<NIL MORTIFI SINE LUCRE - NO KILLING WITHOUT PAYMENT>------------<PLAYSTATION 2> GGG GGG GGGG GGGGGGGGGGGG GGGGG GGGGG GGGGG GGGG GGGG GGG GGG GGGG GGGGGGGGGGGG GGGGGG GGGGGG GGGGGG GGGGG GGGG GGG GGG GGGG GGGG GGGGGG GGGGGG GGGGGGGG GGGGGG GGGG GGGGGGGGGGGG GGGG GGGG GGG GGE GG GGG GGG GGG GGGGGGG GGGG GGGGGGGGGGGG GGGG GGGG GGG GGGGGG GGG GGGG GGGG GGG GGGGGGGG GGG GGG GGGG GGGG GGG GGGGG GGG GGGGGGGGGGGG GGG GGGGGGG GGG GGG GGGG GGGG GGG GGGG GGG GGGGGGGGGGGG GGGG GGGGGG GGG GGG GGGG GGGG GGG GGGG GGG GGGG GGGG GGGG GGGG --------------------------------<BLOOD MONEY: WALKTHROUGH & FAQ - FINAL VERSION> May 31, 2006 (last update: 14:54 18/06/2007 - 28,908 Words, 77 Pages) Written, edited, and arranged by: Mike Penance e-mail: mikepenance@yahoo.co.uk or look for me in the forums of the sites in the allowed list Table of Contents: (to find a specific topic, press ctrl-f, and paste the search code within the brackets, then press enter). -------------------------------------------------------------------------------- THIS GUIDE IS TO APPEAR ONLY ON THE SITES SUPERCHEATS.COM, GAMEFAQS.COM, NEOSEEKER.COM, AND HONESTGAMERS.COM (AND THEIR SUBSIDIARIES). IF YOU SEE ANY OTHER SITE WITH THIS FAQ, PLEASE LET ME KNOW SO THAT I CAN DISPENSE MY OWN BRAND OF OVER-STYLISED JUSTICE! -------------------------------------------------------------------------------- <new> - this little code before or after a section name denotes its newness. <upd> - almost exactly like its little friend, except it denotes an update. <rev> - this means that part or all of the section has been revised - this could mean extra info on a weapon or vital changes to a walkthrough. -------------------------------------------------------------------------------- "Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate ..." - Sun Tzu, The Art of War -------------------------------------------------------------------------------- 1. Introduction .........................................................[HIT01] - A Word from Mike ........................................[INT01] - Notoriety; Causality in Effect ..........................[INT02] 2. Controls .............................................................[HIT02] 3. Tricks of the Trade ..................................................[HIT03] 4. Weapons ..............................................................[HIT04] - Melee/Close Combat ......................................[CQC01] - Baseball Bat ........................................[CQC02] - Cane Sword ..........................................[CQC03] - Fibre Wire ..........................................[CQC04] - Fire Extinguisher ...................................[CQC05] - Hammer ..............................................[CQC06] - Hedge Cutter ........................................[CQC07] - Kitchen Knife .......................................[CQC08] - Meat Cleaver ........................................[CQC09] - Screwdriver .........................................[CQC10] - Shovel ..............................................[CQC11] - Stiletto ............................................[CQC12] - Stun Gun ............................................[CQC13] - Syringe (Sedative) ..................................[CQC14] - Syringe (Poison) ....................................[CQC15] - Handguns ................................................[HAN01] - Bull.480 (Taurus Raging Bull) .......................[HAN02] - Custom 1911 (Colt M1911) ............................[HAN03] - Desert Eagle ........................................[HAN04] - Nail Gun (Pro 2000 Nailer) ..........................[HAN05] - SLP.40 (H&K USP) ....................................[HAN06] - SLP.40.S (H&K USP w/Suppressor) .....................[HAN07] - Snub Nosed Revolver (M36 Chief's Special) ...........[HAN08] - Silverballer (AMT Hardballer) .......................[HAN09] - Six-Shooter (Schofield Model 3)......................[HAN10] - WWI Pistol (Mauser C96) .............................[HAN11] - WWI Pistol - Prop ...................................[HAN12] - Assault Rifles ..........................................[ASR01] - F.N.2000 (F2000) ....................................[ASR02] - M4 (Colt M4 Carbine) ................................[ASR03] - M14 Grand ...........................................[ASR04] - S.G522 Commando (SIG 522) ...........................[ASR05] - Sub-Machineguns .........................................[SMG01] - MP5 (H&K MP5) .......................................[SMG02] - MP7 (H&K MP7) .......................................[SMG03] - MP9 (Ruger MP9) .....................................[SMG04] - SAF SMG (FAMAE MT-40) ...............................[SMG05] - SMG Tactical (H&K MP5) ..............................[SMG06] - TMP (Steyr TMP) .....................................[SMG07] - Shotguns ................................................[SHG01] - Shotgun (Remington 870) .............................[SHG02] - SP12 Shotgun (Franchi SPAS-12) ......................[SHG03] - Sniper Rifles ...........................................[SNR01] - Air Rifle (Beeman Break-Barrel) .....................[SNR02] - Dragunov SVD ........................................[SNR03] - Elephant Rifle (Browning BAR Mk. II Safari) .........[SNR04] - KAZO TRG (SAKO TRG) .................................[SNR05] - W2000 (Walther WA2000) ..............................[SNR06] - Special Weapons & Equipment .............................[SWE01] - Binoculars ..........................................[SWE02] - Coin ................................................[SWE03] - Enhanced Detonator ..................................[SWE04] - Extra Mine ..........................................[SWE05] - Flak Vests ..........................................[SWE06] - Foil Padded Suitcase ................................[SWE07] - Health Items ........................................[SWE08] - Lockpicks ...........................................[SWE09] - RU-AP Mine/Detonator ................................[SWE10] 5. Walkthrough ..........................................................[HIT05] - Death of a Showman ..................................[SIA01] - A Vintage Year ......................................[SIA02] <rev> - Curtains Down .......................................[SIA03] <rev> - Flatline ............................................[SIA04] - A New Life ..........................................[SIA05] <rev> - The Murder of Crows .................................[SIA06] <rev> - You Better Watch Out ................................[SIA07] <rev> - Death on the Mississippi ............................[SIA08] - ... Till Death Do Us Part ...........................[SIA09] <rev> - A House of Cards ....................................[SIA10] - A Dance with the Devil ..............................[SIA11] - Amendment XXV .......................................[SIA12] - Requiem .............................................[SIA13] 6. Cheats, Codes, and Easter Eggs .......................................[HIT06] 7. F.A.Q's <rev> ........................................................[HIT07] 8. The Happy Lawyer Department ..........................................[HIT08] 9. Credits & Outro ......................................................[HIT09] 1. Introduction [HIT01] Agent 47 is back on the job ... technically ... that’s a bad thing because it’s wrong to kill strangers. Does that mean it's okay to kill people you do know? That seems wrong also ... can’t kill strangers ... can’t kill acquaintances (that Flonne cracks me up). Fortunately, 47 doesn’t have such qualms and will quite literally kill anyone for enough cash. Last time we saw our anti-hero he was left clinging to life after a failed assassination – Blood Money shows the events leading up to it and the aftermath of 47’s revenge. Ooh, it's going to get nasty, better them than me. - A Word from Mike [INT01] I never quite got around to starting that Contracts guide (admittedly it would’ve been easier than this one) that I wanted to write ... this time I’m on the ball, by now everything should be nicely finished. Where does the time go? No, really - I want it back! As a new (experimental) thing - I'm adding instant messenger support (MSN) for anyone who needs more help than this guide can muster. Use the following email address FOR INSTANT MESSAGING ONLY - mikepenance@hotmail.co.uk - any email that gets sent to this address WILL NOT BE REPLIED TOO. And yes my friends, this is actually the final version of this guide. I hope you've enjoyed my attempt at being useful with this guide to Hitman: Blood Money, I'm sure you've been a great audience, see you next Hitman - MKP. - Notoriety; Causality in Effect [INT02] Notoriety ... why doesn’t that sound like a good thing? The big new feature for Blood Money is the notoriety meter; depending on how you tackle your current mission you’ll alter the course of your future ones. After each mission you’ll be taken to a sleaze-rag ... er, I mean newspaper report on the recent assassination. If a civilian sees you performing a suspicious action, once the hit goes down they’ll give your details to the police. Not only will Guards on future missions be issued with your current description but you may actually bump into the same civilian. At first, the description leaked to the papers will be as vague as hell – ‘a male suspect’, ‘a bald man’ etc. but the higher your notoriety gets, the better the description (being caught on camera and not retrieving the tape awards higher notoriety than a witness report). Notoriety also affects your cover, if you’re dressed as a Guard and they’re looking for a bald man – you’ll still rouse suspicion, if your costume includes a hat you’ll blend in more. It’s not the end of the world if your notoriety hits the roof because with a bit of hard cash it’ll all go away. After every successfully completed mission you’ll be taken to the bribe screen, from here you can lower your notoriety by paying off witnesses (- 15) and even bribing the chief of police to lose vital evidence (- 40). If it’s still too much you can pay a whopping $200,000 to purchase a completely new identity (- 100). The cheaper, more time consuming method is to replay the missions that you messed up on and achieve a lower notoriety score than last time (if your score is less than last time, the difference will be deducted from your total). Eventually the Cops are going to have a cast-iron description of you and eventually your true identity will be revealed - the fun part though, is seeing some of the newspaper reports. For the first seven missions they had 47 down as a 'gay psychopath' who looked scarily like Barry Burton (Resident Evil), for the next few missions after that they had him down as a Dan 'Homer Simpson' Castellaneta look-alike - either that or Richard O'Brian - it's a hoot. 2. Controls [HIT02] L1: - use this button to crouch (to hide behind things) and to sneak (to avoid detection). Pushing this button while up a ladder or other climbable object will make 47 jump off - handy when you really need to be somewhere else, fast. L2: - this button opens and closes the map, remember that the game still carries on in the background and is not paused. L3: - hold this button to bring up an aiming reticule, release the button to throw whatever item you have in your hand (the longer you hold the button the harder your throw will be). R1: - this button will use firearms and attack with melee weapons; it is also used to engage in close combat. R2: - reload, that's it, just a reload button. R3: - push this button to enter sCope mode (if the equipped weapon has a sCope) or enter first-person mode. Square: - this little button will holster and draw your weapons and open and close the inventory (hold to open, release to close). Switch between the map and the legend. Triangle: - drop whatever item that you have in your hand, it's also used to exit the map. Circle: - use this button to pickup items or open the item pickup window (hold). Cross: - carry out an action or open the action menu (hold). Spy through keyholes while crouching. D-Pad U/D: - zoom-in with the sniper sCope or binoculars. D-Pad L/R: - scroll through maps. Select: - open briefing menu. 3. Tricks of the Trade [HIT03] Agent 47 has quite a few tricks up his sinister sleeves; if you fail to grasp these basics fully, that Silent Assassin rating will always be out of reach (was that too melodramatic? Discuss). 47’s various techniques sit in the categories of attack, defence, and movement. Learn to master each one and learn to apply them effectively each time ... or something like that. - Melee Attack: If you push the R1 button while standing in front of a budding victim you’ll deliver a grappled headbutt, pressing R1 against the newly stunned victim will deliver a knockout blow. This is probably the most sought after addition to Blood Money, the ability to fight back without weapons. The headbutt/punch combo is as violent as it sounds and once you headbutt someone they’re unlikely to forget you (or forgive you but that’s an entirely different matter). If you’re in a secluded spot and you actually intend to finish them off – by all means do it (the blood can give you away if you're not careful). - Giving them the Push: A tap of the R1 button while standing behind someone will give them a push, not too great on its own but if you push them downstairs (personal favourite) or off a ledge you can fake an accident. Sometimes you can score multiple kills by pushing one punk onto another, although that requires near perfect timing ... and Spider Senses ... mainly timing though. Another important use for the push is that you can shove someone so that they knock themselves out on a hard surface - very handy when you're out of Sedative Syringes. - Elevator & Up: In some elevators (okay, most) it’s possible to climb through the ceiling hatch and onto the top of the elevator. If there happens to be someone standing directly below the hatch you can equip your Fibre Wire and press the cross button to strangle them and pull them up. It’s a silent kill and instant concealment – dandy, eh? - Lock and Roll: The title ...? Oh, it just came to me (I bet you couldn’t tell). All doors have locks and Agent 47 has guns ... nope, can’t think of a thing! Oh, wait – if you fire at a door lock (preferably in first-person view) it’ll break. The benefits of which is that you can avoid picking locks altogether – the bad bit is that it makes quite a bit of localised noise and it leaves a physical mark on the door (yup, people will notice). In real life no self-respecting weapons specialist would ever shoot out a lock – the ricochet could quite easily kill them. Who says that reading my guide isn’t a learning experience? Doors that are opened via key card (like the daemonic devices you get in hotels) can't be picked or shot open (unless you posses a card to the door) ... not like you've ever tried ... right? - Disarming: If you push the R1 button while standing near an armed opponent you’ll perform a grapple for their firearm. There are two outcomes to the disarming technique, you’ll either successfully win control of the gun causing a small localised noise or you’ll win control of the gun but it’ll go off in the struggle (injuring your target in the process), this of course creates a lot of noise. Do it if you need it but don’t make a habit of it. There is a 'shooting disarm' but frankly I think that's purely limited to Guards and the like (seeing as how I’ve never, ever done it or seen it done). If it happens to you, you'd better pull your finger out and pick up your gun - in shootouts, one rogue shot can screw up your chances of even scraping through by the skin of your teeth (especially if you don’t have a backup peace on hand). - Human Shield: If you can manage to sneak up behind someone with an appropriate gun drawn (single-handed use only) you can use the cross button to grab them as a human shield (I say ‘sneak’ but as long as you can get behind someone). A human shield by definition should be quite handy – angry men with machineguns evidently don’t read the dictionary. If you cause too much trouble and kill too many people while you have a shield, people are likely to shoot back! When you’re done with them you can shove them to the floor with triangle or knock em’ out with the cross button. Alternatively you can fake an accident by pushing them from a high ledge. R1: - this button will discharge your chosen firearm. That's it, really. R2: - reload, that's it, just a reload button. When reloading with a human shield, 47 will drop into a kneeling position to reload - this leaves him momentarily vulnerable to being outflanked (the enemy gaining ground behind you). Triangle: - give your victim a hearty slap on the back - oh, it's not hearty and it's not really a slap. 47 will shove his victim to the ground, a shove near some railings or stairs will result in a very fatal experience - if no one is around to witness this, it'll be classed as an accident. Cross: - pushing this button will pistol-whip your hostage's light out in what can only be described as the painful alternative to sedation. - Disposal of Bodies: There comes a time in everyone’s life when they need to hide a body ... oh wait ... pretend I didn’t say that! Even when going for a Silent Assassin rating the bodies can mount up ridiculously fast. To achieve the Silent Assassin rank you need to be able to hide and dispose of bodies when necessary. There are various ways to temporarily or permanently dispose of the ultimate in incriminating evidence. Every level contains a dumpster, a hopper, or a chest freezer (basically the same, if not a little colder or smellier than the last). As long as you remember to put the lid down they should provide an adequate hiding place for civilian/police/agent bodies – although it is worth mentioning that dumpsters outside of cafes and restaurants are used frequently by waiters and the like. Dark areas will do when it comes to stashing bodies, the darker the better – matter-less of how dark the area is; if it’s used frequently someone may see something sooner or later. Permanently disposing of bodies can be a godsend when faced with multiple targets, places like swamps, garbage trucks, and furnaces will do the job nicely. Although the more unpleasant ways of disposal tend to add to your violence rating quite quickly – if you can try and use large bodies (see what I did there?) of water to cover your tracks, that’d be great. It's purely a case of using your best judgement ... get discovered or be a little rough, each level walkthrough will tell you the best way to hide or dispose of bodies in a discreet enough manor to earn you the mantle of Silent Assassin. - Diversions: It isn’t all about shooting and pure stealth; sometimes to succeed you need to be able to cause a diversion. The obvious choice of diversion is to use the Coin, simply throw it and with a bit of luck, your target will wander off to investigate – giving you the chance to eliminate them quietly or simply sneak on by. Coins are great but for a longer lasting diversion you can actually use your attaché case – if you throw it in a similar manor to a Coin, your chosen target will pick it up and take it to the nearest security room (a civilian will run off to let someone know about the case – either way, win/win). A firm favourite of mine (and Agent 47’s ... probably) is to simply toggle a light switch, when someone comes to turn the lights back on you can use the opportunity to take them down when they turn their back or sneak past (its all good, baby). You’re not purely limited to the basics, on some missions there will be level specific diversion like fire alarms and laser tripwires that can be exploited. - Costume Changes: Hitman may be good and he may have a big bald, bar-coded head but there are times when 47 needs to acquire some new pants (okay, and the