded town emerges the sacred mountain of Kurokiyama -- an inaccessible site visited only by the occasional Shinto pilgrim. An ancient six-story castle with ceramic tiled hogyo roofing and massive stonewalls look down from its strategic position high on the neck of the mountain. A local shogun built it here during the Edo period -- it is a fitting setting fort a 20th century oyabun like Masahiro Hayamoto. From here he controls his yakuza maneuverings and international arms deals. ----------------------------------------------------------------------------------------------------- C4. *Malaysia* ----------------------------------------------------------------------------------------------------- Kuala Lumpur, Malaysia. A City brimming with prosperity, luxury and incredible opportunity. Populated by a teeming chaos of cultures, it attracts the sharks of organized crime from all over the world. It's a feeding frenzy. At the same time, spears of sterile office buildings burst out over the new and ancient populace, reaching for the skies. And everyone is staking a claim for the future. ----------------------------------------------------------------------------------------------------- C5. *Nuristan* ----------------------------------------------------------------------------------------------------- In a remote valley, hidden in the Hindu Kush mountain range of Nuristan, lies a secluded citadel. Currently, it's ruled by a local Kahn, Abdul Bismillah Malik, known as Al-Khabir (The Big Guy), and his fierce tribe of warmongering mujahedin. A minaret doubles as a watchtower -- overlooking the steppes, hillsides and nearby river. Anyone open approaching the citadel can be seen for miles. This, and the solid brick walls surrounding the citadel, seem to signal security, but this stronghold has changed hands many times over the centuries. A professional always finds a way. ----------------------------------------------------------------------------------------------------- C6. *India* ----------------------------------------------------------------------------------------------------- A Sikh uprising in this remote region of Punjab, Northern India, in the mid 1980's was ruthlessly repressed by government troops. Many innocent locals were killed, and ever since, no outsider has dared venture into this territory for fear of reprisals. A maze of small shops and bangalas suggest some prosperity in the otherwise poverty-stricken province. Sure enough a magnificent, ancient gurdwara (Sikh temple) -- complete with marble inlays, glazed tiles, filigree partitions, priceless murals and gold domes -- it protected by the high walls of a qila (fort)... and fanatical believers. ----------------------------------------------------------------------------------------------------- D. ===================================================================================================== :M I S S I O N E L E M E N T S: ===================================================================================================== D1. *Laptop Computer* ----------------------------------------------------------------------------------------------------- Hitman uses a laptop computer to communicate with the agency that assigns him missions. All information pertaining to the mission is stored on his laptop. It also serves as a pre-mission preparation area. Select the required item to access secret files and footage. Mission Briefing: A detailed list of objectives for the mission ahead. All objectives must be carried out successfully to complete the mission. Satellite Map: A plan view of the target area. Note: Important items, targets and enemies are not displayed on the map until you have entered the mission. Target Information: Information regarding the target and his or her appearance. Surveillance Footage: Top secret, recorded footage of key information supplied by Agency. Note: This footage is only available before the mission starts. D2. *In-Game Display* ----------------------------------------------------------------------------------------------------- .-------------------------. | 1 3 4 6| | 2 | | 9 | | 5| | 7 | | | | | | 8 | `-------------------------' 1. Health Bar: Hitman's current health: as he sustains damage and injuries the bar begins to shrink. If the bar drops below 25% capacity it turns red to alert you to hitman's predicament. Note: Damage is location based, which means a shot to the head is almost certain to kill you while a shot to the arm will not. 2. Threat Meter: Displayed in the top left of the screen under the health bar, this meter indicates the level of danger hitman is facing. The more the meter pulses red, watch out! Hitman is in big danger. The meter can be a useful tool, and if monitored, can alert you to potential problems such as a failed disguise. 3. Available Actions: This is a context sensitive list of choices: it depends on your location, the proximity of objects such as doors, dead bodies, etc. and the currently selected item. If there is only one choice on the list, press (A) to perform it. If there are two or more choices, hold down (A), use the digital pad to highlight the action you want, then release (A) to perform it. 4. Current Weapon or Item of Equipment: If the currently selected item is holstered (i.e. Hitman's hands are empty) then the display here is blank. 5. Ammo: Remaining ammunition in the clip of the selected weapon. 6. Spare Ammo: Backup ammunition available for the selected weapon. 7. Crosshairs: Show exactly where Hitman is aiming. The size of the crosshair indicates the accuracy of any shots fired -- the larger the crosshairs, the wider the grouping of any shots fired. When the crosshairs turn red, any shots fired should hit the target successfully. Note: While certain guns are inherently more accurate, other factors have a bearing on accuracy. Sustained bursts of fire and shooting while moving both have an adverse effect; but standing still, or even better -- crouching, and taking time to air and squeeze off a short burst will improve the ratio of shots on target. 8. Information: Useful information such as warnings appears here. 9. Compass: Indicates the direction Hitman is facing. D3. *Character Types* ----------------------------------------------------------------------------------------------------- A variety of character types live within the world of Hitman 2: SA. Some of these people pose no threat to Hitman's mission and can actually be allies. Choose your targets wisely! Target: Your intended victim. There is at least one per mission, who must be eliminated to complete the mission. Enemy: Hostiles, usually armed bodyguards of some description, whose job is to protect the target. Innocent: Civilians are bystanders. They post no direct risk to you so try not to let them get caught in the crossfire. Police: Members of the local law enforcement community. They will attack if they witness you so much as carrying your weapon unconcealed. VIP's: These are the people you have been charged with protecting. A positive mission outcome is contingent upon ensuring their survival. - This is my little section where I give you a little more info on the different types of enemies you will encounter throughout the game. Each variation seems to have its own set of advantages/disadvantages. This info is here just as sort of a 'heads-up' so you'll know what to expect. I've rated them basically on their level of aggression, fire-power, and their willingness to become suspicious of you while in disguise (paranoia). [1-4 *'s] [Enemy/Desc/Rating] Standard Bodyguard Russian Soldier Sunglasses, Black/Brown suits Standard Hat, Light Blue Uniform Paranoia : ** Paranoia : ** Fire Power : * Fire Power : *** Aggression : ** Aggression : ** Russian Officer Cold-Weather Camouflage Ninja Officers Hat, Light Blue Uniform Night Vision, Winter Camouflage Paranoia : *** Paranoia : **** Fire Power : * Fire Power : *** Aggression : ** Aggression : *** Night-Ops Ninja Arctic-Camouflage Ninja Night Vision, Black Uniform Night Vision, White Uniform Paranoia : **** Paranoia : **** Fire Power : *** Fire Power : ** Aggression : *** Aggression : *** Katana Ninja Malaysian Police Katana Sword, Black Uniform Purple Hat, Tan Uniform Paranoia : **** Paranoia : ** Fire Power : * Fire Power : * Aggression : **** Aggression : ** Malaysian Guard Armed Hooker Brown Hat, Tan Uniform Skimpy Lingerie Paranoia : ** Paranoia : * Fire Power : * Fire Power : ** Aggression : ** Aggression : *** Nuristan Soldier Cult Member Tan Turban, Tan Uniform Bald Heads, Orange Outfit Paranoia : * Paranoia : *** Fire Power : *** Fire Power : *** Aggression : * Aggression : *** Indian Bodyguard Red Turban, Sunglasses, Black Suit Paranoia : ** Fire Power : **** Aggression : **** D4. *Completing a Mission* ----------------------------------------------------------------------------------------------------- Once you make the hit, complete all other objectives and successfully escape the area, the mission is over. A ratings screen is displayed to show how you performed. Statistics are presented as a last mission score and an overall score. The Categories: * Shots Fired * Enemies Killed * Rating * Close Encounters * Enemies Harmed * Mission Time * Head Shots * Innocents Killed * Stealth Meter * Alerts * Innocents Harmed * Aggression Meter Known Ratings: * Silent Assassin * Professional * Expert * Executioner * Sociopath * Psychopath * Cleaner * Button-Man * Natural * Ninja Extraordinare * Iceman * Ghost * Shadow * Postal * Slayer * Hired Gun * Sniper * Cut Throat * Hitman * Butcher * Mass Murderer * Henchmen * Hatchet Man Silent Assassin Requirements: * Shots Fired/Kill ratio must be no more than 2:1 * No one other than the intended target can be killed Note: Other enemies that are killed with a gun must be on 1:1 ratio otherwise must be taken out silently with fiber wire or a knife. * Alerts confined to close encounters I tried my best for accuracy on these standards. I'm still trying out different scenarios. Thanks to everyone who keeps emailing me with more info on the SA ratings. :) - thanks to Andreas J. Gjellesvik for contributing to the ratings section. 'Ninja Extraordinare' E. ===================================================================================================== :W E A P O N S A N D E Q U I P M E N T: ===================================================================================================== When I listed where a weapon is found below, I put the first place I found the weapon. You will encounter almost all of them again at some point during the game. The rating given to the weapons was determined by how much damage it dishes out. They are rated by one, two, three or four stars. Weapons that can penetrate objects and multiple targets receive an extra star, denoted (*). Note: The ratings given to the weapons are not overall rankings, however, how they match up against the other weapons in the SAME category. (i.e., how the Deagle .50 stacks up against the 9mm Pistol, or the AK vs. the M60) Weapon Statistics Handguns : 8 Assault Rifles : 3 Melee Weapons : 6 Shotguns : 3 Sniper Rifles : 6 Sub-Machine Guns: 3 Miscellaneous Items Equipment Found/Used Anaesthetic Night Vision Fiber Wire Bomb Remote Car Bomb Cell Phone Poison Pager Poisoned Fish Transmitter Bomb Camera Mini-Bomb Hacking Device Smoke Bomb E1. *Close Combat* ----------------------------------------------------------------------------------------------------- Small, lightweight, and easily concealable, close combat weapons such as knives and the fiber wire allow near silent kills. They have their drawbacks though, so are only used by the real professionals. Note: When approaching an enemy from behind, make sure hitman is in sneak mode so as not to alter the intended target. Fiber Wire ----------------------------------------------------------------------------------------------- Description : Strangulation cord. Can not be detected by metal detectors. Range : Close Concealable : Yes Found : N/A Anesthetic: ----------------------------------------------------------------------------------------------- Description : Chloroform. Used to pacify, not harm enemies. Range : Close Concealable : Yes Found : N/A Note : A Full dose (5 bottles on the ammo meter) will knock an enemy out for exactly 300 seconds (5 minutes). Extra Details : Methoxyflurane, a form of Ether, Available only in Australia Extremely Flammable Kitchen Knife: ----------------------------------------------------------------------------------------------- Description : Kitchen Knife. Standard multi-purpose slicing tool. Range : Close Concealable : Yes Found : Anathema (villa borghesse/kitchen) Combat Knife: ----------------------------------------------------------------------------------------------- Description : Specialist's Combat Knife Range : Close Concealable : Yes Found : General Mikhail Bardachenko, Interrogation room, 2nd Basement, Tubeway Torpedo Surgeon's Scalpel: ----------------------------------------------------------------------------------------------- Description : Operating Theatre Classic Range : Close Concealable : Yes Found : Terminal Hospitality, Consultant/Anaesthesist's Office Japanese Katana: ----------------------------------------------------------------------------------------------- Description : Beautifully Crafted Ancient Instrument of War Range : Close Concealable : No Found : At The Gates (everywhere) Fireman's Axe: ----------------------------------------------------------------------------------------------- Description : For breaking down doors and other obstacles (hehe) Range : Close Concealable : No Found : Basement Killing Golf Club: ----------------------------------------------------------------------------------------------- Description : Titanium sporting instrument. Inertia Driven. Range : Close Concealable : No Found : 2nd Floor Villa Borghesse, Anathema E2. *Hand Guns* ----------------------------------------------------------------------------------------------------- Lightweight and easily concealable, the pistols and revolvers are perfect for close-up kills although they make a lot of noise unless silenced. In a tight situation, Hitman can always rely on the dual Silverballers for the extra firepower. [name] [inventory desc] Silverballers .45 Ballers ----------------------------------------------------------------------------------------------- Description : Semi-Automatic Hand Gun Range : Close/Medium Caliber : .45 ACP Clip : 7 Length : 21.6cm Weight : 1.070kg Concealable : Yes Found : N/A Damage : ****(*) Extra Details : American AMT .45 Caliber HardBaller Silverballers .45 SD Ballers SD ----------------------------------------------------------------------------------------------- Description : Semi-Automatic Hand Gun with silencer