rest) to be able to achieve his mission without raising suspicion of an undue kind. Usually, obtaining a costume is as simple as smacking someone across the back of the head and selecting the costume from the pickup menu and then bundling the naked guy into a box (any body armour other than Flexible Kevlar will be lost when you change from your suit). Different costumes have different areas of access (an FBI agent can walk unhindered just about anywhere without question – even bypassing metal detectors) and allow you to carry certain weapons freely (e.g. a worker can get away with carrying Hammers and Nail Guns without getting his face blown off). Providing that you don’t keep trying to enter unauthorised areas or do uncharacteristic things (waving your firearm at partygoers usually does it for me), your cover should remain intact. Only Guards wearing the same threads as you can become suspicious of you and blow your cover (unless you’re doing something totally stupid). The best way to completely obliterate your cover is to have a body discovered and identified – this tells every Guard on the mission exactly who they should be looking for, even the smallest amount of suspicious behaviour will plunge you into the red. A neat little feature that’s new to Blood Money is that changing costumes will now lower the suspicion meter – this is an absolute lifesaver should you screw up but still remain on target to complete the mission. Retrieving your suit is vital to obtaining a Silent Assassin rank on Expert and Professional difficulties – try and leave it somewhere secluded but accessible for when the time comes. - Navigating the Environment: Evidently Agent 47 has been on an outward bounds weekend between games – and it shows. I want to make this sound technical and cool ... but basically ... pushing forward will do everything. If you want to climb something (trellis, ladder, drainpipe, etc.) just push towards it – pushing up goes up and pushing down goes down (well I never). If you’re in a hurry to get down, push L1 to drop straight to the ground (depending on how high up you are you’ll suffer varying amounts of damage). The same goes for jumping from ledges – push in the direction that you want to go and Mister Hitman will do the rest. To traverse ledges (in a wall hugging fashion no less) simply push towards the ledge and 47 will automatically do what needs to be done (shimmy-shimmy) – should someone see you and raise the alarm you’ll be unable to defend yourself (the whole balancing precariously bit puts pay to that). As you may have guessed, these are all highly suspicious actions (hanging from a drainpipe, suspicious!?!) so watch what the hell you’re doing, eh? 4. Weapons [HIT04] "The victim was dispatched in an expert manor by a ... frozen banana to the head!” Well, yeah if 47 didn’t have any kind of weapon that’s the headline you’d see quite a lot at the end of level screen. Knives, guns, and various blunt objects make up a vast majority of Mr. 47’s arsenal – how you use them is entirely up to you. A little note to stop me having to slap some people for bringing it up later - weapon upgrades that are unlocked after a certain mission will only be unlocked if you have all the missions before and including that one completed with a Silent Assassin rank. -------------------------------------------------------------------------------- “There is a time and place for the use of weapons.” — Miyamoto Musashi, The Book of Five Rings, The Ground Book -------------------------------------------------------------------------------- - Melee/Close Combat [CQC01] Without close combat you’d see your violence rating soar, close combat is silent and always deadly and professional. In many situations you’ll be unable to carry or use a firearm due to metal detectors and the like. Weapons like the Syringe and Fibre Wire are undetectable and can easily incapacitate or kill instantly. Melee weapons aren’t limited to your default equipment, there are many spur-of-the-moment objects lying around like Fire Extinguishers and Kitchen Knives. Of course, if you never expected to come across one of these weapons, things may not go to plan in a big mission when you go to use them. Practice makes perfect. Just so you know, folks - you can't collect melee weapons like you could in Hitman 2: Silent Assassin ... boo. A quick little note about bloodstains - certain melee weapons will become covered in blood after 'use'. Needless to say, but, even when dressed in the appropriate costume, bloodstained weapons are a no-no (for obvious reason). - Baseball Bat [CQC02] FOUND: Death of a Showman, A New Life ‘Bat’-Man Returns ... The Good, the ‘Bat’, and the Ugly ... ‘Bat’ to the Future ... <sigh> that’s me done. It’s a Baseball Bat, be creative, be spontaneous, be Babe Ruth if you like. It’s not a technical marvel, you just swing it and people fall over. - Cane Sword [CQC03] FOUND: A Dance with the Devil It’s a sword ... no, it’s a cane ... well; it’s actually a bit of both. The Cane Sword starts automatically holstered (pushing the square button will drop it); a quick flick of R1 button will unsheathe it and deliver a vicious slash. It’s quick and painful, and is guaranteed to create quite a bit of noise (and mess). The coolest thing about the Cane Sword is its stealth attack - a rapier -style thrust through the back - sadly this weapon is absolute pants because only Vaana can walk about unhindered with it. - Fibre Wire [CQC04] FOUND: Default The Fibre Wire is a Silent Assassin’s weapon of choice, no mess and no fuss, and always available. Press R1 to tighten the Wire and enter sneak mode (another one of those handy little tweaks that make things easier); simply releasing R1 behind your chosen victim will kill them instantly. It’s an awkward but necessary weapon to master and it's silent and doesn’t add to your violence rating (even one can wreck your chance for a Silent Assassin ranking). A nifty new feature (like I mentioned before) is that you can pull people through ceiling hatches thus killing them and hiding them at the same time. - Fire Extinguisher [CQC05] FOUND: Death of a Showman, A Vintage Year, Death on the Mississippi Fire isn’t the only thing that this can extinguish (see that, play on words, brilliant) – the Fire Extinguisher can make an impromptu bludgeon if need be. A blow from behind will always do the job in one hit, from the front and depending on how good a shot they receive they may need a couple of blows, although it’s a pretty certain knockdown. - Hammer [CQC06] FOUND: Death of a Showman, A Vintage Year, Curtains Down, Requiem <Singing> If I had a Hammer, I’d chase you in the morning, I’d kill you in the evening ... <ahem>. I’ll leave you to ponder the uses of a Hammer (clue: they involve hitting people across the back of the head), make sure you’re dressed as a workman unless you can explain why a theatre-goer needs a Hammer. Amusingly enough, the Hammer can be thrown for a fatal long distance attack - if you want it back you'll be in for a long distance sprint (fact). - Hedge Cutter [CQC07] FOUND: A New Life, Requiem Hedge Cutters, we’ve all got them (well, presuming you have a hedge) and we all know that they’re as sharp as hell. Apart from being able to clip hedges with them (not like I’ve seen him clip hedges with them), 47 can deliver a rather violent double-stab attack from behind – from the front however, 47 delivers a feeble little jab ... I know which one is better. - Kitchen Knife [CQC08] FOUND: Death of a Showman, A New Life, The Murder of Crows, You Better Watch Out ..., Death on the Mississippi, Requiem Strangely, this is probably the most well rounded weapon in the game! You have a powerful frontal attack, a stealth attack, and you can throw it for a projectile attack (it can be retrieved from a target - in a fire fight that's never a good thing to attempt). This is purely one of those ‘find in level but can’t bring home’ kind of items so use it while you can and don’t get too attached to it. - Meat Cleaver [CQC09] FOUND: A Dance with the Devil Just when you thought it was a safe to go back in the kitchen! The Meat Cleaver, as the name suggests, cleaves meat – that also happens to include any bone that gets in the way. Being the nice guy that he is, Agent 47 will gladly hit people in the back of the head with it in what has to be the most gruesome sight of the game. What else? Well, you can throw it just like a knife (albeit in a much cooler way) and its frontal attack seems marginally stronger (although it’s still a bit crap). - Screwdriver [CQC10] FOUND: Curtains Down, Requiem I once almost put a Screwdriver through my hand, not a very nice experience I can tell you. Of course, nobody told this to 47 – let’s just say you shouldn’t let him do your DIY. It’s very cool, it’s very messy ... and it’s very 47. As an added bonus, it can be thrown in a similar way to a knife ... is there such a thing as projectile DIY? - Shovel [CQC11] FOUND: Death on the Mississippi, ... Till Death Do Us Part, Requiem The Shovel is purely a limited use weapon, well you can whack people all day, but what I mean is if you don’t stay dressed as a furnace worker, keep it holstered, and never leave the furnace area then you’ll cause all kinds of ructions (on the other missions its much harder). A well aimed swing from the front will send a target flying, from behind however, you’ll deliver a couple of quick blows to your victims’ head, finishing them instantly (and making quite a bit of noise). Like I say, if its there then you may as well try it once. The Shovel also appears on the final level but there is very little opportunity to use it without getting shot in the face. - Stiletto [CQC12] FOUND: A Dance with the Devil, Requiem A Stiletto is a long-bladed knife that’s primarily designed for stabbing rather than mindless slashing. If you use this like you’re supposed to you’ll probably not notice much difference between this and the Kitchen Knife, throw it and stab things, ya know, the usual. - Stun Gun [CQC13] FOUND: Flatline The Stun Gun is so brilliant that I thought they’d let you keep it (with a bit of jiggery-pokery you could grab one in the original Hitman but it didn’t work properly). You can’t keep it and so far I’ve only seen it on one mission. By holding R1 you charge the Stun Gun, by releasing R1, people fall over. One zap from the front will incapacitate anyone, the stealth attack should prove quite fatal ... but it doesn't ... in my world we obey the laws of biology. - Syringe (Sedative) [CQC14] FOUND: Default The needle-man cometh and ... er, that’s a bad thing. If you need to acquire a new uniform or remove a civilian from the equation in a safe and more importantly anonymous way, the Syringe is always the best way forward. I find that it’s quite handy for faking accidents, a quick shot in the neck and up and over the nearest balcony rail to the floor below. You can also dope people’s drinks (and the odd sausage) but I prefer to do things personally. You only get two uses from the Syringe, using them sparingly is often vital to your success. - Syringe (Poison) [CQC15] FOUND: Death of a Showman, default If you harbour the desire to murder rather than sedate, the Poison Syringe will be up your ally, silent, quick and deadly but totally non-violent. Like the Sedative Syringe you can lace food (producing the possibility of eliminating multiple targets). Remember, when poisoning food you can’t always dictate when and where your target will eat it – they may collapse almost instantly or they may get far enough for you to safely hide them, like I said you can’t dictate these things. If you poison someone and then throw them off a balcony it’ll still class as a poisoning rather than just being suspicious. Two jabs and that’s it, but unlike the sedative variant you’ll use this one specifically for elimination of key targets. Incidentally, if you end up having to incapacitate someone in a physical sense you can still finish them while they’re prone (another one of those handy little tweaks). - Handguns [HAN01] Handguns are a great commodity in the world of Hitman (even more so this time round). A good, reliable Handgun should always find its way into your pockets at the start of each mission. They’re concealable and dependable, Sniper Rifles and Shotguns are all well and good but they each have their time and place before they’ll work perfectly. Handguns are suitable for all situations (especially with a Silencer and a Scope). - Bull.480 (Taurus Raging Bull) [HAN02] AMMO TYPE: Bull CAPACITY: 6 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: A New Life, Death on the Mississippi This is one meaty weapon; it’s kind of like a Charles Bronson special! This hand-cannon can blow a plate-sized hole in whatever you aim at. I mean, yeah it’s powerful but man is it slow. I’d give your lunch money to have had a customisable magnum revolver in Blood Money (custom barrels, twin auto-loaders, etc). Unless you’re intending to ‘rip it up’, one shot is going to wreck your Silent Assassin rating. I’ve only seen Bull ammo lying around once but there is a large concentration of Bull.480’s on the Death on the Mississippi mission. - Custom 1911 (Colt M1911) [HAN03] AMMO TYPE: Magnum CAPACITY: 9 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: No FOUND: Amendment XXV, Requiem The Custom 1911 is almost exactly the same as the Desert Eagle – as to why we have it, I don’t know. It only appears twice anywhere and it isn’t even collectable (and like the WWI Pistol it doesn’t even appear on the standard equipment list). - Desert Eagle [HAN04] AMMO TYPE: Magnum CAPACITY: 9 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: Death of a Showman, The Murder of Crows, Death on the Mississippi, A Dance with the Devil, Amendment XXV If you need to make some noise then this is the gun to use, baby. This is a semi-automatic powerhouse that makes you happy by just being there. I rarely use it but if I can, I always take it with me (that or my trusty Silverballer). Magnum ammo is pretty damn scarce but don’t be surprised to find large caches from time to time. There are plenty of opportunities to grab a Desert Eagle or two, try high profile Bodyguards or targets if you’re desperate. - Nail Gun (Pro 2000 Nailer) [HAN05] AMMO TYPE: Nails CAPACITY: 50 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes (standard equipment screen only) FOUND: Curtains Down, A New Life, Amendment XXV Technically ... not strictly speaking that is ... it’s not really a firearm. It’s a cordless Nail Gun that uses a CO2 cylinder to fire nails over a short distance. If you want to give it a go you can use it as a replacement for a silenced pistol – headshots only I’m afraid, otherwise you’ll be there all day (and night, and day again). - SLP.40 (H&K USP) [HAN06] AMMO TYPE: .45ACP CAPACITY: 12 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: Death of a Showman, Curtains Down, Flatline, A New Life, Murder of Crows, A House of Cards, A Dance with the Devil, Amendment XXV, Requiem The SLP.40 is pretty much standard issue for every goon and Guard from here to eternity. It’ll be the first gun you ever find and the first gun to ever kill you – that is Hitman’s one and only truth. I have never found a reason to deviate from my Silverballer for this. It’s accurate enough and it’s pretty powerful, but for a .45ACP it’s not as powerful as you’d expect. Grab one for your collection and then avoid it completely. - SLP.40.S (H&K USP w/Suppressor) [HAN07] AMMO TYPE: .45ACP CAPACITY: 12 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: The Murder of Crows, A House of Cards This is ... okay, I think. It’s exactly the same as the SLP.40 but with an added Silencer, if this were Contracts I’d say that this were a fine addition to your arsenal, but due to the customisable Silverballer, this comes second best. If I had to choose one or the other I wouldn’t choose this one ... however, if your Silverballer isn’t quite up to your desired spec yet because you’ve been burning money, then this may be adequate for a short time. - Snub Nosed Revolver (M36 Chief's Special) [HAN08] AMMO TYPE: Pistol CAPACITY: 6 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: A Vintage Year, Death on the Mississippi The Snub Nosed Revolver (more commonly known as a Derringer) – officially a ladies gun it was also favoured by the likes of Al Capone (I think James Cagney had one in one of his films ... which one? I can’t remember for the life of me). Unlike the Derringers I’ve seen, this one holds six shot (instead if two). Anyway, at close range this weapon can be quite, quite powerful (due to the short barrel) but over a distance, where you’ll be using it most, it can’t hit for toffee (mmm, toffee) and when it does it won’t leave too much of a mark. - Silverballer (AMT Hardballer) [HAN09] AMMO TYPE: Low Velocity/.45ACP/Magnum CAPACITY: Upgradeable CONCEALABLE: Yes TWO-HANDED: Yes, if dual is selected COLLECTABLE: Default FOUND: Requiem, Default The Silverballer has been the staple of the Hitman series since day one (back then it was way too loud and only held 7 shots). Over the series it’s been gradually beefed up and on some occasions doubled up. This time around, the Silverballer takes full advantage of the new customise feature. By splashing your ill-gotten gains you can increase its speed, power, and versatility beyond that of any other Handgun. We’re talking Silencers, dual wielding, Scopes, and a whole host of extras. Level 1 Upgrades: $50,000 (Available as default) - Low Velocity Ammo - More silent - Less recoil - Excludes other ammo - Silencer Type-1 - Medium silenced - Excludes Silencer Type-2 - Excludes Long Slide Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Extra Ammo - 2 extra clips - Expands all clips - Rail Mount - For Scope - Laser Sight - Laser Aim - Medium Precise Level 3 Upgrades: $100,000 (Complete 'Flatline') - Magnum Ammo - Penetrates doors - More recoil - Excludes other ammo - Long Slide - Better precision - Less recoil - Excludes Silencer - Dual Action - Two guns - Twice the fun - More recoil Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Red Dot Sight - Small zoom - High precision - Requires Rail Mount - Excludes Scope - Large Clip - More bullets - Double capacity Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Silencer Type-2 - Max silenced - Excludes Silencer Type-1 - Excludes Long Slide - Scope Type-1 - Medium zoom - Extreme precision - Requires Rail Mount - Excludes Red Dot Sight - Full Auto Fire - High rate of fire - Requires Large Clip - More recoil - Six-Shooter (Schofield Model 3) [HAN10] AMMO TYPE: Pistol CAPACITY: 6 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: ... Till Death Do Us Part When I knocked my first hillbilly unconscious and rifled through his pockets I was initially excited to find the Six-Shooter. I thought that surely Clint Eastwood and Revolver Ocelot <cough> would know a winner when they saw it – how wrong I was. There is very little accuracy backed up by very little power. I collect them, that’s what I do ... why’d I bother collecting this? - WWI Pistol (Mauser C96) [HAN11] AMMO TYPE: Mauser CAPACITY: 9 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: No FOUND: Curtains Down Is this the real one or the fake? Admittedly this weapon’s only purpose is to kill Alvard D’Alvade in a crafty way – I don’t think that we were really ever meant to ‘use’ it in the traditional sense (hence it not being collectable). If you really want to use it, bear in mind that it’ll only have nine shots and unless you go for headshots it’ll probably take that many to kill someone – yes, bad. - WWI Pistol - Prop [HAN12] AMMO TYPE: Blanks CAPACITY: 9 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: No FOUND: Curtains Down Hmm ... something tells me that this might just ... not be real. The Prop WWI Pistol is as the name suggests a prop. Not to cast dispersions, but if you use this you’ll be firing blanks – this is the weapon used to ‘execute’ Cavaradossi at the end of the third act. It can’t even deliver a chafing powder burn (“take that you villain”, “ow it chafes”). If you have this in your possession then you’re either planning something in a cunning fashion or you’ve just lost the plot – either way it's still best not to run around firing at people - no, really. - Assault Rifles [ASR01] Assault Rifles make no claim to being stealthy or intelligent; whichever one will get them into any kind of trouble. Capable of incredibly high rates of fire and as inconspicuous as two children standing on each others shoulders, wearing a trench coat, and trying to get in to see Death Wish. Generally speaking, an Assault Rifle is way too big to start a mission with – check the Agency case. If you really must go down the ‘kill em’, kill em’ all’ route, remember your clean underwear and fresh body armour. Like all rifles, the differences are clearly there to be seen in accuracy, fire power, and added extras. - F.N.2000 (F2000) [ASR02] AMMO TYPE: Rifle CAPACITY: 20 CONCEALABLE: Yes, with case TWO-HANDED: Yes COLLECTABLE: Yes FOUND: Death on the Mississippi, A Dance with the Devil Sadly, it doesn’t come with the case you find it with – because that would’ve made it extra special. Of all the Assault Rifles this is probably one of the most stable and accurate that you’ll ever find. The drawback is that it only holds 20 rounds in each magazine, so you spend more time reloading the damn thing than you do shooting it. The whole point of it being so compact is so it could fit inside a case ... no case means you’re better off sticking with the much larger and more capable rifles. - M4 (Colt M4 Carbine) [ASR03] AMMO TYPE: Low Velocity/Rifle/Armour Piercing CAPACITY: Upgradeable CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Default FOUND: Default Surprisingly, this is the ultimate in Assault Rifles ... oh, you're not surprised? Of course not – even if you left it unmodified it’d still be the best rifle of its kind. It’s surprisingly stable even in full-auto and once you outfit it with a Scope and a Silencer you’ll be able to re-enact scenes from the Rambo Trilogy. It’s recommended you purchase some large clips and AP ammo as soon as possible if you intend to go down the action route. Level 1 Upgrades: $50,000 (Available as default) - Low Velocity Ammo - More silent - Less recoil - Excludes other ammo - R.I.S. Handguard - Special Handguard - Required to upgrade - Butt Stock - Lightweight Butt Stock - Less recoil - More precise Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Armour Piercing Ammo - Penetrates doors - More damage - Excludes other ammo - Rail Mount - To mount Scope - Extra Ammo - 2 extra clips - Expands all clips - Laser Sight - Laser aim - Medium precise Level 3 Upgrades: $100,000 (Complete 'Flatline') - Silencer Type-1 - Medium silent - Excludes Silencer Type-2 - Pistol Grip - Extra support - More steady - Requires Handguard Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Double Clip - 2 clips - Less reload times - Excludes Drum Magazine - Red Dot Sight - Small zoom - High precision - Requires Rail Mount - Excludes Scope Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Silencer Type-2 - Max silenced - Excludes Silencer Type-1 - Drum Magazine - 100 rounds - Large recoil - Excludes Double Clips - M14 Grand [ASR04] AMMO TYPE: Rifle CAPACITY: 20 CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes FOUND: Amendment XXV In my mind this is the traditional Assault Rifle of the group – not as fast -firing as the others but just as powerful. Because it needs to fire in three -shot bursts (it can fire one shot at a time, very accurately but it is way too slow to be of any real use in times of crisis - it doesn't have automatic fire so you'll need to be quick on the trigger) to be of any real use, it tends to be a little on the inaccurate, ammo consuming side. - S.G522 Commando (SIG 522) [ASR05] AMMO TYPE: Rifle CAPACITY: 20 CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes FOUND: The Murder of Crows <Sigh> what we have here is yet another run of the mill Assault Rifle – let’s see, it’s accurate, it’s powerful, and it’s stable. Apart from the usual I think that it may be fitted with a partial Silencer ... well, it won’t collect itself, get to it. - Sub-Machineguns [SMG01] Sub-Machineguns are all about rapid-fire death combined with easy concealment (that’s why they’re synonymous with just about every Mafia going); of course there are myopic cowboys with better aim but who cares? There are various kinds of SMG to be had, the one-handed Gangster’s favourite right down to heavy two -handed military machineguns. In essence they’re all pretty much the same in terms of their rate of fire and power, so you’ll often find yourself going for the ones with the best features (Silencer, etc). With this being the case you won’t stray far from your Tactical SMG unless you’re a bit of a collector (just like me, baby). - MP5 (H&K MP5) [SMG02] AMMO TYPE: SMG CAPACITY: 25 CONCEALABLE: Yes TWO-HANDED: Yes COLLECTABLE: Yes FOUND: Curtains Down, A Dance with the Devil, Amendment XXV The Heckler & Koch MP5 is the daddy of Sub-Machineguns and is favoured by police organisations across the world (if I’m correct I think that MP stands for Military Police ... although it could be Machine Pistole ... I forget). Highly stable and deadly accurate even at a distance (due to the two-handed approach), the MP5 is only bettered by the SMG Tactical (which is essentially a modified MP5 anyway) and that’s only because of the Silencer and Scope. In Blood Money the MP5 is mainly carried by high-ranking FBI agents. - MP7 (H&K MP7) [SMG03] AMMO TYPE: SMG CAPACITY: 25 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: A New Life, A Dance with the Devil, Requiem The MP7 is a more professional approach to single-handed machine-pistols like the TMP, fast-firing and accurate to a suitable degree over short distances. Favoured by low-ranking FBI agents and Bodyguards everywhere – the MP7 bridges the gap between the fully-fledged MP5 and the much smaller MP9, and in my opinion it does a pretty good job. - MP9 (Ruger MP9) [SMG04] AMMO TYPE: SMG CAPACITY: 25 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: The Murder of Crows It doesn’t promise much and it doesn’t disappoint – it’s an incredibly fast -firing weapon that loses accuracy over even the shortest of distances, ideal for confined spaces and cramped corridors but entirely impractical (and occasionally too fast for its own good) everywhere else. Both the MP5 and the MP7 are concealable and seeing as they’re all guaranteed to make a noise, you may as well go in with the big guns. - SAF SMG (FAMAE MT-40) [SMG05] AMMO TYPE: SMG CAPACITY: 25 CONCEALABLE: Yes TWO-HANDED: Yes COLLECTABLE: Yes FOUND: A Vintage Year The trouble with the SAF is that what it can do has already been done and at times, done just as good if not better by the other Sub-Machine Guns. The SAF couldn’t be any more stable when firing even if you bolted it to a table, couldn’t be any faster even if you fired from a cannon (that’s the best I could come up with), and couldn’t sound any louder even if you strapped it to your head (although it wouldn’t do any good for the ole’ fillings). Whether you choose this or the MP5, it’s all down to taste and preference. - SMG Tactical (H&K MP5) [SMG06] AMMO TYPE: Low Velocity/SMG/Magnum CAPACITY: Upgradeable CONCEALABLE: Yes TWO-HANDED: Yes COLLECTABLE: Default FOUND: Default Upgradeable right down to the finest detail, it's exactly what we’ve come to expect from the new customise system (in the end it looks like something Solid Snake or Sam Fisher would be proud to own, Sylvester Stallone had something vaguely similar in Cobra). Once you’ve added a Silencer you’re ready to take it on your first mission, with a Laser Sight and some extra ammo you’ll be set to use it full time (and you can) you’ll need to splash some cash on some accuracy improvements (adding a Butt works well) and the slow reloading time (a whole host of options await for that one). Level 1 Upgrades: $50,000 (Available as default) - Low Velocity Ammo - More silent - Less recoil - Excludes other ammo - Butt Stock A - Less recoil - More precise - Butt Stock B - Less recoil - More precise Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Extra Ammo - 2 extra clips - Expands all clips - Rail Mount - For Scope - Magnum Ammo - Penetrates doors - More recoil - Excludes other ammo Level 3 Upgrades: $100,000 (Complete 'Flatline') - Silencer Type-1 - Medium silent - Less damage - Excludes Silencer Type-2 - Short Barrel - More damage - Less precise - Rapid Fire - Extreme rate of fire - More recoil Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Laser Sight - Laser aim - More precise - Double Clip - Fast reload Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Silencer Type-2 - Max silenced - Less damage - Excludes Silencer Type-1 - Red Dot Sight - Small zoom - High precision - Requires Rail Mount - TMP (Steyr TMP) [SMG07] AMMO TYPE: SMG CAPACITY: 25 CONCEALABLE: Yes TWO-HANDED: No COLLECTABLE: Yes FOUND: Death of a Showman, A Vintage Year, Flatline, A House of Cards This is probably the most common SMG in the game, used primarily to bolster the security of Gangsters and Bodyguards (higher ranking Bodyguards carry much better MP5 – MP9’s). Best suited to sporadic bursts of fire rather than continuous, its many failings don’t bother the AI because they have backup, and even if you kill them, twenty more will come running round the corner, (its called ‘hive mentality’ – as long as the greater good is served, they as an individual don’t matter). Very noisy, pisspoor at long distances, never use it personally. - Shotguns [SHG01] Shotguns are an iconic part of both film and video games alike, these days it’s almost considered blasphemous not to include at least three. Shotguns by their very nature are loud, inexplicably deadly, and about as practical as a horse riding a unicycle (while juggling chainsaws). Even with a full-spec boomstick in hand, faster firing weapons will take you apart – you’ll fail miserably unless you can exploit some tactical position. Because Shotguns are so large, if you elect to start a mission with one it’ll be placed in an Agency crate near the start of the level. - Shotgun (Remington 870) [SHG02] AMMO TYPE: Shotgun CAPACITY: 8 CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes FOUND: Death of a Showman, A Vintage Year, Death on the Mississippi, ... Till Death Do Us Part Admittedly this is someway up from basic, but as far as we’re concerned this is the bottom rung of the ladder. On levels where Guards openly carry Shotguns you can move quite inconspicuously in the right uniform, such opportunities are few and far between so if you desperately need this for your collection, the easiest place to nab one is on A Vintage Year. For any other occasion it’s the SPAS 12 all the way. - SP12 Shotgun (Franchi SPAS-12) [SHG03] AMMO TYPE: Flechette/Shotgun/12 Gauge CAPACITY: Upgradeable CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Default FOUND: Default The SP12 (SPAS 12) is a highly customisable Shotgun – whatever the task, there’s a modification that’ll let you do it. Depending on what ammo you’ve got equipped you can either play the stealth game (Silencer and Flechette rounds) or the all-out action game (short barrel and 12 Gauge rounds). The problem with the SP12 is that it’s still too damn big – the fact that no one else in the game carries it means that even in uniform there’s a zero percent chance of blending in (and you know what happens when you don't blend in). Level 1 Upgrades: $50,000 (Available as default) - Flechette Ammo - 18 Dart Slugs - Less Damage - More precise - Excludes other ammo - Butt Stock - Less recoil - More precise Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - 12 Gauge Shots - 12 Gauge Slugs - Max damage - Excludes other ammo - Extra Ammo - 2 extra rounds - Expands all rounds - Reload Boost - Mounted Shells - Faster reload times Level 3 Upgrades: $100,000 (Complete 'Flatline') - Rail Mount - For Red Dot Sight - Short Barrel - More damage - Less precise - Excludes Silencer Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Laser Sight - Laser aim - Medium precise - Magazine - 4 extra slugs - High rate of fire Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Silencer Type-1 - Medium silenced - Excludes Short Barrel - Red Dot Sight - Max precision - Requires Rail Mount - Sniper Rifles [SNR01] Sniper Rifles are your greatest asset in the world of Hitman as there are times and places when normal elimination of a target is impossible (you’ll still get your Silent Assassin rank if you go for headshots and stick to your targets). Because Sniper Rifles are pieces of high-precision equipment it’s incredibly easy to see the difference between them. Not every Sniper Rifle is guaranteed to be accurate or silenced; in fact, the only silenced rifle in the game is the W2000 (making the rest a little bit obsolete). - Air Rifle (Beeman Break-Barrel) [SNR02] AMMO TYPE: Darts/Tranquiliser CAPACITY: 1 (Bolt-Action) CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes SCOPE INFO: 2X Additional Zoom FOUND: A New Life Now this is an odd little addition to 47’s world, it’s a tranquiliser rifle that’s capable of sedating both man and beast at long range (it has 2X zoom which is better than most ‘actual’ Sniper Rifles). If it came with its own case this would be the ultimate in stealth weaponry ... it isn’t ... bummer. Although, being an Air Rifle it operates using compressed air and doesn’t make a sound. IO missed a great opportunity to give it its own case and an assortment of different darts (poison, tranquiliser, etc). - Dragunov SVD [SNR03] AMMO TYPE: Sniper (7.62mm) CAPACITY: 10 (semi-automatic) CONCEALABLE: Yes, with case TWO-HANDED: Yes COLLECTABLE: Yes SCOPE INFO: 1X Additional Zoom FOUND: Death of a Showman, A Dance with the Devil The Dragunov was a disappointment last time around (out of all the Sniper Rifles it was the worst – I don’t think it had a Silencer then either). Because of its semi-automatic status (rather than the much more precise Bolt-Action) and its lack of a Red Dot Scope I found the Dragunov at times to be a shear pain in the arse to use. Like I said, no Silencer – it wouldn’t be so bad if it was inaccurate but silenced, that way you could miss once or twice and think nothing of it. Without a Silencer, you need to master its constant wobbliness and hit first time – hell no. - Elephant Rifle (Browning BAR Mk. II Safari) [SNR04] AMMO TYPE: Sniper (7.62mm) CAPACITY: 10 (semi-automatic) CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes SCOPE INFO: 1X Additional Zoom FOUND: ... Till Death Do Us Part It’s an ‘Elephant Rifle’ as opposed to an ‘Elephant Gun’ – an actual Elephant Gun looks like some kind of bastardised blunderbuss (now that would’ve been cool). Well what do we get? It’s a clumsy Sniper Rifle (I say ‘Sniper Rifle’ but it’s more of a regular rifle with a sCope stuck to it). Its big, it’s powerful, and it has an okay zoom - one additional is better than some that I could mention <points downwards>. - KAZO TRG (SAKO TRG) [SNR05] AMMO TYPE: Sniper (7.62mm) CAPACITY: 10 (semi-automatic) CONCEALABLE: No TWO-HANDED: Yes COLLECTABLE: Yes SCOPE INFO: 1X Zoom FOUND: The Murder of Crows Dear Dragunov I hereby issue a grovelling apology ... it appears that you’re not as crap as I first thought - it appears that the KAZO TRG is worse. The KAZO may be a tad more accurate but it's sure as hell just as loud, loud and unable to zoom. That’s right; the TRG has one poultry level of magnification (that’s pressing R3 twice, not the actual zoom button). Let’s see, do I take this on a mission or do I take a real Sniper Rifle? Let me think. You can collect it, and you can dust it, just don’t use it. - W2000 (Walther WA2000) [SNR06] AMMO TYPE: Low Velocity/Sniper (7.62mm)/Armour Piercing CAPACITY: Upgradeable (variable) CONCEALABLE: Yes, with case TWO-HANDED: Yes COLLECTABLE: Default SCOPE INFO: Upgradeable - up to 3X Additional Zoom FOUND: Default My first major paycheque went on a Silencer and Low Velocity ammo; my next few went on upgrading my sCope and ammo and that’s when I was on my way, baby. This is your greatest asset, do not abuse it (but do use it), purchase every upgrade and if you can, always take it with you. If you purchase the Foil Sniper Case from the equipment menu, you can even pass through metal detectors! Level 1 Upgrades: $50,000 (Available as default) - Low Velocity Ammo - Less sound - Less recoil - Excludes other ammo - Double Clip Capacity - High rate of fire - Excludes Bolt Action Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Lightweight Frame - Lightweight parts - Scope Type-1 - Medium zoom - High precision - Excludes other Scopes - Extra Ammo - 1 extra clip - Expands all clips Level 3 Upgrades: $100,000 (Complete 'Flatline') - Silencer Type-1 - Medium silent - Less damage - Excludes Silencer Type-2 - Armour Piercing Ammo - Penetrates doors - More recoil - Excludes other ammo Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Carbon Fibre Barrel - Less recoil - High precision - Extra Ammo - 2 extra clips - Expands all clips - Bolt Action - High precision - Requires Light Frame - Excludes Clip Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Silencer Type-2 - Max silenced - Less damage - Excludes Silencer Type-1 - Scope Type-2 - Max zoom - Extremely precise - Excludes other Scopes - Special Weapons & Equipment [SWE01] Is it really special? Well, it can be. Normally the Special Weapons & Equipment category is limited to better lockpicks, meds, and body armour, but every so often something extra special will come along ... how special? Just you wait and see for yourselves. - Binoculars [SWE02] Level 1 Upgrades: $50,000 (Available as default) - 7x50 Binoculars - Incremental zoom - Better vision - Distance You can use Binoculars for long distance recognisance on targets or even scan for possible forms of entry to an area. Some people swear by them and some people swear at them – it’s a matter of opinion. My opinion is that you’re better off just using the default Binoculars rather than forking out $50K for a bit of added zoom and a crisper image. - Coin [SWE03] FOUND: Default 47 has an unlimited amount of Coins littering his nefarious pockets – is he saving for a rainy day? Nope, he throws them to distract people and divert attention – another new dynamic for the series that actually works quite well. Some Guards fall for it, others don’t – make sure your intended rube doesn’t see you or it’ll defeat the whole point of making them follow the shiny object. - Enhanced Detonator [SWE04] Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Long range Detonator It may not seem like much but you’ve gotta understand that when a bomb goes off, the entire area gets swarmed by Guards and police, and the like. The further away you are when the explosion goes off, the less likely you’ll be to arouse suspicion. - Extra Mine [SWE05] Level 3 Upgrades: $100,000 (Complete 'Flatline') - 1 extra Mine Hmm ... I wonder what this could be? Well, it’s a Mine you dunderhead – an extra Mine. You can use it to plot in a devious fashion or if you’re a bit of a cack-handed sod, you get a second chance at getting it right - Flak Vests [SWE06] Level 2 Upgrades: $75,000 (Complete 'A Vintage Year') - Kevlar Vest - Absorbs 25% damage - Lost at new outfit Level 3 Upgrades: $100,000 (Complete 'Flatline') - Flak Vest - Absorbs 35% damage - Lost at new outfit Level 5 Upgrades: $200,000 (Complete 'Death on the Mississippi') - Flexible Flak Vest - Absorbs 35% damage - Fits all outfits Flak Vests are a professional’s choice of underwear. I mean we’re supposed to be Silent Assassins here, people – we technically shouldn’t need one. However, we’ve all had those ‘mission gone wrong at the last minute’ moments where we still have a chance to complete the mission anyway (and unlock some more upgrades). With a Flak Vest, our chances have increased (albeit incrementally). Being a vest and not a hat ... getting shot in the head is still fatal ... you might want to make a note of that. - Foil Padded Suitcase [SWE07] Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Non detectable - For custom Sniper Rifle I bet if you gave this to Agent 47 as a Christmas present he’d probably kill you and take the case ... but he’d appreciate it ... as he was wiping your blood from it. This foil padded (apparently wipe clean) beauty can not only hide your W2000 from prying eyes but it can render it ‘invisible’ to metal detectors (strangely, even X-Ray). This may not sound like much but I guarantee that you’ll be surprised by the amount of new opportunities that it opens up for you. - Health Items [SWE08] Level 1 Upgrades: $50,000 (Available as default) - Pain Killers - Small health boost Level 3 Upgrades: $100,000 (Complete 'Flatline') - Adrenaline - Moderate health boost Are things getting you down? Do you have the Machinegun blues? Then why not try all new Pain Killers ... and now with added Adrenaline for all those aches and pains. I have no idea how some aspirin will cure gunshot wounds – don’t ask me, I can understand the Adrenalin bit though. They work especially well when used in conjunction with a Flak Vest (of your choice, no less). - Lockpicks [SWE09] Level 1 Upgrades: $50,000 (Available as default) - Improved Lockpick - 25% faster lockpicking Level 4 Upgrades: $150,000 (Complete 'The Murder of Crows') - Craft Shultz Lockpick - 50% faster lockpicking Getting shot in the back of the head just as you’ve picked that crucial lock is much more than a pain in the head (the pain in the head being the obvious one) – its downright demoralising (locked doors that can’t be picked without taking down two or three Guards – bah humbug). With an Improved Lockpick you can pick any lock with confidence – when you finally upgrade to the Craft Shultz Lockpick it’ll never feel like you’re picking a lock again (I mean, man that thing is fast). - RU-AP Mine/Detonator [SWE10] FOUND: Death of a Showman, A House of Cards, default There’s nothing like tactical explosives to leave a mark, plant them on walls or floors (in toilets too but don’t ask) and then hit the Detonator. Of course, things are never quite that simple – the accepted use for them is to attach them to fixings and winch controls to bring down lighting rigs and chandeliers on victims’ heads. RU-AP (Remote-controlled Undetectable Anti-Personnel) Mines make one hell of a noise when they go off so unless the explosive is set far away from human ears you can kiss your Silent Assassin Merit Badge goodbye. Eventually you’ll be able to increase the range of the Detonator and the number of Mines that you can carry. I know I don’t need to say this but <whisper> ... don’t stand anywhere near it when you push the little red button because the ensuing explosion can be deceptively large. 5. Walkthrough [HIT05] There are many, many ways to do each mission (apart from the training level) – not every way through produces a Silent Assassin rating but the walkthroughs that you see here are guaranteed to do just that. If you have your own twists on things or you just want to clear some things up, by all means let me know. I've checked and rechecked - each walkthrough will work for every difficulty setting - on Expert and Professional, remember to retrieve your suit and guns to get the Silent Assassin rank. A teeny little note about spoilers - it’s obvious that you’ve got to kill people (... yeah, unless your name happens to be Vash the Stampede), but what isn't so obvious is why you have to kill them or what bearing it has on the story. So, basically what I'm saying is ... I'm not briefing you and you can't make me <sticks tongue out>. - Death of a Showman [SIA01] ELIMINATE: Joseph Clarence A.K.A The Swing King ESCAPE: RECOMMENDED EQUIPMENT: N/A TIME TAKEN: N/A [Note] You don’t get rated for your performance on this mission; your only aim is to stay alive. Any weapons that you purloin on this mission can't be kept. That is unless you pull a crafty one and shove them in the ICA crate near the Swing King's office. Sightseeing, I love sightseeing ... murder; hey, you said that we were going sightseeing! Make your way up and over the various pieces of debris to reach the pier, you can’t deviate from your preordained course so don’t bother trying. Straight ahead of us is a big ole’ abandoned theme park. That’s right; a villain in a bad costume is scaring away the punters, it’s your job to catch him (preferably using a trap constructed from barrels, liquid soap, and a big net) ... wait, that’s Scooby Doo! Well, anyway, approach the gates and wait for the smooth-talking Guard to come speak with you. After a little conversation, 47 will <ahem> let himself in. Once inside the park (note the cunningly blocked short way round), pop into the gift shop (I wonder if they have plush penguins ... wait, that’s a zoo). Outside of the window (conveniently located near our exit) are two more Guards – oh whatever shall we do? Take a coin from your evil pocket (that makes it an evil coin) and throw it out of the window, dumb and dumber will both go to check it out, leaving you to make a run for the theatre. Inside, the next bit is entirely optional, you can either kill the Gangster that’s ‘upsetting’ the divorce lawyer or you can climb the red trellis to the right and be on your merry way (I mean, we didn’t exactly receive the mission ‘save lawyer’). Whatever you decide to do, you need to be all sneaky about it. At the top you’ll need to jump from balcony to balcony (I say ‘jump’ but its basically pushing forward and watching Mr. 47 as he does it). If you were concerned about our current lack of firearms, worry ye not because that looks like a Shotgun. You’ve seen it in the movies where they shoot the lock off the door and then burst in to dispense justice, haven’t you? I want you to do just that – there are two Gangsters sitting at the table in the next room, go to it (use first-person view). With the Gangsters dead and gone you need to shove their bodies inside conveniently located hoppers (open the lid and drag the body near, a ‘dispose of body’ command will appear, hey presto but don’t forget to close the lid) before you’re allowed to progress. Once that’s done and dusted, hide in the closet (note the Kitchen Knife stuck in the door) and as if by magic, a chemist appears, climb out and do what needs to be done. Take his key card and his pants (hey, those are the rules) and head through the newly available key card door. Inside the atrium, keep walking all nonchalant-like until you come to a room, inside the room (on the table) is an SLP.40 and an innocent looking crate. Stash the gun inside the Baking Soda Crate before emptying your pockets of metallic weapons (you can’t keep the Kitchen Knife so don’t cry). With crate in hand, carry on in the direction that we were heading, the Guard at the door will use a metal detector to search you (the idiot won’t search the crate. If YOU however were an idiot and didn’t remove your weapons, push the cross button to surrender them). Reclaim your gun and drop into the lift shaft (after another cutscene) with your Fibre Wire and strangle the Guard standing below the hatch (did you ever see Leon?) before dropping down. The junction box on the wall isn’t just for show, walk up to it and sabotage it. Sabotaging the box will knock the lights out in the next room giving you a couple of minutes to sneak through (just follow the left wall all the way around to the toilets). When you reach the toilets, you’ll find a Gangster who just happens to be in the middle of something (yeah, you fill in the blanks), take his TMP off the basin and grab him as a human shield. Why? Because it’s kind of cool and because it’s helpful ... just do it. Mosey on around the corner and kill his friends at the table, the gunfire will no doubt draw some unwanted attention from the other room so climb that ladder like a monkey (kill the human shield if you want but I think you can get away with just knocking him out). At the top of the ladder you’ll encounter another cutscene and a Russian Sniper Rifle (ooh), unpack the rifle and head to the round window (‘what’s through the round window today ...?’ a murderous bald man that’s who). Your task should you choose to accept it is to take down the three Guards, there’s one on the ground, one on the roof of the office, and one on the big wheel (the last two also have rifles). Take the snipers out first and leave the guy on the ground until last, if you’re a little off target there’s some more ammo in the corner. With the Guards slightly more out than down, head outside and down the drainpipe (you could take the Dragunov if you like), straight across the yard are the doors to the Swing King’s office (almost done). Inside, grab the Poison Syringe from the foot of the stairs and proceed silently up the stairs (ideally when the Guard is distracted by the secretary). When the coast is clear, sneak up and use R1 to shove him out of the window – if you’re quick you should be able to sneak in and lace the secretary’s drink with the Syringe (knocking her out instead of killing her can save you some money but it’ll more than likely leave her as a witness). With the secretary dead/incapacitated its Swing King time! Enter the Swing King’s office and after a brief cutscene (the ‘I’m gonna kill you’ kind) Clarence gets all weepy (in the ‘don’t kill me’ kinda way) – mercy isn’t a word in 47’s vocabulary, walk behind him and grab him as a human shield before taking him to the window (from before) and using the triangle button, shove him out. With all that done and dusted (and murdered) head back into the office and out the side rear window and out onto yet another balcony <gasp>. Of course, this isn’t an ordinary balcony; this one contains a specially delivered Agency pickup, an RU-AP Mine and Detonator (the irony being that whoever was close enough to deliver the bomb was also close enough to kill the target). Grab them both (for obvious reasons) and continue to the window at the end. Inside the final room, plant the RU-AP on the winch control (in a timely and stealthy manor, naturally) – this small bomb has a very large boom so make sure you’re one hell of a way away before using the Detonator. When the bomb blows, the lights come crashing down, killing Scoop’s (yeah, funny) henchmen (personally I prefer Droogs or Vassals). All that’s left for you to do is go down there and eliminate Scoop (for personal pleasure but mainly because he’s shooting at you) and the only remaining witness (has to be done). The exit ...? Try the door with the big orange sign, baby. - A Vintage Year [SIA02] ELIMINATE: Don Fernando Delgado ELIMINATE: Manuel Delgado ESCAPE: RECOMMENDED EQUIPMENT: None TIME TAKEN: 03:20 <Grins sheepishly> this is probably one of the easiest missions to achieve a Silent Assassin ranking on and in a record time to boot (about three and a half minutes). We don’t need any additional equipment this time around so skip on ahead. To reach our targets safely we need to be able to walk around unhindered – a Guard’s uniform is what we need, don’t you agree? To get inside the main compound just follow the rest of the tour group, the Guardhouse is located directly to the left of you (up those little steps); I guess that’s where we’re heading. Inside the entranceway is a junction box, tamper with it and wait for the Guard to come out. You thought I was going to say ‘wait until he turns around and bop him on the head’ didn’t you? With the Guard distracted for the next minute or so, sneak through the bunk room and out through the door to the left (it may be dark but it is there) into the dining room. On the table is a Guard uniform, all pressed and waiting to be tried on (ya see, the Guard checking the box was Guarding this room (and he's a light sleeper), meaning he’d kinda see you in your undies). If you’re feeling like a cheeky little sod, when the lights come back on you can go back to the bunk room and steal some weapons :) Exit the Guardhouse the way you came in and head left, The wine cellar is straight ahead, you can’t miss it. Quickly make your way down the stairs - at the bottom, you should come face to face with Manuel Delgado. Before he trundles upstairs like the super-villain he is, he'll wander off into the shadow of the staircase - this is your chance to finish him quickly with the Poison Syringe. With Manuel out of the equation, its Fernando time (kinda like like Chico time but less stupid). Exit the wine cellar and return to the Guardhouse - this time we're going to exit through the dining hall and out into the courtyard. Now turn a little to your right (so you’re facing diagonal, towards a wooden storage area) and run that way. Climb the drainpipe in the corner (you see, there was a reason) to gain access to the roof – hop through the open window and into the music room. If Don Fernando isn’t here, entertain yourselves politely until he comes in and sits down by the window to play his cello. After a little extended play I've discovered that Don Fernando doesn't need to go skydiving <sigh> just poison him and leave him where he is and you'll be fine as wine, my friend. If you want your suit - you can retrieve it by once again tripping the lights in the Guardhouse and sneaking in to get it. If you’re planning on escaping, you should exit the compound via the main gate and head right (your right when you leave the gate) until you see the mountain path. The path leads down to the cove and the aforementioned Sea Plane. Keep following the path down until you reach the docks; that guy having a smoke can be pushed into the water without affecting your rating (he’d be a witness if you left him – now it’s an accident. The Guard isn't a big deal ... you see, you can just sneak up on him and sedate him - leave him where he falls because we'll be gone in a matter of seconds. - Curtains Down [SIA03] ELIMINATE: Alvard D'Alvade ELIMINATE: Richard Delahunt ESCAPE: RECOMMENDED EQUIPMENT: W2000 Sniper with Silencer (optional - acquired after Flatline) and Low Velocity Ammo TIME TAKEN: 09:47 The best way to do this is grab ourselves a workman’s costume, which is really quite convenient because there’s going to be one going into the toilets in about 45 seconds from now. Now go entertain yourself in a polite manor inside the toilets (watch out for the idiotic civilian in the brown shirt and white hat). Anyway, when the workman comes in and turns his back on you, sedate him and steal his clothes before dumping him in that conveniently placed hopper (if we spook this guy even a little he'll just turn around and leave - thus screwing things up). Don’t bother grabbing his toolbox because we don’t need it (you can stash things in it if it so pleases you), just grab your trusty attaché case or it’ll get confiscated by a policeman ... in about seven minutes I think (I mean you could stand here and count or you could get a move one). Head down the stairs and follow the corridor around to the right (you’ll need to be a bit more careful because workmen don’t normally carry around attaché cases so people will be extra cautious around you), right at the end you’ll see someone painting a door (a painter, duh), through that doorway and then down the stairs is where we’re heading. Head all the way down and in the next area, take the small set of stairs to the right of the stage entrance door (big green sign), okay now take the second door on the left side (down the steps) – don’t worry, we’re getting there. Turn left and take the exit door (again, big green sign) and follow the twisting and turning corridor and then take the steps up to the boiler room. The door to the right is the women’s changing room (bad, yet good in so many ways) and women in changing rooms like to scream a lot when you walk in on them (not like ... I mean I’ve never ... honest) so take the door on the left and cut through the men’s locker room. We’re finally backstage, yeah baby – hang a right and carry on straight until you come across the double doors on your left. This here is where the lighting men hang out - you're a fit guy, right? Head up those stairs at full speed (all two-hundred or so) and up onto the gantry (nice view of the stage, eh)? Head over to the door across the other side (its easier to fall then you'd think). Run up to the winch control for the chandelier and plant your RU-AP Mine before tackling those stairs one more time. We're close to being done - how about that for timely? Before we leave the stage area completely, we need one more thing - the key card to the light control area. Where is it? There are some stairs to the left of the toilets that D'Alvarde's Bodyguard frequents. Obviously you need to head up there, so do it - the room at the end contains the key that we need (on the far-left desk if ya must know). With key card and attaché case in hand, make your way all the way back through the winding corridors until you reach the lobby once more (sorry). From here we need to reach the third circle (which means taking even more stairs - you can't miss them so get to it, soldier). The room in the very centre of the third circle is the one that we can use our card to get into. Its not a very pretty room but it does give a great view of the stage. Unpack your W2000 and take aim at the stage. From here you can get a clean shot on D'Alvarde - the only catch is that our gun is still quite the noise-maker, to counter this we need to time our shot with the gunshot sound effect that plays at the end of the act. Once Delahunt clocks on to the fact that his 'special friend' is really dead, he'll come running. Now, take out your Detonator and wait for him to arrive, he'll trip and fall before reaching the stage and that will be your cue to bring the house down (you don't have to worry about the guy in the lighting area who sometimes takes his breaks in the winch area because I have never seen him take his break while D'Alvarde is on stage). The mission is over, repack your rifle and head back to the toilets to reclaim your suit and head back to the entrance (although, you'll know from Contracts that the night is far from over). - Flatline [SIA04] FIND AGENT SMITH: IDENTIFY TARGET: SMUGGLE OUT AGENT: ESCAPE: RECOMMENDED EQUIPMENT: None TIME TAKEN: 10:10 Be super fit and jog all the way up the path (you’re fit aren’t ya?) until you see a little seating area to your left (with a fat man smoking a cig, you see him?), on the bench are some Admission Papers (quite how they got there, who knows)? Sneak up and grab them before finishing your little jog at the main entrance (note the P-I-P view of a guy lifting weights and someone stashing some booze – very important). Inside, place your Admission Papers on the sign-in desk and enter the changing room. Grab the patient robes and leave behind anything that can’t be taken through a metal detector before continuing inside. Do you wanna be a policeman? Of Course you do, that being the case, head left and through the double doors at the end of the dining room to enter the residential area. The second room on the right is the security room. Sedate the Guard sitting in the chair and drag him outside (to avoid the gaze of anyone inconsiderate enough to open the door, and they will) before taking his uniform and er, dumping him in the dumpster. Now head back inside and rob the weapons chest for a SLP.40, a TMP, and a Stun Gun! There’s a key card on the table and a videotape to steal (this puts the cameras out of action). Use the key card on the security door and head down the corridor and through a second door to reach the medical wing, we’re not wanted here so sneaking is the order of the day. Sneak up to the window and wait for the