Range : Close/Medium Caliber : .45 ACP Clip : 7 Length : 41.6cm Weight : 1.253kg Concealable : Yes Found : Awarded, 1st Silent Assassin Rating Damage : *** (*) Extra Details : American AMT .45 Caliber HardBaller 9mm Pistol 9mm Pistol ----------------------------------------------------------------------------------------------- Description : Semi-Automatic Hand Gun Range : Close/Medium Caliber : 9mm Clip : 15 Length : 21.7cm Weight : 0.95kg Concealable : Yes Found : Everywhere Damage : ** Extra Details : Italian Pietro Berreta 9mm 9mm Pistol SD 9mm Pistol SD ----------------------------------------------------------------------------------------------- Description : Semi-Automatic Hand Gun with removable silencer Range : Close/Medium Caliber : 9mm Clip : 15 Length : 41.7cm Weight : 1.26kg Concealable : Yes Found : Agency Drop, St. Petersburg Stakeout Damage : * Extra Details : Italian Pietro Berreta 9mm Revolver Revolver ----------------------------------------------------------------------------------------------- Description : Stub-Nosed .357 Revolver Range : Close/Medium Caliber : Magnum Clip : 6 Length : 20cm Weight : 1.06kg Concealable : Yes Found : The Don, Anathema Damage : *** (*) Deagle .50 Deagle ----------------------------------------------------------------------------------------------- Description : Semi-Automatic Hand Gun Range : Close/Medium+ Caliber : Magnum Clip : 8 Length : 15.9cm Weight : 1.892kg Concealable : Yes Found : Study, Anathema Damage : *** (*) 5.45mm Pistol 5.45mm ----------------------------------------------------------------------------------------------- Description : Russian Service Pistol Range : Close/Medium Caliber : 5.45mm Clip : 10 Length : 16cm Weight : 0.46kg Concealable : Yes Found : Bodyguard, St. Petersburg Stakeout Damage : * .22 Silenced .22 SD ----------------------------------------------------------------------------------------------- Description : Pistol with Integral Silencer Range : Close/Medium Caliber : .22 Clip : 12 Length : 42.2cm Weight : 1.12kg Concealable : Yes Found : Shogun Showdown, Museum Damage : * E3. *Sub-Machineguns (SMG)* ----------------------------------------------------------------------------------------------------- Only just concealable, the sub-machine guns are perfect for fierce fire fights. Be warned though, a high rate of fire can leave hitman with an empty clip and no more ammo. Sub-Machinegun (SMG) SMG ----------------------------------------------------------------------------------------------- Description : Delayed Blow-back Sub-Machine Gun Range : Close/Medium Caliber : 9mm Parabellum Clip : 30 Length : 68cm Weight : 2.55kg Concealable : Yes Found : Agency Drop, 1st Basement, Tubeway Torpedo Damage : *** Silenced Sub-Machine Gun SMG-SD6 ----------------------------------------------------------------------------------------------- Description : Silenced SMG Range : Close/Medium Caliber : 9mm Clip : 30 Length : 75.5cm Weight : 3.05kg Concealable : No Found : Hidden Valley, Cold-Weather Camouflage Ninjas Damage : ** Uzi ----------------------------------------------------------------------------------------------- Description : Rugged Sub-Machine Gun Range : Close/Medium Caliber : 9mm Parabellum Clip : 30 Length : 47cm Weight : 3.7kg Concealable : Yes Found : Terminal Hospitality, Cult Members Damage : *** E4. *Rifles* ----------------------------------------------------------------------------------------------------- Large and precise, the rifles are best used over distance. Hitman is only capable of carrying one rifle at a time and cannot be concealed. Note: while carrying a rifle, you can equip a one-handed weapon such as a pistol or knife and still be holding the rifle. AK 47 Assault Rifle AK ----------------------------------------------------------------------------------------------- Description : Russian AK 47 Derivative Range : Close/Medium/Long Caliber : 7.62mm Clip : 30 Length : 67.5cm Weight : 3.1kg Concealable : No Found : Russian Soldiers, St. Petersburg Stakeout Damage : *** (*) M4 Rifle ----------------------------------------------------------------------------------------------- Description : Carbine Assault Rifle Range : Close/Medium/Long Caliber : 5.56mm Clip : 30 Length : 84cm Weight : 2.54kg Concealable : No Found : The Motorcade Interception, UN Soldier Damage : *** (*) M60 Light Machine Gun ----------------------------------------------------------------------------------------------- Description : Light Machine Gun Range : Close/Medium/Long Caliber : 7.62mm Clip : 100 Length : 110cm Weight : 10.5kg Concealable : No Found : Tunnel Rat, Compound Soldier Damage : ****(*) E5. *Shotguns* ----------------------------------------------------------------------------------------------------- The shotgun can have a devastating effect at close range but accuracy and damage are severely reduced over longer distances. Double Barreled Shotgun ----------------------------------------------------------------------------------------------- Description : 12 gauge Double Barreled Shotgun Range : Close/Medium Caliber : 12 gauge Clip : 2 Length : 115.7cm Weight : 13.2kg Concealable : No Found : Lawyer, Bodyguard on front steps, Anathema Damage : **** Sawn-Off Shotgun Sawn-Off ----------------------------------------------------------------------------------------------- Description : Sawn-Off 12 gauge Double Barreled Shotgun Range : Close Caliber : 12 gauge Clip : 2 Length : 65.4cm Weight : 2.8kg Concealable : Yes Found : Awarded, 2nd Silent Assassin Rating Damage : **** SP12 Shotgun (SPAS) SP12 ----------------------------------------------------------------------------------------------- Description : Fully-Automatic Combat Shotgun Range : Close/Medium Caliber : 12 gauge Clip : 8 Length : 93cm Weight : 4.2kg Concealable : No Found : Temple City Ambush, Southeastern Agency Drop Damage : **** E6. *Sniper Rifles* ----------------------------------------------------------------------------------------------------- Highly accurate and extremely powerful, the sniper rifle is the definitive long-range weapon. When its used in the hands of a skilled professional, targets can be eliminated in a split second. Positioning, patience and a steady hand are pre-requisites for the sniper's role. Note: You can crouch to reduce the bob effect on the sniper scope. You can also press in and hold the left analog to activate Precise Aiming. This will increase your accuracy by slowing down your movement. R93 Sniper ----------------------------------------------------------------------------------------------- Description : Sniper Rifle Range : Medium/Long Caliber : .308 Winchester Clip : 6 Length : 119cm Weight : 4.8kg Concealable : No Found : Garage, Anathema Damage : ** (*) SVD Sniper ----------------------------------------------------------------------------------------------- Description : Russian Sniper's Rifle Range : Medium/Long Caliber : 7.62mm Clip : 10 Length : 125.5cm Weight : 4.31kg Concealable : No Found : Agency Drop, St. Petersburg Stakeout Damage : ** (*) Hunting Crossbow ----------------------------------------------------------------------------------------------- Description : Compound Hunting Crossbow Range : Medium/Long Caliber : Crossbow Bolts Clip : 1 Length : 124.8cm Weight : 2.9kg Concealable : No Found : Agency Drop, Hidden Valley Damage : * W2000 Custom Sniper ----------------------------------------------------------------------------------------------- Description : Custom Version of the W2000 Sniper's Rifle. Few Exist. Range : Medium/Long Caliber : .300 WinMag Clip : 10 Length : 90.9cm Weight : 8.6kg Concealable : No Found : At The Gates, Snipers Damage : *** (*) Barret M195 Sniper ----------------------------------------------------------------------------------------------- Description : Cal .50 Anti-Vehicle Rifle Range : Medium/Long Caliber : .50 Clip : 6 Length : 114.3cm Weight : 10kg Concealable : No Found : The Motorcade Interception, Agency Contact Damage : ****(*) W2000 Sniper ----------------------------------------------------------------------------------------------- Description : Collectors Sniper Rifle Range : Medium/Long Caliber : .300 WinMag Clip : 1 Length : 90.5cm Weight : 8.31kg Concealable : No Found : St. Petersburg Revisited, Agent 17 Damage : *** (*) E7. *Gadgets* ----------------------------------------------------------------------------------------------------- These are not weapons necessarily, but are useful during the course of the game. Sometimes you will only have access to these on certain missions when Agency includes them in the arsenal they drop for you at a designated area during the mission. Binoculars: An excellent tool for spotting targets and planning safe routes through the mission. Night Vision: The high-tech solution to darkness, although your field of view can be severely impaired. Night Vision can be equipped while still holding or aiming your weapon, unlike binoculars that hitman holds. This is because the goggles are strapped to his head. Special Items: Pieces of equipment included in this category include Car Bombs, cell phones, pagers, mini-bombs, bomb remotes and detonators, poison, etc. These are mission specific and will be explained within the mission walkthrough in which they pertain. F. ===================================================================================================== :M I S S I O N W A L K T H R O U G H S: ===================================================================================================== Because of the way the game is designed to be played (what makes it so damn fun) is that you can tackle a mission in a variety of ways. Instead of being utterly long-winded and going through each mission step-by-step, I will give you a layout of your options during the mission, where key locations are, where weapons can be found, or people of special interest. It is truly often the case in this game that once you find a method of completing your objectives, its really up to you to decide how it is actually carried out. I believe you will find the information rather useful however, especially first time players, and players looking to strike down fools with great vengeance in new ways. Note: (!) Indicates "Point of interest", the same as stated in the legend for your satellite surveillance in game map. Look for the (!) on your map when the guide refers to an item with this symbol. F1. *Anathema* ----------------------------------------------------------------------------------------------------- Father Vittorio has been kidnapped by a Mafia boss named Don Guilliani. Seeing how this is not an official agency sanctioned mission, you will not have access to photos, videos, or satellite surveillance previous to the mission. Target : Don Guilliani Total Enemies : 20 [17 Bodyguards, 1 Lawyer, 1 Son, 1 Driver] Total Innocents : 4 [1 Maid, 1 Cook, 1 Postman, 1 Delivery Boy] Objective(s) : Eliminate 'The Don', rescue the padre, get the funk out. Best Disguise : Bodyguard Weapons Found : 9mm, Deagle, Revolver, R93 Sniper, DBSG, Golf Club, Kitchen Knife, Spoon? [Enemy Desc] [Weapon/Item] Bodyguards 9mm Pistol The Son Deagle .50 The Lawyer Double Barreled Shotgun The Driver Deagle .50/Car Keys Don Guilliani Revolver/Golf Club [Disguises] [Note/Item] Postman Cannot carry weapons through front gate/Flowers Delivery Boy Cannot go upstairs/Groceries Bodyguard Other guards highly suspicious/9mm Pistol Target/Objective/Weapon/Ammo Locations: [What] [Where] The Don Front Left balcony, 2nd floor 'boss's office' Postman Front Gates Delivery Boy Back Door Lawyer Lawyers Office The Driver 1st Floor Left wing Deagle .50 In the study (1st floor), the driver/son. Golf Club Front Balcony, Boss's Bedroom Revolver 2nd floor bedroom, The Don Kitchen Knife Kitchen, the cook R93 Sniper Garage Sniper Ammo Garage, Lawyers office SG Ammo Upper right wing, middle room Pistol Ammo Everywhere ***Completion Tips*** If you're going to use the postman disguise, stash your guns in the groceries that the delivery boy carries in. this will allow you to access them easily by heading into the basement and going into the kitchen. And you wont get smacked in the face by the guys at the front gate who will frisk you. There are really only 2 ways (generally) to complete this mission. Long range or close combat. Use the sniper rifle and get the don on the balcony from the hill, or use the ladder in back to utilize the roof and get in tight for a close up takedown. If you can get the car keys from the driver, it will make your getaway tons easier. Remember, if you take him out with the sniper rifle, you still have to make your way back inside to get the basement key off of him, and then back outside to the exit. ***Silent Assassin Walkthrough*** We're going to be moving fast on this one. Your par completion time is around 7 minutes. I did it in 6min5sec on Expert, so this shouldn't give you too many problems. From the start, run straight down the hill and stand behind the tree on the right, or up against the wall next to the door. The infamous pissing guard will be out shortly, take him down with the chloroform, grab his gun. Grab his body and open the door. Drag him through the door, and leave him there. If you're playing on normal you won't need to do this because there isn't a patroling guard outside the gates. Anyway, run directly to the garage and grab the R93 Sniper. Exit the garage via the back door, and run to your left behind the garage so that you can see the don on the balcony and take him down. Immediately drop your sniper and run towards the basement steps until your threat meter pulses slightly, then slow to a walk. Head into the basement and back up into the kitchen. Make a right and head down the hall. Make sure you talk the path that doesn't run into the guard who stands just inside the front door, you don't want anyone to see you yet. Once you make it all the way across the hall, you should be at a set of stairs that lead to the 2nd floor. The guard will have his back to you. Sneak up the stairs and use the chloroform on him. Grab his gun and drag his body into the bosses bedroom. Run outside onto the balcony and grab the key/revolver from the don. Now, drop off of the balcony on the side with the gate that leads to the backyard. Check your map and wait for anyone in the back near the pool to go inside. Then run like mad all the way around to the door on the opposite side that comes out near the kitchen. Walk once again into the basement, discover that the padre isnt there and you're ready to exit. If you were fast enough, the guard you knocked out at the start should still be sleeping, or just now waking up. If you want (I didn't bother), grab your R93 before you leave. Run through the door and straight back up the hill. Walk far