Guard to grab his coffee and leave – this is our cue to climb through the window and sedate the guy in the chair (if you're quick enough, you'll be able to do it before the guy comes back from his coffee break). Take his uniform and his cell key before stashing him in the nearby hopper (yeah). Head down the metal staircase and search the cells for a redheaded man – this is our agent, go talk to him. Hey look who it is! After the brief chat Agent Smith (not from the Matrix, pity) will give you a photo of your intended target, make sure nobody is watching and use the experimental death serum on Agent Smith and you’ll receive updated objectives from Diana at the Agency. ELIMINATE: Carmine DeSalvo (optional) ELIMINATE: Rudy Menzana ELIMINATE: Lorenzo Lombardo (optional) [Note] Before you point out that I've made a mistake as to what target is what - they are completely randomised this was the order I got when writing this guide. If it just so happens to be the case that they're in a different order, just read this section in a different order. Return to the dining room and enter the double doors at the end (that’d be to the right of where you first entered) – run to the end of the corridor to reach the gym. Entertain yourself politely until our target comes in to pump iron (Rudy Menzana, main target). He has a couple of Bodyguards so you’ll have to weight (see what I did there?) until they leave before using the barbell to kill him, technically the mission is over – however, there are a couple of lesser targets that’ll net you an extra $100,000 for five minutes more work. <OPTIONAL TARGETS>-------------------------------------------------------------- Return to the dining/entrance area and run into the room opposite the main doors (with the large wooden globe). Open it and after a brief check to see if the coast is clear, poison the hooch and put the lid back down (optional number one done and dusted). Return to where you dumped the Cop in the dumpster and check the map to see if there’s a Guard up on the balcony – if there is you can use coins to distract him long enough to climb the drainpipe and reach the roof (or you can wait a while until he wanders off, your choice). Once on the roof, head left and enter the room of Lorenzo Lombardo, who happens to be making some chilli and seemingly he doesn’t mind you being there. Kill him quietly and stash his body in the bathroom (optional number two taken care of - if on the off chance he isn't there - the stove can be tampered with to cause an explosion next time its used). --------------------------------------------------------------<OPTIONAL TARGETS> We’re done here so head outside (after reclaiming your suit from the changing room) and run down to the morgue (the locked building to the right of where you started). The doors to the morgue are only opened after you’re informed that Agent Smith has been moved – if you’re ahead of time, er, fidget. Wait until the mortuary assistant leaves before applying the antidote (unless you're into freaking people out), the exit is located in the corner. Congratulations, you’ve done it again - no, really. - A New Life [SIA05] ELIMINATE: Vinnie Sinistra RETRIEVE MICROFILM: ESCAPE: RECOMMENDED EQUIPMENT: None TIME TAKEN: 08:26 Oh, this is ... an easy one ... easy and cool. Keep running until you come across Corky the Clown’s, er, Clown Car – yeah, I know you love it. Wait for Corky to come back to his van and sedate the red-nosed freak (watch out for the jogger and the bin man) and steal his funny clown pants, his comic braces, and his big red nose before bundling him into the back of his own van (carefully, never hurt a clown, its bad luck you know – I think a clown told me that once). The Guard at the door has a metal detector so unburden yourself, well you know the drill. Once inside, take the doors to your right and cut through the living area (stop at the second single door that you come to and check the map for a patrolling Guard - or spy through the keyhole). With the Guard gone, enter the room to your right, as you may have guessed this is the swimming area – Vinnie’s wife likes to spend her time here. Next to the sauna is an agent suit (don’t ask me why) so ditch the clown getup and blend in, baby. When she enters the pool area she’ll canter round then get in, to save time wait until she’s as close to the sauna area doors as possible before sedating her. Take the Microfilm Necklace and hide her body in the sauna (door opens out, watch that) – almost done, man you’re good. Cut through the swimming area and out onto the patio, run through the doors to your left and up the stairs. Right, now the first door on the right is Vinnie’s office (he’ll go there right after he watches TV) – hide behind the door and jab some poison in his neck when he turns his back (don’t bother to try and hide the body because strangely that counts against you). Holster his Bull.480 (well, he doesn’t need it now) and run for your suit and then the exit before his body can be discovered (not like that matters). Win-Win-Win, Me-Me-Me! - The Murder of Crows [SIA06] ELIMINATE: Mark Purayah Jr. ELIMINATE: Raymond Kulinsky ELIMINATE: Angelina Mason PROTECT POLITICIAN: RETRIEVE DIAMONDS: (optional) ESCAPE: RECOMMENDED EQUIPMENT: Silverballer with Silencer and Red Dot Sight TIME TAKEN: 08:29 We’re in a swanky hotel ... we should throw a party with booze and strippers ... ah, forget the party ... ah, forget the booze. We can’t stay because you have to save the Politician's brain! There are three clubs in the area, a blues bar (Blue Oyster), a rock bar (Rocker’s Choice), and a salsa club (Latin Fever). Our first task is to track down Raymond (Everyone Kills Raymond); Raymond (Richard?) appears randomly in the top room of one of the clubs (every thirty seconds or so, Raymond will wander out onto the balcony of his chosen club) - if you wait for a while, he should reveal his location). Each club has a strict dress code and won’t let you through the front door without the appropriate clothes. However, each club also has a back ally and a backdoor or window to sneak through. As an added bonus, the Chef in the Blue Oyster bar is all on his own and can easily be incapacitated and robbed of his whites. This, of course will allow you full access to each club, making finding your target easier. Once you find and kill Raymond, take his oversized bird suit and his walkie- talkie (and his lovely Desert Eagle too). With the Walkie-Talkie Angelina and Mark. Jr will appear on the map – while dressed as Raymond, stay the hell away from Angelina or she’ll go total psycho on you, no really. With the Raymond costume you can safely enter the large building at the top of the map, upstairs you’ll find a lone Guard and in the next room, Mark. Jr (what a gimpy name). Wait until the delivery bird has been and gone before sedating the Guard and pilfering his outfit (after you kill Mark. Jr you can safely stalk Angelina). Mark. Jr isn’t a pushover like everyone else; he seems to know when you’re sneaking up on him and at the last conceivable moment he’ll turn around and catch you. The remedy to this is just to stand behind his chair and wait for him to sit down, and then - well, you fill in the blanks (well whatever the case may be, you can leave Mark the corpse where he is. Angelina time, well it will be after you steal that case of diamonds from Mark. Jr’s desk. Angelina will kindly keep you informed of her intended location via Raymond’s walkie-talkie so it’s just a case of getting there before she does. If the place is too crowded or it looks too tricky to get a silent kill, wait until she moves somewhere that suits you. I find that the eastern courtyard (the one with the four exits/entrance) is ideal as you can take her hostage and drag her into the nearby building (she passes this way when heading to Latin Fever). With Angelina (not the ballerina) down you may as well take her SLP.40.S before recollecting your thoughts and the diamonds ... go on, grab your suit from the club, champ, and head for the exit. - You Better Watch Out ... [SIA07] ELIMINATE: Lorne De Havilland ELIMINATE: Chad Bingham Jr. RETRIEVE VIDEOTAPE: ESCAPE: RECOMMENDED EQUIPMENT: Silverballer with Silencer and Scope TIME TAKEN: 10:22 It's virtually impossible to get inside Playboy Mansion Mark II without being caught on camera - I said virtually. Make your way from the yacht and head towards the elevator at the end of the pier (when approaching the elevator, hug the wall and walk behind the Guard to avoid the bloody camera altogether). Sometimes you can’t always seem to call the elevator yourself, if that happens, just hang back and wait for one of the guests to do it for you and then hop in (well, not literally hop – that’d be stupid). At the top, take a sharp left and enter the building through the double doors, immediately take another left and keep walking until you see the door with the staff only sign next to it. Entertain yourselves politely until a Guard comes out, when he’s gone feel free to sneak into the staff area. Quickly run through and into the kitchen and waylay Santa! Frankly being drunk in charge of a Santa costume should be a crime – so relieve him of his costume and shove him in the chest freezer (that’ll sober him up, that or kill him ... remember kids, kill Santa and catch holy hell). If you’re a bit of a magpie (shiny, shiny objects!) you can take that Kitchen Knife, you won’t need it but it is shiny – either way, make sure you take the sausage from the counter (yeah, a sausage, you got a problem)? Leave the staff area altogether and direct yourself to where the party is happening (youth speak ... figures). Big heart ... must go to ... big heart! That’s the special member only area; with special perks (I find the main problem with secret clubs is thinking of a cool handshake). It’s almost like a grotto or something ... cool. Behind the waterfall in this area is a little shortcut to the ‘special place’ (I’m on a child-friendly kick ... or is that ‘kick friendly children’)?, cut through the double doors and into a gourde pink hallway. Go right and up the stairs to reach the balcony ... just follow the balcony and tell me when you reach the doors at the end, eh? Inside and through the doors to the left and through the door just after that is the security room, go get em’ while I, er, wait here. <LADY ?>------------------------------------------------------------------------ One of the rooms in the gourde hallway contains an optional target - enter the room that she's in and you'll see a brief cut-scene, once she's finished talking she'll draw a gun and try to aerate the back of your head (if you move), if you don't, you'll be in for a fatal cut-scene. Knock her down and finish her off - as to why she wants to kill you I don't know - what I do know is that she'll only appear as a target if you see the cut-scene, kill her before that and she'll remain a civilian. I guess that this raps up the concern about the ? on the loading screen. Now we just need to know why ... although I do have one or two ideas ... more later, eh? ------------------------------------------------------------------------<LADY ?> Inside the security room is a very perceptive Guard – we need to pick that lock over there, the problem is that mister perceptive has a friend that keeps coming and going. When it’s just the two of you, you should be able to pick the lock quite easily (the advanced lockpick works wonders). By now his friend has probably returned so you’ll need to wait for him to leave again – when our man turns his back, give him a push with R1 and he should hit the desk and knock himself out (yay). Quickly drag him through the door and into the stairwell, to hide the body, simply take out your silenced pistol and shoot out a light. Take his pants and his cool glasses (and everything in between - except his undies because they're used goods). You may as well return briefly to take the video tape out of the machine to prevent any more cameras capturing your good side today, now back to the stairwell. Be fit and sprint up the stairs, keep going until you reach a hallway, cut a left and into the AV room. In the machine on the table is the tape that our target wants retrieved – the Guards in this room have Spider Sense so tread carefully. Take the only other exit from this room and cut through De Havilland’s bedroom and out onto the balcony. The old man and his dog come here often, check your map and when you see him coming, throw down the sausage to distract the dog’s attention long enough for you to shove De Havilland over the edge (you can dope the sausage with the Sedative Syringe if you like, honestly we won't be here that long anyway). Return to the gourde pink hallway from before – if you follow the corridor all the way around you’ll find a door that leads to the basement (yes, more stairs). What’s at the bottom? A very pointless little balcony that gives you an excellent view of the underside of Chad’s glass Jacuzzi – for that professional touch, draw your Silverballer with Red Dot Sight and zoom-in. Shoot out the glass and score one for the accident-man (technically five ... but who’s counting)? We’re done here so head back to the kitchen and grab your suit before returning to the pier (no need to avoid the stupid camera like before) and exit via the yacht – and no, you can’t keep it! - Death on the Mississippi [SIA08] ELIMINATE: Skip Muldoon ELIMINATE: The Gator Gang (6) RETRIEVE PICTURES: ESCAPE: RECOMMENDED EQUIPMENT: None TIME TAKEN: 11:30 A paddle steamer ... that’s cool, eh? Onwards and upwards, literally because I want you to run down the left side of the ship and up the large metal staircase to your right. And as if by magic, a Sailor appears - sneak behind him before sending him to lullaby land with the Sedative Syringe. Drag him into the room opposite of where he came out of and try on his one-size-fits-all uniform (the key on the desk will save you a couple of seconds during the next bit so feel free to liberate it). Head back down and enter the engine room - in here you'll find a couple of Stokers and target numero uno. The Stokers are usually quite preoccupied so when the Gator goes to inspect one of the engines you can push him over the rail without so much as a problem. That’s accident number one and Gator number one taken care of (and we've only just started). Return to where you started and head up those fancy stairs, it doesn’t matter which branch you take just as long as you enter one of the sets of doors at the top. Up the next set of stairs is the restaurant deck but we’re not interested in that just yet so opt to take the door between the stairs – this is the cabin area. Oh look, is that one of our targets? We can’t touch him yet because he’s on his way to some woman’s cabin (309) to ... er, play Monopoly. Well, whatever he’s doing it doesn’t take long so just wait. When Gator-boy comes out, follow him outside, he’ll ever so helpfully stand next to a rail – make sure no one is around and give him a shove in the wrong direction (so to speak). Strike another one up for the diabolical mister accident. Return to the cabin area and follow the corridor, turning left when you reach the first junction – in the darkened corner you’ll find a not so obvious staircase that leads down into the Guard quarters – this area is off limits to regular folk so just as well we nabbed that Sailor suit. We need to be in the room below the one with the flashing ‘!’ marker, it’s as dark as hell but if you find the light switch you should see a Purser uniform (fancy-arse waiter) waiting to be taken. Change and head back to the restaurant deck (yes, finally up those stairs). Mingle through the dining area and out of the only available exit at the far side. The door at the end of this next area leads into the kitchen (its not used in this walkthrough and they don't have any sandwiches, I checked) and the double doors next to it lead to the VIP (Very Irritating Pricks) bar area. As soon as you enter, the toff to the left will accost you and in a fine Beauregard accent ask you to deliver some fancy-pants champagne to his room ... best part is he’ll give you his room key. Return to the cabin area and this time head right to the end and through the second set of doors, room 323 is the first door you’ll find on the right-hand wall. Because the pretentious fop didn’t give you a tip I demand that you steal his tuxedo and take is VIP Pass from the table. Now that we’re dressed to kill (...), proceed up the stairs at the back of this area and into the VIP area. Take the bottom left door in this room, it leads to the main hall don’tcha know. Check your map for a flashing ‘!’ symbol, like before it’s the room next to it that we want – it's another staff only area so we can’t just walk in. We need to wait for the sailor Guarding the door to go in and come back out (because the door will open outwards, obscuring the view of the second Guard just long enough to allow you to sneak in). Inside this room is a 1st class Purser uniform for the taking, with this we can access the Gator deck. Head into the kitchen (the room with the ‘!’). Inside you’ll be charged with the special task of delivering a cake to the Cap’n, if you feel the need and remembered to bring it you can hide your Silverballer inside – we’re passing a scan point so make sure to dispose of any other weapon you may have on you. Head out onto the deck via the kitchen door and head up the stairs to the 5th deck. When you reach Skip’s cabin you’ll be searched by a redneck with a Shotgun (see, told you), with the all clear keep going until you reach the Captain's cabin. Ignore the Purser that heads off to the shower and concentrate on killing Skip, when he turns his back take him out in a suitably stealthy fashion and hide his body in the adjoining room (marked with a ‘!’). Conveniently enough this is where the safe is kept – take the photos and turn the lights out when you leave (we just killed the guy, we can't going running up a huge electric bill also - that'd be wrong). The Captain may be down and the photos retrieved but there are still four Gators to go ... soon to be three. Every couple of minutes one of the Gators will come in and check on the Captain, hide behind the door and when he comes in, use the Poison Syringe to do the job before hiding him with the Captain. The redneck without a shirt must drink a lot because he pees like a horse, he’s the only one who uses the bathroom so you can safely kill him in there (as long as you toggle the lights before you leave, same reason), that’s three down and three to go. The Guard outside the door with the Shotgun can be taken down easily if you hide behind the closest wall to the door – when he thinks you’re gone he’ll turn his back slightly towards you making him an easy target (again, hide the body in the toilet), that’s five down. Head back down the steps and wait for the patrolling Gator to pause and face out over the river, give him a push and that’s accident number three (and all six dead). Return to the starting point and take reclaim your suit before re-entering the engine room (again, the Stokers aren't too hard to avoid) and exiting through the far door. The life boat at the end is under the watchful eye of yet another Sailor - when he turns his back you can drop him and make your escape. - ... Till Death Do Us Part [SIA09] ELIMINATE: The Groom ELIMINATE: The Bride's Father ENSURE THE BRIDE'S SAFETY: ESCAPE: RECOMMENDED EQUIPMENT: None TIME TAKEN: 7:10 Make your way from the dock and head out onto the central wedding area (people dancing and stuff like that) – there’s a drunken hillbilly ever so eloquently puking his guts up on the lawn (better than your shoes). After he’s finished he’ll go on a little wander to a dark and secluded place (the inner recesses of my mind?) – follow him and knock him out when he stops, take his clothes, his Six-Shooter and more importantly his Party Invitation, he’ll be alright where he is, now head for the mansion. Inside the mansion, take the doors behind the stairs and into the party room – from the party room, take the doors directly in front of you (with the Guards) and head outside. Boy it sure is dark, eyuk ... oh no it’s contagious ... I’m becoming a hillbilly ... I.Q. decreasing! Head around the corner to the left – we need a uniform and that Guard is going to give us his (kinda). ‘Pappy’ LeBlanc is going to wander by him so make sure he’s out the way before sedating the Guard (after he sits down), once he’s out, drag him into the corner (he’ll be fine - dragging him to the box in the corner is risky business) before making your way towards the Guardhouse. Now that you’re dressed to impress, follow Pappy to the graveyard, when he pauses briefly at the open grave, sneak up and push him in – the accident-man cometh. Return to the doors where you came out by and run around to the right this time, keep going until you come to the kitchen window. Make sure nobody is watching and climb inside, poison the cake and leave the way you came in that’s it, you’re done. Make your way back to the jetty (stopping only to grab your suit – damn hillbilly wouldn't look right in it anyway) where you started and wait for the Groom to eat the poison icing – nice one. - A House of Cards [SIA10] ELIMINATE: Sheikh Al-Khalifa ELIMINATE: The Scientist ELIMINATE: Hendrick Schmutz ESCAPE: STEAL DIAMONDS: (optional) RECOMMENDED EQUIPMENT: W2000 with Silencer, Bolt-Action, Carbon Fibre Barrel, and Scope-2 TIME TAKEN: 11:50 Our first two targets are so incredibly easy to deal with that I’m almost inclined not to tell you what needs doing (... hey what do ya mean its in my contract ...)