enough and you'll trigger the exit sequence. SA Achieved. You should now be the proud owner of dual silenced silverballer .45's. Weeeeeee. F2. *St. Petersburg Stakeout* ----------------------------------------------------------------------------------------------------- The agency has assembled a meeting of four generals for the sole purpose of giving you the chance to take one of them out, an Ex-KGB officer. You have a photo of the building where the meeting will take place, and some footage (not very good) of your target officer. Target : Ex-KGB Officer Total Enemies : 35 [32 Soldiers, 3 Bodyguards] Total Innocents : 3 [2 Civilians, 1 VIP] Objective(s) : kill kill kill, and split. Best Disguise : Russian Soldier Weapons Found : 9mm, AK 47, 5.45mm Pistol Agency Supplies : SVD Sniper, Sniper Ammo, 9mm Pistol SD, Night Vision, Pistol Ammo [Enemy Desc] [Weapon/Item] Russian Soldiers AK 47 Bodyguards 9mm Pistol [Disguises] [Note/Item] Russian Solider Other guards highly suspicious Bodyguard Good for moving around the Pushkin, nice brown suits Civilian Pointless. No Civs allowed. Target/Objective/Weapon/Ammo Locations: [What] [Where] KGB Officer Pushkin Building, 3rd Floor Russian Soldiers Everywhere Civilians Metro station Agency Supplies Locker 137, Metro ***Completion Tips*** Your best bet here is to get a uniform from one of the 2 Russian soldiers just outside of the metro in the first room at the top of the escalator. Go through the door in that room and follow the tunnel all the way through the sewers to a man hole that leads up to the streets, a short distance from the apartment building. Walk slowly. You wont come close enough to any soldiers to raise any suspicion. The best view of the meeting room is from the 4th floor, but be careful, as a soldier is lurking near by on that floor. Before you take the shot, pay close attention to the officers. Your target is bald, a non-smoker, right handed, and drinks a lot. He is usually sitting closest to the window. After you take the shot, walk back the way you came and its over. This is a terribly easy level. F3. *Kirov Park Meeting* ----------------------------------------------------------------------------------------------------- General Marakov is meeting with a Russian connection, Igor Kubasko to possibly gain information about the St. Petersburg hit and to seek protection out of fear of impending assassination. The meeting takes place at 1400hours at Kirov Park. You are supplied with a video of the two in an earlier meeting, as well as pictures of each, so identifying targets should be no problem. They will be arriving at the park via armored limousine. Target : General Marakov, Igor Kubasko Total Enemies : 20 [13 Soldiers, 6 Bodyguards, 1 Officer] Total Innocents : 2 [2 Limo drivers] Objective(s) : Kill the general and his mafia connection and roll out. Best Disguise : Any, even your own hitman duds. Weapons Found : 9mm, AK 47 Agency Supplies : 2 car bombs, 9mm Pistol SD, Pistol Ammo, SVD Sniper, Sniper Ammo [Enemy Desc] [Weapon/Item] Russian Soldiers AK 47 Russian Officer 9mm Pistol Bodyguards 9mm Pistol [Disguises] [Note/Item] Russian Solider It will get the job done Russian Officer Soldiers less suspicious Bodyguard You're lucky if you can get one You Works great too Target/Objective/Weapon/Ammo Locations: [What] [Where] General Marakov Kirov Park, center street. Limo: can be tracked from start Igor Kubasko Kirov Park, center street. Limo: North of park Russian Soldiers Everywhere Limo Drivers Uhmmm... Bodyguards Next to limousines Agency Supplies Behind the dumpsters at start ***Completion Tips*** This one is a breeze. Stealth is rather easy, and you have multiple options as to what you can do. Use the sewers and place a car bomb on the generals limo from underneath. Make your way to either the radio tower or mausoleum and a give the mafia geek a shot to the dome. this will send the general running in fear back to his limo -- kab00m. Be careful of the mausoleum tower. There is a whistling guard atop, and if you are spotted taking the shot, be prepared to have kill everyone in the level. ***Silent Assassin Walkthrough*** "Run over to the crates at the start, and hide behind the two that touch. The loot is in the corner they form. Hit sneak here so the soldier and limo won't see you. Start picking up whatever gear you want (sniper is mandatory) and keep the camera pointed at the soldier. Once the limo has gone, slowly back away from him, keeping the dumpster between you, then sidestep to the left behind this second dumpster. The instant he turns his back, bolt for the sewers. There is an entrance between your equipment and the pier. Check the map: you will have to run to the sewer entrance near the radio tower base. Go there, climb up to the street and check the guard patrolling tower base. When he's going backwards to the wall, pick lock tower fence door and climb the ladder to the top. Now pick your sniper and point it to the park. Wait until your both targets walk to the nearest side of the park from the tower. There's a moment they will get very close to each other that they form a line (in your point of view from tower). Snipe them exactly when they are together and you can hit both down with a single shot! Immediately go down to the tower base before the guy patrolling there catch you. You must be very fast from the moment you hit the sniper trigger and climb down the ladder or he will see you and start shooting you. Once you are on the ground again, go to the sewers where you came from and run all the way back you came from the pier. Job done: Silent Assassin." - contributed by CoelhoMD [coelhomd@hotmail.com] My version of the SA walkthrough for this level differs slightly. All you need for for this one are the two car bombs. From the start, wait until the soldier isn't looking of course, walk to the dumpster and snag the car bombs. Immediately head into the sewers. RUN! Make your way to the manhole at the northwest side of the map that comes out behind a building near some dumbsters. The mafia boss parks his limo here, and if you were fast enough, by the time you are crawling out of the manhole, the driver should be coming by to take a piss. Knock him out with the chloroform and take his clothes. Walk around the corner of the building and plant the first car bomb. Walk away and go back behind the building. Grab your clothes and head back down into the sewers. Now you are heading to the manhole on the southwest side of the map. Its the one where the car is parked directly over the manhole. Run to it and plant the bomb. Now run back and to the manhole you entered from the agency weapons drop. Take about 20 steps towards the boat dock and pull out your binoculars and witness the glory. The mafia boss already tried to leave in his limo and it exploded, so the general is running like mad to get to his. Its a beautiful sight, watching the limo explode and kill everyone within like a 20 ft radius. Now what do you do? Walk casually back to your boat (a whole 10 ft away from where you are standing probably). Brilliant. This is one of the most satisfying hits you can pull off. And what do you get, a lovely sawn-off double barreled shotgun. Boom. Speed is of the essence. F4. *Tubeway Torpedo* ----------------------------------------------------------------------------------------------------- Agency has word that the one of the generals is