? Okay, run into the casino and round into the lobby. Sprint up the stairs like a super ... fast ... thing (I shouldn’t have returned that analogy book to the library) and push the call button for the left elevator. When the doors have closed, climb the hatch in a sinister way and take out your Fibre Wire in a sinister manor, and wait in a ... okay, I’m bored now. In a few minutes the Scientist will be entering the building and through the powers of clairvoyance I’ve determined that this is the elevator that he’ll use. Don’t worry about his armed escort; he’ll get ditched when science-boy enters the elevator. Strangle him and take his 8th floor key card, leave your Sniper Rifle sitting safely on the roof of the elevator and take the case of diamonds with you – where are we going? We’re going to hide inside the elevator to the right and wait for Hendrick Schmutz – I told you it was easy, just kill him in a similar fashion and leave your diamond case on top of the elevator like you did with you Sniper Rifle. By now Al-Khalifa has made his entrance with his entourage of Bodyguards – for now we can’t touch the guy but that’ll change, baby. To get him to leave the safety of the lounge we need a cunning plan ... get to it. Return to the ground floor and take the steps down into the casino proper (if you're planning on making use of the Agency crate, now would be a good time to grab your room key from the check in desk), take the door to the right, take a left in the corridor and enter the first set of toilets that you come to. We’re waiting for a lone Bodyguard to come and take a pee, in preparation for his arrival we need to knock out the civilian using the cubicle nearest the door (just push him and close the cubicle door). When the Bodyguard comes in he’ll head to the cubicle nearest to the staff door – just like before, push him down and knock him out. He shouldn’t need moving so strip him of his clothes and leave him where he is. With the suit obtained, return to the left elevator and reclaim your Sniper Rifle before heading up to the 8th floor. The Sheikh’s room is located in the upper left corner of the 8th floor (check your map for Bodyguards if you’re unsure). With the suit and the card, obtaining access is easy. There’s only one Guard stationed in here so taking him down is as easy as it comes – toggle the light and unpack your W2000 before entering the bedroom area. Located conveniently on the table is a mobile phone with the Sheikh on speed-dial – call the Sheikh and take your place on the balcony (I know you can see it coming). Zoom-in on the rooftop with the red light – this is where our man is heading to answer his phone, take your time and then take your shot when he stops to answer it – mission complete. Drop the rifle (although you can place it in the Agency crate if you're playing on a level above than Normal) and return to the elevator with the diamond case stashed on it – if you like you can return to the toilets and reclaim your suit before exiting through the door opposite the one that you entered when you came down the stairs and into the casino area (run up to the fence to exit). - A Dance with the Devil [SIA11] ELIMINATE: Anthony Martinez ELIMINATE: Vaana Ketlyn RETRIEVE INFORMATION: ESCAPE: RECOMMENDED EQUIPMENT: Flexible Kevlar Body Armour TIME TAKEN: 12:22 Approach the reception desk (great, caught on camera again) and talk to the security Guard (... ’you mean it’s been stolen ...?'), when he walks off to the Guard quarters follow him in and sedate him when he reaches the lost and found room. To lessen the chances of the body being discovered we need to sedate the other Guard that frequents this room (yes, I’ve been reading a dictionary). When he comes in and takes a seat by the computer screen, sneak out and knock him out – just leave him all comfy in his chair. While you’re at it drag the body of the first Guard out of the lost and found closet and dump him with his friend (it's darker in here) before taking the uniform of your choice. Unburden yourself of any weapons and leave via the main entrance – to the right of it (your left) is the entrance for the underground garage, to eliminate our camera woes we need to get our tape from the security room. With our new costume we can quite happily stroll inside, however we can’t just grab the tape – enter and make sure the Guards are facing away from you (the one in the chair is fine but the one by the window keeps turning around) and throw a coin out of the door. If you’re lucky both Guards should go to investigate – now close the door behind them and take the tape. Run down into the garage and make your way towards the flashing ‘!’ mark on your map – at the back of the truck is a guest costume; it’ll get us into the party area. Make sure the coast is clear of any Guards or civilians and get changed. You’re a smart bunch of people aren’t ya? You passed some elevators on your way here – head back to them and take the one on the right (if you get it wrong it doesn’t matter, you’ll just be asked to use the other one). It says ‘top floor’ so hurry up and oblige it already – while the doors are closed, climb up onto the roof of the elevator and ready your Fibre Wire. One of our targets, Anthony Martinez will eventually (in about five or so minutes if you must know) come and use the elevator – when he does, strangle him and take his suit (if you don’t already have an F.N.2000 you should make the effort to take his case with you). Take the elevator back up to the top floor – instead of heading into the party room, take the door on the right and cut through the room and into the one marked with a flashing ‘!’ mark (the suit of the devil is truly useful). In this room you’ll find the laptop computer that we were looking for – go on; check it (you know you want to). Now there’s something, our objectives have been updated. ELIMINATE: Eve ELIMINATE: Maynard John As luck would have it, that truly awful singer is one of our targets (I knew that’d make you smile) and as luck would also have it, she takes her breaks in this very room. When she comes in, do something particularly silent and fatal and leave her where she falls. Two down and two to go – head back down into the garage and take the second elevator (told ya, suit of the devil) down into the basement. Our next target, Vaana wanders backwards and forwards between the pyro stage (the T-shaped room on the map) and her private quarters – if she bumps into you she’ll invite you back to her place for a little ... well, you know (the suit is truly special). Follow her back to her room and do your job (my personal favourite, a Stiletto in the back of the head). With Vaana (sadly) taken care of we can now meet Maynard John – he’s the big guy behind the bar. Maynard is a smart cookie in many respects and a, er ... stupid cookie in others. He knows exactly who you are ... and then he challenges you to a ‘duel’ (the fill you full of holes kind). Maynard wants it all nice and quiet (and so do we) so he suggests following him to the soundproofed ‘torture chamber’ (disappointingly not an actual chamber ... more of a storeroom). When the duel begins, the lights will go out and Maynard will run off and lock himself in the centre or room (the room has a spiralling mesh cage) and start firing at you. Grab the MP7 and ammo from the table and switch to first-person mode – watch carefully for where the muzzle flashes come from, when you see his location open fire (hint: the crosshair still turns red when you find a target) and then take cover. Shelves tend to fall down and beams crumble under the constant gunfire, so keep moving because nowhere can be considered safe. When Maynard finally bites the big one the lights will come back on and the doors will open up. Search his body and ... <stern face> ... hmm, the bastard had a better weapon, take his MP5 and the storage key (unlocks the door). Mission complete – head back to the garage and get changed before exiting via the car marked on the map. - Amendment XXV [SIA12] ELIMINATE: Mark Parchezzhi III ELIMINATE: Vice President, Daniel Morris ESCAPE: RECOMMENDED EQUIPMENT: W2000 (maxed out and including the Foil Padded Case), a concealable weapon of your choosing. TIME TAKEN: 13:21 [Note] This is it ... if you kept your notoriety down to a reasonable level then you'll be fine. If however, you got a little trigger happy on your previous outings and ran yourself into the red, so to speak - Guards will become instantly suspicious and shoot on sight. Unless you want to go in all guns blazing - your game is essentially over - go home. On The Murder of Crows we had to save a Politician’s brain ... now it seems we need to remove the Vice President’s, I guess that means we’re going to the Whitehouse! Saunter through the doors and into the washroom to the left - make sure the doors are closed and then go about dropping the gun you brought with you on the floor (for a sneaky reason). Now, open the door (keep doing it if it closes on you) and wait for one of the tourists to spot the gun - she'll inform the nearest Guard in a prompt and timely manor and he'll come running like a good little puppet. Close the door behind him and incapacitate him using the Sedative Syringe. Now we have one free one-size-fits-all uniform to act all nefarious in. Grab your rifle case and stroll through the double doors opposite the main entrance like the **** of the walk because they can't touch you (you still need to place your case on the conveyer otherwise you'll blow your cover). The door just to your left is the security room, you could stand outside like a plank or you could just enter it. Inside, on the desk is the main building key and an incredibly easy to steal video tape. Take em' both and exit the security room, take a left and head through the double doors - keep heading straight until you reach the flag room. At the end of this highly 'patriotic' room is the door that our key card opens (nice one). Follow the stairwell to its conclusion and check your map, Daniel Morris should be milling around on this floor - if he's not here then he's probably taking 'Justice' the dog for his constitutional (now that was clever, don't you agree? He'll come back eventually, that's the main thing, right? - In all honesty you shouldn't take anywhere near that much time to reach this point). There's a locked set of doors to the left side of the circular room. What cunning feet of assassination are we going to undertake now? Why, we're going to lurk in this room until he comes back. When the VP comes back from his walk, he'll make a brief pass through this room. When he does, inhume him with the Poison Syringe and stuff his body in the very convenient blanket box located at the top of the room. With the VP facedown in the bottom of a box, take the door at the bottom of the stairs and head out onto the Whitehouse lawn (not the stairs you came in by - just check your map for a second descending stairwell) - just to the left of the door is a climbable trellis (ever since Splinter Cell everyone wants to climb trellis - and unlike real life, it always leads somewhere interesting, fact). Because its there and because you can, I suggest you climb it right to the roof - just keep an eye out for the FBI guy that walks around the edge of the lawn area. You see that circular cut-out on the map? A secret service agent comes out of the door here to take his break – sedate him when he turns his back and drag around the opposite side of the dome (for that's what it be - just keep an eye out for a mild-mannered janitor that just happens to take his breaks here too) before taking his clothes and security card (and his MP5 if you don't already have one for your collection). Use your card to enter the west wing, don’t stop and stare – just run through the office area and out into the stairwell (check the map if you like), take the stairs down to yet another office area. Weave your way through the labyrinthine mass of office cubicles (it’s a small wonder that these people get any work done, it’s certainly the only place I know of where you need a chirper to go to the toilet) and enter the room marked ‘Oval Office’. Quick, its Dubya choking on a pretzel ... do something 47 ... oh, right – on with the show. Inside the Oval Office is none other than Mark Parchezzhi III (yes, his name does sound like that of a board game) – after a little talk and a lot of explosives, Mark will flee (sending the whole place into red alert) – well, go after him (I’ll, er, wait here and sharpen some pencils). Dash back through the office area and back up the stairs and out onto the roof – Mark III is waiting for us by the scaffolding ladder – as soon as he sees you he’ll open fire (well, duh). Simply keep your distance and take him down with the W2000. With Mark III down and out - victory is ours, well that is when you pack up your W2000 and head to the exit (exactly the same place as you started, take the stairs that you entered by - you can nab your suit on the way back without any effort) - I suggest you use it (I mean you could go find the gift shop to see if you can pick up one of those ‘naked lady’ wiggle-pens that I’ve heard so much about - hey, it's a very long journey home). - Requiem [SIA13] LEAVE NO WITNESSES [Note] You don’t get rated for your performance on this mission; your only aim is to stay alive. Any weapons that you purloin on this mission can't be kept. RECOMMENDED EQUIPMENT: N/A TIME TAKEN: N/A -------------------------------------------------------------------------------- "Because I could not stop for Death, He kindly stopped for me; The carriage held but just ourselves And Immortality" - Emily Dickenson -------------------------------------------------------------------------------- This is an odd one isn’t it? I’ve not seen a fake credit screen since Donkey Kong Country – however if you don’t get your act together, the cremation at the end of them will be very real. Rotate the left analogue stick as fast as you can to regain consciousness and immediately run left and take cover behind the posts in the corner (resist the urge to use the slow motion to waste people because it'll just get you shot up, you could try and take the priest hostage but that doesn't always work out like it should) – we’re severely outnumbered and outgunned so this is our safest option. The Silverballers are nice and all but I’d think about grabbing an MP7 from a dead Bodyguard as soon as you can. The Guards will have to come at you from either the left or the right, either way they'll tend to stand in an orderly line - it’s a quick and relatively painless solution (well, for you anyway). With at least twelve or so ‘real’ corpses now carpeting the chapel, exit via the side and follow the map towards the ‘!’ mark. We’re not actually interested in the bizarre cache of melee weapons stashed in the crypt; I just wanted to put you on the right path. Follow the cliff-side path all the way round to the gate – this gives you an almost unfair advantage over the Guard trying to open the gate (don’t forget the reporter, you can leave him until last if you like). Head back to your right and gun down the annoying 'guy in the chair' (thirteen missions ... that’s how long I wanted to do that for ... thirteen missions). With every target eliminated, you’ll now get to see the true ending ... success, baby. 6. Cheats, Codes, and Easter Eggs [HIT06] Being a Hitman is dirty business (blood and guts, and ... blood) but being a cheater is even dirtier business. I know them but I don’t use them – because I know them, you get to know them and if you want to be a cheater then that’s up to you. <THE MERRY-GO-ROUND BROKE DOWN>------------------------------------------------- If you reached this guide by taking the link from the cheats page (Super Cheats) then don't blame me. I made a comment somewhere along the way to some guy about maybe that 'if' the cheats do work then they might need to be entered ridiculously fast. That was a comment ... not a contribution. Surely if the Super Cheats staff posted the codes ... then they would know how fast they need to be entered before they work without having to paraphrase little ole' me <scratches head>. Oh, well, at least I'm quotable ... always a good thing don't you think? - Unlock All Missions: Press Triangle, Square, Square, Right, Down, Left, R2, X, X at the title screen. - All Weapons Appear in Your Inventory: Press Triangle, Triangle, Square, O, R1, O, R2, X, X at the title screen. Now, these are the cheats that are supplied by the Super Cheats staff – and as much as they terrify me (... I mean ... just ignore that), I just can’t get these damn codes to work. I’ve tried entering them on the title screen (slow, fast, and while balancing on one leg, making chicken noises), tried it on the menu screen, on the mission select screen, and on every loading screen possible. <Catches breath> I’ve tried it in-game, and on the intro. It’s my grand-high -exalted opinion that they are dud (hey, all you fine MKP lovers out there can’t be wrong as well). If some actual in-game codes do appear, I'd make a guess at them being about what name you enter at the profile screen (an old favourite of programmers) rather than a button code. -------------------------------------------------<THE MERRY-GO-ROUND BROKE DOWN> - Alternative mission/select screen & Ending Theme: Complete every mission to unlock an alternative Requiem-styled menu background along with the 'Tomorrow Never Dies' song on the credits screen. - Last Chance: Like in the previous Hitman (Contracts), if you score three successive headshots while you’re dying (ya know, red screen and slow motion) you’ll return to the game with a small amount of health – my friends, we have a do-over. This can only be done once per mission - the second time you let your health reach zero, it's over and out. - Infinite Saves: If you just can't wait more than a minute between saves then you're an idiot and this may just be for you. While saving (on any difficulty other than Rookie or Professional, obviously), keep pressing the start button until it finishes. The next time you go to save, you should notice that the