interrogating/torturing prisoners in the basement of the HQ in (some city). You're given a somewhat shoddy video of the general and a layout of the grounds as always. After the briefing, your mission and objectives should be very clear, so I need not be extensive in the details. Target : Mikhail Bardachenko Total Enemies : 35 [33 Soldiers, 1 Officer, 1 General] Total Innocents : 2 [2 VIPs] Objective(s) : Rescue the agent from 2nd basement, blow through the wall, escape. Best Disguise : Russian Officer Weapons Found : 9mm, AK 47, Deagle .50 Agency Supplies : 9mm Pistol SD, Mini-bomb, Bomb remote, pager, cell phone, various ammo [Enemy Desc] [Weapon/Item] Russian Soldiers AK 47 Russian Officer 9mm Pistol [Disguises] [Note/Item] Russian Solider It will get the job done Russian Officer Slightly different treatment in disguise Target/Objective/Weapon/Ammo Locations: [What] [Where] Mikhail Bardachenko Military Headquarters, 2nd basement, interrogation room Surveillance System 1st Basement, Control Room Russian Soldiers Everywhere Russian Officer 2nd Basement, guards quarters Agency Supplies #1 Crates marked "FCK" at start, #2 1st basement Deagle .50 Upstairs, first room, HQ Sub-machine gun 1st Basement, Agency drop, HQ ***Completion Tips*** This one shouldn't give you too many problems completing. You can very easily achieve the highest rating possible if you're careful like always. There is a soldier near the start to subdue and get you going quickly. pick up your supplies behind the crates and get into the truck. Once into the military headquarters, be careful of surveillance cameras. Running in the halls, and accosting anyone within view of the cameras will alert the guards. Do that and the agent dies. You can disable the security cameras by going into the server room and disabling the surveillance system. Don't access the server room by going through the control room. Being seen going into that room will alert the guards and they'll start shooting at you. Make your way down to the 2nd basement and rescue the agent from the general. Take him back up to the 1st basement and use the mini-bomb to blow through the wall... haul ass to the exit. "I found this out from the GAME FAQS board. Someone called IronMunkey provided me this tip. In the Tubeway Torpedo level, use the silenced gun to shoot the surveillance Server. Once you get to the second Basement, enter the Observation room, Drop the pager. Use the phone (it will call the pager) and the General, puzzled by the ringing, will walk right in!!! You can strangle him at this point and get out with the hostage." - Jose M. D. J. / IronMonkey GameFAQS message boards Thanks for the contribution guys (and everyone else who emailed me) -- i was totally baffled until now. F5. *Invitation to a Party* ----------------------------------------------------------------------------------------------------- The last general is ready to take a scheisse in his pants (i love these Germans, they run around yelling scheisse, figure it out if you don't already know). You're suppose to infiltrate the party and take him out. Its up to you how you do it as always. Once the general is down, you are to secure the suitcase full of confidential info from the ambassador. There will be a spetznaz agent working the party too. He's either working against you, or for you. However you look at it I guess. I love this level simply for the fanatical behavior of the innocents if you go on a rampage. Target : General Zupikov, Ambassador(?) Total Enemies : 20 [19 Guards, 1 Spetznaz agent] Total Innocents : 20 [5 maids, 4 waiters, 10 guests, 1 VIP(?)] Objective(s) : Put the smack down on Zupikov, escape with the suitcase. Best Disguise : Party Guest Weapons Found : 9mm, 5.45mm Pistol, SMG Agency Supplies : 9mm Pistol SD, Pistol Ammo, Poison [Enemy Desc] [Weapon/Item] Bodyguards 9mm Pistol, SMG Ambassador Safe Combo nation Spetznaz Agent 5.45mm Pistol [Disguises] [Note/Item] Bodyguard You know the drill Waiter Can get you just about everywhere, except upstairs/Chocolate Party Guest The best. Run around like a fool/Invitation Chef Great mass murderer outfit Target/Objective/Weapon/Ammo Locations: [What] [Where] General Zupikov Ballroom, left wing (room with maid) Spetznaz Agent Ballroom, upstairs with the ambassador Ambassador 2nd Floor Offices Bodyguards Outside, Inside, Near the limo in the garage Waiter Ballroom, kitchen, at start with back door key Chef Downstairs in the kitchen SMG Bottom floor, 2nd room 5.45mm Pistol Spetznaz Agent Waiter Uniform Bottom floor, 1st room Agency Supplies Look at your map, you know the drill sucka. Champagne Glasses Kitchen counter ***Completion Tips*** Lets see... this one is rather fun because there are so many ways of completing it. If you subdue the waiter at the beginning and take his door key, you'll be off to an easy start. You can use the poison with the champagne glasses and give it the general. There is a party guest that comes along to the front gate from the far left. Guests are great and if you're lucky, you'll just have to flash your invitation and won't get frisked. Then you can follow the general into the left wing and wrap him up in fiber wire when he enters the room with the maid. If you go the bodyguard route, walk around outside until he comes out with the case and blast on him. If anyone finds the body of the ambassador, they will be alerted and you'll have a chance to make it to the garage and take him down before he leaves. Basically all you really need to do is get inside and take out the general. What else is there to explain? Its up to you. Be the man. Rock some socks and leave a nasty mess. F6. *Tracking Hayamoto* ----------------------------------------------------------------------------------------------------- Agency has sent you after Masahiro Hayamoto Jr. You are to kill him, and place a transmitter on him so that Agency can track his father, Hayamoto Sr., via the corpse. Hayamoto Jr. is having a meeting with a yakuza member at his house, and it's up to you to infiltrate and carry out the mission. Target : Masahiro Hayamoto Jr. Total Enemies : 18 [12 Guards, 6 Yoyimbos] Total Innocents : 1 [1 Female House Member] Objective(s) : Knock Jr's lights out, bug him, peel. Best Disguise : Bodyguard/None Weapons Found : 9mm Pistol, SMG Agency Supplies : Nada [Enemy Desc] [Weapon/Item] Bodyguards 9mm Pistol Yoyimbos SMG Servant/Cook 9mm Pistol [Disguises] [Note/Item] Bodyguard You know the drill Yoyimbo You don't have the 'tats or skin tone for this one Servant/Cook Jr will spot the fake a mile away Target/Objective/Weapon/Ammo Locations: [What] [Where] Hayamoto Jr. Master Bedroom Servant/Cook Kitchen/North Entrance Poisoned Fugu Fish Point of Interest/East Entrance SMG Point of Interest/Back Entrance Car (Car Horn) Garage ***Completion Tips*** Lets see. Be stealthy. You don't even need a disguise if you move around well enough in this place. If you need a quick disguise, run into the garage and honk the horn in the car. The nearby guard will come in and face his back to you, allowing you to make a move (chloroform always works for me, kill as a last resort in this one). If you want to get Hayamoto safely, place the transmitter and fugu fish in the sushi platter in the kitchen and let the servant deliver the death. You can be well on your way out by that time. Like I said earlier, avoid killing on this level as much as possible. I got my first SA ranking on Anathema, and my second SA ranking on this one. So if you're in need of a nice sidearm, and as of yet do not have the sawn-off, do your best here and pick it up. There isn't much else to mention. There might be a servant's robe laying around in one of the rooms, but it isn't much use to you. F7. *Hidden Valley* ----------------------------------------------------------------------------------------------------- With your fine work on the previous mission, Agency has been able to track Hayamoto Jr's corpse and pin- point a location on Hayamoto Sr. He's hiding out in some old-school castle type shiznit with all kinds of security. You'll have find a secret passage (an underground tunnel) to the gates leading up to the castle. And yes, security is tighter than a... well its pretty populated. hehe. Target : None Total Enemies : 68 [8 Snipers, 60 Guards] Total Innocents : 0 [Too Bad] Objective(s) : Find the secret passage Best Disguise : Night-Ops Ninja Weapons Found : SMG-SD6 Agency Supplies : Crossbow, Crossbow Bolts, Night Vision [Enemy Desc] [Weapon/Item] CWC Ninja SMG-SD6 CWC Sniper W2000 Custom Sniper Night-Ops Ninja SMG-SD6 [Disguises] [Note/Item] CWC Ninja Night-Ops Ninja's will be suspicious of you being in the tunnel Night-Ops Ninja Will get you pretty far on foot through the tunnel Target/Objective/Weapon/Ammo Locations: [What] [Where] SMG-SD6 Everywhere Night-Ops Uniform Point of Interest, Mid-Tunnel ***Completion Tips*** Use your binoculars to scope out the sniper at start. Weave in and out of the trees to avoid him acquiring a target lock on you. Climb into the back of moving trucks to advance you into the tunnel. But be warned, the trucks will stop and be inspected by the Night-Ops Ninja's and will not continue moving until the guards are no longer suspicious of the cargo being carried. If you are having problems, hop out of the truck before it gets to the guards, and when it starts up again, hop back in and you're already past the guards. This mission is easier than your girlfriend. KEEP YOUR CROSSBOW! It will help you out a lot next mission. F8. *At The Gates* ----------------------------------------------------------------------------------------------------- Ok, you've made it through the tunnel, and now its time to head into the castle. You have to make it past several snipers and guards, without alerting anyone, or Hayamoto will split leaving you with a failed mission. Once you make it close enough to the castle, you will get a briefing from Agency about the Alarm Power Grid. You must disable 3 Generators before entry. Target : None Total Enemies : 40 [30 Guards, 6 "Real Ninja's", 4 Snipers] Total Innocents : 0 [Just Say No] Objective(s) : Make it to the castle undetected, disable the alarm Best Disguise : Cold-Weather Camouflage Ninja Weapons Found : Katana, 9mm Pistol, SMG, W2000 Custom Sniper, SMG-SD6 Agency Supplies : Jack [Enemy Desc] [Weapon/Item] CWC Ninja SMG-SD6 CWC Sniper W2000 Custom Sniper "Real" Ninja Japanese Katana [Disguises] [Note/Item] CWC Ninja Just like butter "Real" Ninja All the other "real" ninjas will slice you up, not a good idea Arctic Camo Ninja This one seems to be a little off too, maybe thats why there is only one Target/Objective/Weapon/Ammo Locations: [What] [Where] Grid Generator #3 The other two are marked on your map, after you disable the second generator from inside the castle walls, turn directly around and go up the ramp. Walk down the hall and it will be at the end up against the wall, you can't miss it. SMG-SD6 W.O.C. of the CWC and Arctic Camo spooks Japanese Katana Beat up a "real" Ninja and take one W2000 Custom Sniper Get one of the snipers in the towers to start shooting at you first, and then shoot them in the head. If you do it right, they will toss the wonderful weapon out the window as they meet their doom. ***Completion Tips*** As long as you kept your crossbow, and you don't have any problems killing like say, 15 people, this should be yet another flawless mission. Take out snipers when needed, and if you're lucky you can get a W2000 and make your sniping experience tons easier. Once again, you'll know what to do when the time comes. Oh yeah, don't try to climb up the rocks that lead into the 2nd level of the castle, you'll get shot in the face most likely. Hold off on taking a Katana or SMG-SD6 with you. The W2000 is a treasure, and you'll have plenty of opportunities in shogun showdown (the next level) to get you one. F9. *Shogun Showdown* ----------------------------------------------------------------------------------------------------- This is it. You're inside the castle and its time to go after Hayamoto Sr, the man himself :\ Its not going to be easy. Lots of ninjas hiding in the rafters, plenty of SMG-SD6 fire going through paper walls, and oh yeah, you have to steal a missile guidance system while you're at it. Kill 'moto, snag the loot, and make like a tree. Have fun with this one, an excellent mission. Target : Masahiro Hayamoto Sr. Total Enemies : ? [? Night-Ops Ninja, ? CWC Ninja, ? NINJA] Total Innocents : 1 [Female Occupant] Objective(s) : Shank Hayamoto, steal his toys, run home to mama. Best Disguise : Night-Ops Ninja Weapons Found : .22 SD, Katana, Deagle .50, SMG-SD6, Bomb, Bomb Remote Agency Supplies : Nothing [Enemy Desc] [Weapon/Item] Hayamoto Sr. Japanese Katana Night-Ops Ninja SMG-SD6 Sleeping Night-Ops Deagle .50 NINJA's Japanese Katana CWC Ninja SMG-SD6 [Disguises] [Note/Item] Night-Ops Ninja Thats the ticket. NINJA's Are you kidding me? CWC Ninja Not exactly the stealthiest look to go with color scheme inside Target/Objective/Weapon/Ammo Locations: [What] [Where] SMG-SD6 Ninja's, Wings Level (point of interest, bottom middle of the map) Bomb Wings Level (!), where all the SD6's are lined up) Bomb Remote Found with the bomb Deagle .50 On the 4th level, where the security room is. The sleeping ninjas in that room are all carrying Deagle's 2nd Level Key Card Wings, Top right hand corner (!) Hayamoto Sr. 6th Floor Familiar Woman 5th Floor, she has the keycard to the 6th floor Guidance System Museum, Top-Middle .22 Silenced Museum, Top-Right Japanese Katana Stop it, right now. ***Completion Tips*** Whoa. This level exceeds any of the previous levels I would say in number of options. Lets see... I don't want to be too extensive on this, because it's one of the funnest levels to play, so lets get started: Get the bomb from the Wings and plant it on the helicopter, or use the helicopter as an escape. It makes a nice boom, and a great distraction. You probably still have that nice old custom sniper rile. There are a few good spots outside Hayamoto's 6th room window for excellent sniper shots. Want the real shogun showdown? Beat up one of the NINJA's and snag his katana. If you make it to Hayamoto completely undetected, he won't flee, yet challenge you to a duel. Of course his NINJA friends are going to help him along. He's kind of girly like that. Oh yeah, before I forget... Don't find out the hard way that the wooden floor in the first room makes a lot of noise. Besides the hit itself, I guess I should tell you how to get there. Make it to the wings and snag the keycard to the 2nd level. Go back in to the first room you should have gone into at the start (the one with the squeaky floors. Check the levels, keep heading up. Get the keycard for the 6th floor. Kill the target. Take