number of saves you can make haven't decreased. <ACTION REPLAY/GAME SHARK>------------------------------------------------------ Now, I know that it's been a little while since I said I'd hunt down some Action Replay codes to make up for those 'cheats' just not working, but at last, here they are. After some serious trawling through the deep, dark undergrowth that is the internet, I've returned with these codes (in a jewel-encrusted box, no less) - just call me the 'Brigadier', or don't - I much prefer 'Penance' anyway. - MASTER CODE [MUST ALWAYS BE ON]: TDYX-XYJ9-WD8XT 36C7-17N9-9U24W - GENERAL CODES: - Infinite Health: - Infinite Money: EPUD-93D1-9NC7R V0GE-HQ2M-CM6HE N18M-5UXF-27XJX 18ZE-6MJE-XYB5H [The display will change only after you've made a purchase, even if you don't have enough for the item, you'll still be able to purchase it]. - Infinite Saves: 6PDW-PEFP-2KT8V 4BJ9-4EKF-9RGWW [As per usual, you can only use the cheat on a difficulty setting where saves are permitted and aren't already set to unlimited - i.e. Normal and Expert]. - WEAPON CODES: - Infinite Ammo: - No Reload: 6MNT-13TK-4ETTE NKH9-4NBB-5478B UK4C-B9K3-4UEE7 EB7F-MVAN-1Y230 [Both of these codes will work just fine by themselves but they'll work much better if you turn the both of them on together]. - All Weapons - Rookie: - All Weapons - Normal: 0K4B-TZF0-53R16 J7QQ-RK8Z-8CZRQ V549-GW9V-H9MVB K4VM-6XRB-640QA 8KB9-HCVB-88N4Q ZAHE-HTNR-VJ04U HBMB-X664-PJJC5 HBMB-X664-PJJC5 YJ6K-UWCB-QHC1G P6JT-AFG1-B1XXY 0PDK-X694-M8DTT 0PDK-X694-M8DTT F548-GQ4W-C0A1Y A5RA-4QCV-ENETK UNTK-Y3AT-Q2RC9 UNTK-Y3AT-Q2RC9 2MNJ-CKHU-Q2XG5 TDR9-3F5C-XUXJU CDGT-F2KJ-WBM2R CDGT-F2KJ-WBM2R - All Weapons - Expert: - All Weapons - Professional: 7R63-2MUD-5TYQD BCKW-CU7R-U1TG7 Z78U-ZX12-YCNYV 0VNU-XYNV-GMY0H 72WE-J9H5-J3UYK 6VR6-W0RH-587YZ HBMB-X664-PJJC5 HBMB-X664-PJJC5 Y9K2-EMAB-820JJ D0Z9-NPHU-R09WV 0PDK-X694-M8DTT 0PDK-X694-M8DTT 0ARM-WN5H-CJWJK ZQ8T-R1HA-9EZAH UNTK-Y3AT-Q2RC9 UNTK-Y3AT-Q2RC9 42K3-VV1F-5RUU6 N51T-FXGE-DN31F CDGT-F2KJ-WBM2R CDGT-F2KJ-WBM2R [Every firearm will appear in the standard weapons box, including the firearms that can't normally be collected (except the Custom 1911, the Nail Gun isn't technically a firearm so that won't appear either), this is the only way to get your hands on the 'genuine' Mark III Rifle - although it really is pants. Ever so occasionally, activating the weapon codes for every setting can cause the game to crash at the first loading screen, if it keeps happening, switch to using the code for just the one setting]. - LEVEL SELECT: - Rookie: - Normal: 707Z-N6QU-7181N 66XR-H6BC-JX6NQ YYPF-VHV1-YA458 1P5B-DHD3-HRY10 - Expert: - Professional: G9KN-UZBP-VWHHC 0MG6-K5WF-CB0JM Z32V-RX4B-68NGB PP2U-F7HM-AXUA5 ------------------------------------------------------<ACTION REPLAY/GAME SHARK> <EASTER EGGS>------------------------------------------------------------------- - All Good Rats go to Heaven: FOUND: Hideout Now, this is a novel approach to pest control. If you go up to the shooting gallery window and look around to the left, you'll see a steel garbage can. If you shoot this, the rats wandering around the central area will run to the boxes and form an orderly line. Snuffing out these poor little rodents will display the message "You sent all the rats to a happy place in X.XX seconds" on screen and stay their for the duration of your visit. - Mister Six Sixty-Six: FOUND: Death of a Showman It’s an entirely pointless ‘Easter Egg’ but its good fun none the less. Go to where you have to distract the Guards by throwing a coin out of the window, there just so happens to be a secret weapon stashed nearby. Obviously you need to take care of the Guards first, so get to it already. With the Guards gone, you can now rake through the bin bags in the corner with impunity – after a little bit of skip-ratting, you’ll find a TMP with 666 rounds of ammo (more than enough to waste everyone, don’tcha think)? - The 'Dirty' Rat Club: FOUND: Curtains Down Wow, rats really are smart – if you want to see how smart then you’ll have to follow me and do exactly as I do <belches and scratches crotch>. Now, access the basement using the worker costume like I taught ya. Normally we’d run all the way through the basement and take the stairs up to the boiler room behind the changing area – you follow? In the room just before those stairs you’ll find three or four rats all scurrying around doing the things that rats tend to do - <sigh> go and exterminate the rats (preferably with the silenced Silverballer, although in a pinch the Nail Gun will do) and a ‘Rat Club’ key card will appear on the long table (opposite the door you came in by). Take your newly acquired key card to the backstage area – the door we’re after can be easily located by taking the stairs near Alvard D’Alvade’s dressing room up to the second floor (you can’t really miss the door – after all it is the only one locked by a card reader). What is the Rat Club? Strangely enough, the Rat Club is a place where rodents come after a hard days ratting – they unwind with some boxing and by playing poker (the room itself is tiny, basically a storage cupboard with not a enough room to swing a rat. The rats are behind a partition wall – if you want to see these super-smart rodents clearly just whip out your Binoculars (and no, that is not a euphemism). - Mortuary Tunnel: FOUND: Flatline Well, now here's something. Getting into the tunnel that leads from the cells to the mortuary isn't quite as hard as it appears (on X-Box, you could use an invisibility cheat and follow the guy taking Smith's body). To gain access to the elevator, plant an RU-AP Mine as close to the doors as possible (try down the middle) and detonate it. If an orderly hears the explosion, he should come running and open the door to the elevator for you. What is in the mortuary tunnel? Well, there just so happens to be three rats and a rather interesting orderly. In fact this particular orderly is immortal and has no AI routine (to the likes of you and me that means that he won't recognise you as an enemy, won't react to gunshots, and the like). The game won't register his death or even register a state of unconsciousness (because he's the one that must take Smith's body and without him being in some form of working order, the mission would become impossible from that point on). Well, anyway - go see the tunnel and marvel at the guy's incomplete animations and AI routine (just don't get trapped in the mortuary). - The Young and the Lifeless: FOUND: Death on the Mississippi -------------------------------------------------------------------------------- "It is natural that such a thing as a dead man's scream should give horror, for it is obviously not a pleasing or ordinary occurrence; but I was used to similar experiences, hence suffered on this occasion only because of a particular circumstance" - Herbert West, H.P. Lovecraft's Reanimator -------------------------------------------------------------------------------- I just liked the name - don't complain. So what's this about Agent 47 versus the undead, eh? To turn the passenger list into a bunch of shuffling zombies faster than you can say 'Klaatu, Verata, Nictu' just read on. Also there are a couple of passengers here and there that avoid being turned into the undead (you can't have survival horror without survivors - its a bit of shame that the 'zombies' don't actually attack anyone other than you (also, the survivors seem more concerned about you than they do the zombies - and yes, they will still shoot at you given the chance). Read my words and heed them carefully, mortal. First off, run on over to the engine room and up the steel steps and incapacitate/inhume the sailor that comes out of the door. Now, drag his body into the engine room (ya need to pick the lock on the door, obviously) and throw him over the rail to the RIGHT. Now head back out and on to the deck, grab the Gator Gang member (he's heading toward the engine room from the direction you started from) as a human shield (you'll probably have to kill the sailor that's patrolling the deck). Now drag the Gator all the way up and into the engine room before throwing him over the rail to the LEFT. <THE WAYS OF SURVIVAL HORROR>--------------------------------------------------- + Everyone afflicted with the 'zombie curse' will shuffle around and attack on a melee basis - only slightly more powerful than normal. + The only way to fully kill a zombie is with a headshot, an insta-kill melee attack (Fibre Wire and Poison Syringe still work), or by severe blunt-force trauma (i.e. falling from a height or the explosion from an RU-AP Mine). If they're killed in any other way, they'll just stagger back to their feet. To check if a zombie is fully dead, wave the crosshair over the corpse - if it stays white, then you're alright - it goes red, then its undead (cool how that last sentence rhymed). Also, their endurance is greatly increased, allowing them to take several normally fatal blows without succumbing (front attacks from both the Shovel and Fire Extinguisher along with shots to the heart). + Being undead (and loving it), all restricted zones have been removed and the undead will freely roam the entire ship, opening doors and whatnot at a whim (also, like 'real' zombies they'll travel in large groups when possible). + Zombies that have been knocked unconscious or sedated (except with the Air Rifle because that strangely doesn't seem to work) can actually be finished without the need of a headshot. Also, any attack that would result in the victim bleeding to death (stomach wounds) can sometimes be enough to kill them outright (but like I said, only sometimes). + The mission can still be completed in a 'normal' fashion providing that you 'fully kill' your designated targets and grab the photos as per usual. + For the 'authentic' Resident Evil feel, just bring along a Shotgun (no need to explain that one) and the Bull.480 (to play the part of the ever-faithful 44.Magnum). If you limit yourself to just using these weapons while trying to eliminate the targets, it can be rather fun. Or ... for a laugh, go grab the Kitchen Knife and pretend you're a chunk of Tofu. ---------------------------------------------------<THE WAYS OF SURVIVAL HORROR> - Make 47 Dance: FOUND: A Murder of Crows, ... Till Death Do Us Part <Singing> Yes sir, 47 can boogie, but he needs a certain song ... boogie-woogie ...<snip>. To make Agent 47 strut his funky stuff ... and, er ... get down with his bad self, first off you need to be on a mission with a dance floor (you know where, baby). Providing that you're dressed in the very heighth of fashion (although its not really required but it looks much cooler), 47 will start to dance like your granddad if you leave him idle on the dance floor for more than a couple minutes. - The Hillbilly Fight Club FOUND: ... Til Death Do Us Part If you look just left of the dance floor you should see a small crowd gathering around a couple of fist fighting hicks. Now, you could stand and watch or you could wade in - as long as you use only your melee attack you can fight the both of them without incurring the wrath of the Guards. Once both of them are flat on their backs, beat a hasty retreat because as soon as they wake up they'll pull their guns on you (or if you took their guns, they'll point you out to the Guards and they'll shoot you). Yeah, fair I know. - Naked Bayou FOUND: ... Till Death Do Us Part You're gonna need pretty good eyes for this one, either that or the W2000, your choice. You need to be near the left of the house (where the canoodling couple are) so run over to that general location while I make myself a cup of coffee. Now search close to where the water meets the wall - after a little bit of eye -strain, you should see something resembling a sliver-ish coloured button. If you shoot this button, the hillbilly fight club will strip down to their skivvies before running over to give you a well deserved round of applause (then they'll run back and carry on fighting without their clothes). - Ten Green Bottles FOUND: ... Til Death Do Us Part: If you head on over to where the two guys are playing ‘shoot the gator’, there are some bottles standing on some logs way off in the distance (just yearning to be broken) - to make things easier on yourself, bring along a Sniper Rifle (of your choosing, surprisingly). What’s your reward? The two brainless hicks beside you will hoot and holler every time you shoot a bottle – well, they can’t all be good. - Strip Poker FOUND: A House of Cards: I mean, hey, you’ve watched rats play poker; you may as well watch people do it too. I say ‘strip poker’ but it’s really a rather one-sided affair – basically the showgirl is whooping the two guys she’s playing (one happens to be down to his undies). Before you ask, no they won’t deal you in – if you want to take a sneak peak, shuffle from the 7th floor balcony over to room 705. - River Dance FOUND: Amendment XXV Okay - this is one of the stranger ones that I've encountered. Well, first off you need to be dressed in the very heighth of Guard fashion and be in possession of the suitcase belonging to the tourist-lady (grab it from behind the back of the coach when she stops for a smoke). Take this case with you as you go about your business until you reach the floor where the VP hangs out. Do you see that fireplace? Take the case and throw it at the wall just to the left of the it until the case seemingly disappears from view. When you do get it right, the nearby Guards will all form a Flatley-esque river dance line. - Car Number Plates: FOUND: Death of a Showman, A New Life, A House of Cards, A Dance with the Devil, Amendment XXV, Requiem It's not really that special, but have you noticed that every car has a weird registration - they include 'BADBLOD' (Bad Blood), 'M 666', '1LMN3Y' (Only Money), and 'IO Interactive'. -------------------------------------------------------------------<EASTER EGGS> 7. F.A.Q's [HIT07] -------------------------------------------------------------------------------- "Judge of a man by his questions rather than by his answers" - Voltaire (1694) -------------------------------------------------------------------------------- - GENERAL QUESTIONS: Q: At the end of level screen it says that I was caught on camera ... what does that mean and how can I stop it from happening? A: When you’re on a mission, sometimes you’ll see a green-tinted picture-in- picture, that means you’ve been caught on camera, if you want a Silent Assassin rating you’ll need to locate the security room and steal the tape, failing that you might be able to sabotage the camera with a well-aimed bullet before being caught on tape. On some missions like A New Life it can be incredibly awkward to retrieve the tape so it’s best to avoid the routes with cameras even if it takes longer to reach your destination. Apart from security cameras there’s a television crew on A Vintage Year and several tourists scattered throughout the rest of the game. If you’re filmed or photographed in this way you’ll need to pacify them and retrieve your stolen image. Q: My cover keeps getting blown; I don’t know how it keeps happening, why? A: It all depends on where you were or what you were doing at the time. Sometimes when you get changed a civilian may spot you (even if you’re not made aware of it) or you may have wandered into a restricted area (clowns in a private swimming area, I don’t think so). When you’re in a uniform sometimes you can get away with carrying certain weapons/items (workers have Nail Guns, Guards carry SLP.40s, etc.) – carrying weapons and items you’re not supposed to will rouse much more suspicion than normal. Another sure fire way to lose your cover is if the body where you got the uniform from is discovered and identified. It’s not so bad if there happens to be plenty of people dressed the same as you (like a Guard or hotel worker), they’ll just be on the lookout for a suspicious Guard. If your costume is one of a kind (clown, delivery bird costume) then your cover will be blown straight away. Q: How and where do I permanently dispose of bodies? A: Not every mission has a place to permanently remove bodies from the prying eyes of all. For the sake of being thorough, here’s a good list for your bad self. Disposing of a body is as simple as dragging it over to the hazard and waiting for the command to appear. (Mission 02) A Vintage Year: - there are vats of tasty, tasty vino sitting in the cellar - just going to waste. How can we rectify this injustice? We can dispose of bodies in them - as to what that will do to the taste - who knows? Apart from this unorthodox method, there is the harbour, more drowning, yes. (Mission 05) A New Life: - you can throw people down the manhole at the start (test it out on the jogger if you like) or you can bundle people into the crusher at the back of the garbage truck (just like in the Turtles movie) – closing the lid or waiting for a little while will activate the crusher. (Mission 07) You Better Watch Out ...: - basically, you just have the as per usual harbour, push or throw people in it and they’ll disappear for good. (Mission 08) Death on the Mississippi: - you have two choices (wow, two) in how you dispose of people. The most common way is to just push people overboard and into the gator infested waters of the Mississippi. The second, more entertaining way is to bundle people into the furnace in the engine room – impractical but entertaining. (Mission 09) ... Till Death Do Us Part: - more fun with gators <grins>, the swamp surrounding Pappy’s mansion is literally swarming with alligators. A body dumped in the water doesn’t stay where it is for too long. (Mission 11) A Dance with the Devil: - we’ve had gators and now we have sharks! You may not have noticed this, but Vaana’s pyro stage is actually set above a shark tank - you’ll need to go down onto the dance floor to actually see some sharks though. They're Bull sharks, I think - they could be Great Whites but to date, only one has ever been kept successfully in captivity due to their habit of dying (world's most dangerous predators but as sickly as hell). It’s the best looking method of ‘permanent disposal’ in the game but the partygoers on the dance floor will notice the impromptu feeding time (although they usually don't give a stuff). Q: Why is it that when I kill only my targets with accidents that on the newspaper screen it says they were murdered? A: To be honest I don’t think that there is a ‘... committed suicide’ or ‘... tragic accident’ headline. It seems a little odd that the manual points out that you can ‘use the veil of suicide to push people from high places’ because you can’t. Q: How do I make more money? A: There are five simple rules to follow when making money, drum roll please ... [1] Always retrieve your suit and any custom weaponry that you bring with you. You won't make any money but you'll save yourself a $5,000 penalty per item left behind (a maximum of a $20,000 penalty - penalty bad). [2] Achieving a Silent Assassin rating will earn you a $150,000 bonus. Each time you upgrade your ranking, you'll get to keep the entire bonus rather than just receiving the difference (like with the other bonuses). To earn more money you could essentially keep replaying the same mission over and over again, achieving each rank bonus. [3] Minimising casualties will keep your cleanup bonus to a minimum - it's a $5,000 penalty for every civilian or law enforcement agent killed. [4] Be a speed demon, the faster you can complete a mission, the more money you will make. [5] Don't spend unnecessarily, avoid Intel and bribes altogether. If you need to lower your notoriety score, replay the missions that you failed at and achieve a lower rating. When purchasing weapons and equipment, try to avoid the incremental upgrades (e.g. Flak Vests or Scopes) as you'll be better off saving up for the final (and