his card. Go back to the very start of the level. Go back into the squeaky room and head downstairs instead of up this time. The museum contains the guidance system and a brand spankin' new weapon, the .22 SD pistola, sexy. Now, get out of my house. If you didn't blow up the chopper, go grab the girl and take her for a ride in it. Mission complete. F10. *Basement Killing* ----------------------------------------------------------------------------------------------------- Oh yeah, what fun. We're off to Kuala Lumpur Malaysia. Your target is some comp-u-geek that has stolen some important security software. His name is Charlie Sidjan, and for his no-good-deeds, he deserves the axe (literally if you wish). The video of your target a little dated, and other info is also a bit sketchy but you are to disarm the security system for the elevator in the 1st basement before leaving. Target : Charlie Sidjan Total Enemies : 22 [Security Guards] Total Innocents : 30 [2 Pizza guys, 6 Firemen, 22 Office Workers] Objective(s) : Kill Charlie in the final basement, disable security on elevator Best Disguise : Fireman Weapons Found : 9mm Pistol SD, Deagle .50, Fireman's Axe, Smoke Bomb Agency Supplies : Smoke Bomb, 9mm Pistol SD, Pistol Ammo [Enemy Desc] [Weapon/Item] Security Guard 9mm Pistol [Disguises] [Note/Item] Security Guard Surprisingly, it will work Pizza Guy Now were talking/Pizza Fireman Oh yeah!/Fireman's Axe You Its an office, only the black gloves are a little odd (wont get you downstairs) Target/Objective/Weapon/Ammo Locations: [What] [Where] Charlie Sidjan Lower Basement Surveillance Computer Basement, Next to the 'Direct Elevator' (before lower basement stairs) Deagle .50 Found in the room directly across from the Agency drop Smoke Bomb Agency Drop 9mm Pistol SD Agency Drop Pistol Ammo Agency Drop Laundry Chute Upper Right Wing (!) Fireman's Suit Upper Left Wing (!) Pizza Delivery Boy Lower Left Wing (!) Fireman's Axe Same as Fireman's suit 9mm Pistol Lock box -- near direct elevator, 1st basement ***Completion Tips*** Are we ready to have some fun? Basically three different routes to choose from. I want to be a little less extensive on this one, as its not terribly difficult. Getting your guns past security: you can either subdue the guard who is lingering near the weapons drop and take his clothes. This will allow you to pass through the metal detectors with your guns, or, drop the smoke bomb into the laundry chute, and snag a fireman's suit and an axe and run, yes run, down the FIRE STAIRS (no elevators during a fire). Its an emergency, and yes the fireman run. Follow them down into the basement. Head directly for the office with the surveillance system and elevator. Shoot the computer and disable the cameras. Head immediately down into the basement and take out Sidjan. If you are fast enough from the time you drop the smoke bomb, get downstairs and kill him, you can run right into the elevator for the escape. Another easy Silent Assassin rating. Another option is to subdue the pizza delivery boy and wait for Sidjan to order a pizza. Drop your guns down the laundry chute and then carry the pizza through the metal detectors. And pick up your guns once downstairs. They don't like you hanging around much though down there, so you gotta move fast. And before I forget, be careful when sneaking up on Sidjan, if you step on the boxes or potato chips scattered all over the floor, you will make noise and alert Sidjan. F11. *The Graveyard Shift* ----------------------------------------------------------------------------------------------------- They're up late, probably coding, probably playing games or looking at porn. You've entered the scene to place a hacking device on the main server cpu, so that an ally can gain access to secure information. Are you beginning to feel like an errand boy? Well, if you're paying any attention to the story line, you might be catching up on a few things. Some familiar faces are appearing, but why? Hmmm... anyway, its simple gain access to the room that contains the server, plant the device, and leave undetected (or leave behind a trail of dead, whatever suits your style) Target : None Total Enemies : 12 [Security Guards] Total Innocents : 5 [4 Office Workers, 1 System Administrator] Objective(s) : Plant the hacking device, find an escape Best Disguise : Security Guard Weapons Found : 9mm Pistol SD, 9mm Pistol Agency Supplies : Nothing [Enemy Desc] [Weapon/Item] Security Guard 9mm Pistol [Disguises] [Note/Item] Security Guard Dimly lit hallways, stupid guards, thats your ticket System Administrator Just one of the guys Target/Objective/Weapon/Ammo Locations: [What] [Where] System Administrator Sys. Admin office Coffee Surveillance Kitchen (aka, the webcam) Pistol Ammo Sys. Admin office Server Room Keycard Sys. Admin office Night Vision Northern lock-box in hall (locked) Pistol Ammo Both north side/south side lock boxes 9mm Pistol SD Southern lock-box (unlocked) Server Room Marked on map, easy find ***Completion Tips*** Are your sneaking skills sharp enough yet? There isn't much of a trick to this one. Head straight into the kitchen and shoot the camera facing the coffee pot. This will grab the curiosity of the paranoid system admin (he likes his folgers urine free), and force him to leave his office. You can either take your chances and try to make it past the guards on your own, or wait for him there in the kitchen, hiding to the right of the door and subdue him on his way in. Take his clothes and make way for his office. Snag the keycard and go to the server room. Plant the device, wait for a debriefing, and then its off to the sky bridge. That's all there is to it. If you get into a shootout, use the cubicle dividers to your advantage. Not only can you hide behind them, but you can blast the guards through them as well. Just make sure you have a gun equipped that will penetrate walls/doors. If you're not sure, the weapons list shows all weapons that can penetrate objects, they are listed with an asterisk inside of parenthesis (*). Just a little FYI, because I know some of you don't like to read everything and you go straight to the walkthrough section and miss a lot of info :P F12. *The Jacuzzi Job* ----------------------------------------------------------------------------------------------------- Finally, you've made it to the top of the Carniwarez towers (yeah, thats the name of the place you've been terrorizing the past 2 levels. Its time to take out the other Sidjan, Charlies twin. Except this twin is no geek, well, he is, except it appears that he may get a little more action than his aesthetically equal dead brother. Soon, they both will be dead. They want it to look like a robbery gone sour, so you're after money and a 16th Century statue as well as blood. Dig in. Target : The Sidjan Twin Total Enemies : 6 [4 Armed Hookers, 2 Security Guards] Total Innocents : 2 [1 Office worker, 1 Repair technician] Objective(s) : Kill the twin, steal the money/statue/exit stage left Best Disguise : Not even a cloaking device would help you here, you're on your own Weapons Found : Revolver, 9mm Pistol Agency Supplies : Nothing [Enemy Desc] [Weapon/Item] Angry Prostitute Revolver Security Guard 9mm Pistol [Disguises] [Note/Item] Security Guard Not useful unless you set off the alarm Target/Objective/Weapon/Ammo


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