the best) piece of equipment - its no great exaggeration to say that this alone can save you a fair few million. The manual says that there are safes to rob and pillage for some extra cash - would you be surprised and amazed to hear that it's a complete load of old goat? Thought not. Q: Why can't I achieve a Silent Assassin rating? A: You didn't follow the rules did you ...? [1] Leave no witnesses (civilians and law enforcers can be killed by using accidents without affecting your rating). Also, make sure to avoid CCTV cameras, if you can't, make sure you retrieve the tape. [2] Always hide or dispose of bodies - if a body is discovered it won't always stop you getting a Silent Assassin rating but it may blow your cover - a blown cover will prevent a Silent Assassin rating. [3] Avoid excessive violence - if you're going to use a firearm to eliminate a target, use headshots as they won't add to the violence rating. [4] Avoid using methods that create a lot of noise - explosions are cool but they'll raise your noise rating - excessive noise means no Silent Assassin rating. By the same standard, avoid using firearms that aren't fitted with a Silencer. [5] Don't leave your suit or any custom weapons behind (Expert and Pro only). Q: How do I change what the papers say at the end of each mission? A: I've seen and done a few things and this is what I came up with - behold! - How you finish people: Depending on how you finish your targets or any other character you’ll alter the story accordingly. Killing someone with an accident or a blunt instrument (except the main targets) will always result in a ‘mysterious death’ – ‘further examination’, etc. If you finish the majority of your targets with silent kills, the police ‘insufficient evidence to profile’ you – depending on what kind of silent kill you perform, it’ll be listed accordingly (Poison Syringe, Fibre Wire, etc). When using guns, the story is dictated purely by how many shots you fired, how many hit (headshot are duly noted), what kind of weapon was used, and whether it was silenced or not. Depending on how good you were, the paper will make its own assessments about your ability (‘experienced shooter with limited skill’, etc). Killing large amounts of people with 100% accuracy and a Silenced weapon will result in comparisons being made with the "Legendary Agent 47". - Who and how many you kill or injure: Depending on who you kill and how many you kill, they’ll be listed under the heading ‘caused X number of additional deaths (that’s usually linked to your ranking but not always)’ – it’ll then go on to list who you killed exactly, e.g. 3 innocent bystanders, 12 law enforcement officers, and 2 hired members of security, etc. If you shoot or stab someone without killing them, they’ll be listed under ‘surgeons are trying to save the life of ... an innocent bystander, etc. Main targets that technically ‘don’t exist’ won’t be mentioned or will be listed as 'unknown' (like the clone assassins - Mark Purayah Jr. and Mark Parchezzhi III). - Who and what you leave behind: If you left any witnesses behind it’ll mention that X number of witnesses that fled the scene are being questioned – leaving witnesses alive will also add a ‘supposed likeness’ of you to the front page (I say ‘supposed’ but I’ve had everything from Napoleon to Barry from Resident Evil). Leaving behind your suit and weapons will be noted as ‘evidence’ (means nothing really). - Where you go and what you’re wearing: Taking a costume and then trying to enter a restricted area or having your cover blown will result in you being referred to as a ‘chameleon’ due to your frequent changes of clothes (duh). What you’re wearing also seems to directly affect the description given by witnesses (47 was wearing a Santa suit when the Barry Burton look-alike appeared in the paper). Some outfits are better at obscuring your features than others (hats hide baldness; masks hide your face, etc). Q: What are the other rankings ... ya know, rankings? A: Okay ... for your eyes only ... yeah, and anyone else reading too. Remember, folks, some ranks are separated by teeny tiny amounts so you may not be able to get the one you want on the first try. [A] is for ... - Armed Madman: (noise, 6 - violence, 6 - $0). You have to be ever so slightly righteous here and not kill anyone that's unarmed - I guess if a civilian arms himself, he becomes a legitimate target. - Assailant - Assassin [B] is for ... - Beelzebub - Berserker [C] is for ... - Cleaner: (noise, 3 - violence, 2 - $15,000). If you kill your targets with the RU-AP and cause a teeny little bit of collateral damage (innocent bystanders) everything will work out. - Clumsy Killer - Contract Killer: ($5,000). Like with the 'Cleaner' rank, plant some bombs and take out your target and a few innocents, just don't blow your cover or leave any witnesses or bodies to be discovered. [D] is for ... - Deranged Slayer: (noise, 2 - violence, 6+ - $15,000). - Dr. Death: (noise, 2 - violence, 6 - $100,000). [E] is for ... - Electrocutor: ($100,000). Using the Stun Gun a lot is the order of the day, I think it may help if you don't blow your cover. - Eraser: (noise, 1-2 - violence, 3-4 - $15,000). As a general rule, I used the Tactical SMG to waylay my targets, witnesses don't matter, keeping your cover doesn't matter, and eliminating Guards/police doesn't matter - just don't overdo it. - Exhibitionist - Expert - Evil Eye Gouger: ($100,000). Stab lots of people with a Screwdriver, go on, do it <looks away>. [F] is for ... - Fierce Offender - Frenzied Fire-Fighter: (noise, 4 - violence, 6+ - £55,000). Have you ever really wanted to batter lots of people with a Fire Extinguisher? Good for you (I think). [G] is for ... - Gangster: (noise, 4 - violence, 2 - $25,000). - Garrotteer - Ghost: (noise, 0 - violence, 2 - $50,000). Don't get caught and don't leave any bodies behind. [H] is for ... - Hired Killer: (noise, 0 - violence, 2 - $75,000). Basically, just kill anyone anyway you want just so long as you don't exceed 2 violence. - Hitman: (noise, 0-1 - violence, 0 - $100,000). You need to use a silenced pistol, leave no witnesses or bodies to be discovered. - Hoodlum: (noise, 1 - $75,000). [I] is for ... - Insane Florist: ($100,000). Can you waste people with the Hedge Cutters? Of course you can - get to it, baby. - Insurance Agent: (noise, 2 - violence, 0 - $100,000). You need to Kill lots of people with accidents and make sure you make some noise otherwise you'll just net yourself a Professional rank. - Invisible Killer [K] is for ... - Killer: (noise, 4 - violence, 5 - $5,000). Only kill Guards and armed security, if you need to eliminate witnesses or tattle-tales, you can. [L] is for ... - Lean Killer: (noise, 1-3 - violence, 5 - $10,000). Kill people using a gun that isn't silenced, avoid witnesses, and kill at least a dozen or so people in total. - Loose Cannon: ($15,000). Kill plenty of armed Guards and leave plenty of bystanders in a critical condition (try using the Air Rifle for the last bit). - Lunatic: (noise, 5-6 - violence, 4 - $5,000). Kill a dozen or so armed Guards and have some bodies discovered, oh yeah, and you need some witnesses. [M] is for ... - Mad Butcher: ($15,000). Just go crazy and kill scores of people and leave a plenty of witnesses. - Madman - Maniac - Mass Murderer: (noise, 6 - violence, 8+ - $0). - Messy Murderer: ($0). Knock everyone out except your targets (kill em' with only accidents), leave lots of witnesses, and get caught on CCTV. - Mobber - Mugger - Murderer [N] - Needle Pumper [P] is for ... - Perpetrator: (noise, 4-5 - violence, 1 - $15,000). Simply sprint up to your target and kill them without even thinking twice about it. - Phantom Killer: (noise, 1 - violence, 3-4 - $25,000). Leave no one to tell on you (yeah, you know what I mean). - Piano Man: ($90,000). Kill scores of people using the Fibre Wire. - Prince of Darkness - Professional: (noise, 0 - violence, 1 - $100,000). - Psychopath: (noise, 5 - violence, 6-7 - $0). Kill squillions of people and be indiscriminate about it. [R] is for ... - Raging Blue-collar: (noise, 5 - violence, 6+ - $40,000). Go to town with the Hammer in a completely nasty yet stealthy way. - Russian Hare: (noise, 3 - violence, 6+ - $75,000). The Sniper Rifle is the order of the day - to make some noise, make sure you're packing a Dragunov - every shot must (ya hear me?) be a headshot. [S] is for ... - Serial Killer: (noise, 0-1 - violence, 6+ - $5,000). - Shadow Killer: (noise, 0 - violence, 3-4 - $50,000). The secret to this one is to be violent and stealthy. How? The Fibre Wire can add to the violence rating quite a bit when used on civilians. Do bodies matter? To me, the rank seems more likely with one discovery than it does with none (although I have gotten the rank with no bodies ... just a lot less often). - Silent Assassin: (noise, 0 - violence, 0 - $150,000). Avoid any unnecessary kills, don't have a cover blown, and don't have any bodies discovered (although target bodies and bodies discovered after accidents are okay). On Expert and Professional settings you must finish the mission with your suit (and with any custom weapons that you brought with you). - Slugger: (noise, 2-3 - violence, 6+ - $55,000). On the 'A New Life' mission, grab the Baseball Bat from Vinnie's garage and kill everything (... but not the dog, even Mike Penance has his limits). - Skull Splitter: ($100,000) get mad and bad with Hammer - waste as many people as you can with the workman's favourite. - Sociopath: (noise, 0 - violence, 10 - minus $60,000) - Specialist: (noise, 1 - $75,000). - Stalker: (noise, 0 - violence, 1-2 - $75,000). Eliminate your targets and anyone who is foolish enough to try and stop you. Make sure that there are no bodies discovered and that you have no covers blown, witnesses are a no-no. - Sushi Chef: (noise, 3 - violence, 6+ - $100,000). Overuse of the Kitchen Knife is the only way to be a true Sushi Chef (although, it’s hardly fish that you’ll be filleting). - Swashbuckler: ($100,000). Go all shiver-me-timbers down on the dance floor on A Dance with the Devil with the Cane Sword for this pirate-like reward. [T] is for ... - Terrorist: (noise, 4 - violence, 6 - $0). Kill a few armed Guards without the aid of a silencer and leave one or two witnesses. - Thug: (noise, 5-6 - violence, 1 - $15,000). Go and kill a small amount of people (anyone you have a mind to) - witnesses are groovy. [U] is for ... - Undertaker: (noise, 1 - violence, 5 - $75,000). Kill 15 or more people using only silent weapons and leave no one to tell. [V] is for ... - Violent Criminal: (noise, 2 - violence, 6+ - $5,000). Keep your statistics low (i.e. the number of bullets fired, etc.) but leave a high amount of witnesses. - Violent Thug Q: Why do I keep getting witnesses when I've been so damn careful about things? A: You're experiencing what is known as 'phantom witness syndrome' - sometimes you'll do something or kill someone in a way that the computer deems to be 'impossible' and as such it'll magic up a witness report to rectify the 'mistake' (even if there happened to be no actual witness to what you did). If the game wants to throw a spanner in the works from time to time, there is very little you can do about it - bummer, eh? - QUESTIONS ABOUT WEAPONS: Q: When I take a weapon to the exit it won’t let me keep it, why? A: Melee weapons like the Kitchen Knife and the Stun Gun can’t be collected. Incidentally you can’t keep any of the weapons taken from the Death of a Showman (although they can still be shipped out using the ICA crate) or Requiem missions . I don’t know why ... you just can’t. Also, while we're at it, certain firearms like the WWI Pistol and the Custom 1911 can’t be collected either – sad but true. Q: You said that knives can be retrieved from their target, I can't do it - why? A: Admittedly you either can or you can’t – I think it’s all about whether you move the body before attempting the retrieval. Another sure fire way of losing your knife is to take the victim's clothes while they still have it in them - you'll still see the knife but it'll become permanently lodged. Q: How do I collect the larger weapons (example: Shotgun) without having to complete the same mission several times? A: You see those Agency crates scattered throughout the levels? They work both ways, placing a weapon inside the crate will mark it for retrieval once the mission is over. You won't always be able to get away with it but it should help you out. Q: Why can't I shoot through doors? A: Hmm ... it all depends on what ammo the gun takes. Heavy ammo like Magnum rounds, Armour Piercing rounds, and Bull ammo can shoot through wooden doors with ease - regardless of their power, they still can't shoot through steel doors though. Q: Did you know that you missed a weapon on Curtains Down, a Mark III Rifle? A: It’s true that there is a ‘Mark III Rifle’ that’s carried by the Guards in the execution scene but its totally fake, a lifeless piece off wood that can't even fire blanks (hell, you can’t even draw it, it remains permanently holstered), nice try though. However, there is a genuine Mark III Rifle that can be had by entering the 'All Weapons' code - because this is the only way that I know of to get it, I won't be including it in the weapons section. However, it does seem to have its own place in the Hideout (between the Shotgun and the M14 Grand) so maybe it'll turn up. Q: What does the SVD stand for in Dragunov SVD? A: It stands for <grabs a book off the shelf> "Snaiperskaya Vintovka Dragunova", which basically translates into English as "Dragunov Sniper Rifle". In the 'real' world it is supposedly one of the best rifles money can buy, in Hitman it's always been a bit worse than dire. Q: What is the difference between a single-action and a double-action revolver? A: The difference between a single-action and a double-action revolver is how many moves it takes to fire it. With a single-action revolver, you need to manually **** the hammer before the trigger can be pulled. With a double -action, an extended pull of the trigger will automatically **** the hammer and then release it (in effect, allowing you to fire one-handed). In theory, the double-action should be the faster of the two types - however, when playing Blood Money, I've noticed no difference between them. - MISSION SPECIFIC QUESTIONS: - Death of a Showman: Q: Is it possible to score a Silent Assassin ranking? A: Nope, even if you engage and disarm everyone you come across (minus the ones that can be killed with accidents and in 'mysterious circumstances') there are still some shots that need to be made, and no weapon that you come across will have a Silencer. However, it can be improved with some care and a lot of close combat (the highest I managed was the Expert ranking). - Curtains Down: Q: How come I can't access the Rat Club with my key card? I keep getting the 'invalid' message whenever I try. A: Hey, that's speed readers for you - if you keep getting the 'invalid card' message that'll be because you're trying to open the light control room. The Rat Club door is also on the second floor but it can only be accessed by the stairs near the dressing rooms. - Flatline: Q: Why should I wait until near the end before I kill the targets when I can do it straight away? A: The reason you should save the targets until after you've been briefed is because occasionally the game will fail to recognise the optional targets as legitimate targets and you may well end up ruining your ranking. - The Murder of Crows: Q: Can I run out of time, ya know, will the Politician actually be assassinated? A: Yup, if you leave all three alive for long enough, the Politician will have an extra large hole where his face used to be. Angelina is the spotter, Raymond is the sniper, and Mark Purayah Jr. is there to finish the job should Raymond fail. The hit will not go down until the payment is placed safely on Mark. Jr's desk - if the chain of payment is broken (i.e. you blow Mark Jr's head off or waylay the delivery guy) then the hit won't go down as planned. If the payment is successfully delivered and Mark Jr. and Raymond are killed soon after, their femme fatale friend, Angelina, will finish the job at knife point (eventually). - A Dance with the Devil: Q: Is there a way to avoid battling Maynard John in the Torture Chamber? A: Well, there is but it’s an incredibly tricky thing to do. The gist is that when Maynard leaves the bar to watch Vaana perform, you're supposed to sneak behind the bar and poison his glass. The tricky bit is all in the timing - it’s virtually impossible with all those guests around and Guards everywhere. The worst bit about this method is that there tends to be a glitch where Maynard actually starts his conversation with you when you near the bar while he's still along the corridor watching the show. - Amendment XXV: Q: Is there any way to avoid the totally melodramatic showdown with Mark III? A: Yeah, make fun of his name until he dies of embarrassment - well, that's what I'd suggest if his surname wasn't so hard to find a rhyme for. But seriously, there is a way to avoid fighting him but it'll wreck your Silent Assassin rank if you do it. When you're out on the Whitehouse lawn, you can take a sneaky peak through the Oval Office window - when Mark Parchezzhi sees you looking, he'll take off and hide in the adjoining room (that's the square one, not the narrow corridor-like entrance - that's because he has his own bomb planted there). If you go about things like normal (i.e. gain unrestricted access to the West Wing), you can plant a bomb-shaped present for Parchezzhi in that room - just head back to the window and he'll run right into it. - QUESTIONS ABOUT THIS GUIDE: Q: Can I use your guide on my site? A: Maybe, maybe not – it all depends on what policies your site has when it comes to posting a guide. Send me a full list of your site policies and I’ll get back to you. As long as they don’t violate my intellectual Copyright (i.e. trying to get me to basically give up my rights to my own guide – yeah it happens to people all the time) and as long as you don’t attempt to alter it in anyway then I’ll probably say yes. Q: I have this Blood Money guide ... would it be okay if I used a part of yours? A: Part of mine ...? What would be the point of that? You can use my guide as reference for things like weapon locations, price lists, and the like (the things that I can't own). You can't go lifting entire paragraphs, even if you go and credit me for it. Don't get me wrong, I'll be glad to help, just not in that way. Q: If I've found something that you were too stupid to include or something that you've missed, what should I do? A: You could take it, turn it sideways and shove it ... <ahem> - just drop me a line and tell me in exact detail as to what it was that I screwed up on or missed out. If you can help me make this guide more accurate, you'll win a cookie, a kudos cookie (great on calories, lousy on taste). So contribute already. Q: Is this really the final version that you'll be doing of the Hitman: Blood Money - Walkthrough & FAQ <sniff>? A: Yup, this is the end of the road - ever so occasionally (maybe every couple of months or so until I get bored) there will be minor updates or changes being made if I feel that I need to make any, eventually though, they will fade away and this guide will no longer be updated. Like I've said before, if enough people want me to cover the alternate routes, I may consider knocking out a few more versions to cover them all, however, it seems quite unlikely. 8. The Happy Lawyer Department [HIT08] This guide is Copyright under the laws that govern the United Kingdom (yeah, real scary I know) and it’d probably be a good idea not to take this guide and do nefarious things with it (distribution without the author’s knowledge or permission ‘n’ stuff). This guide may not be Copied in a natural or supernatural fashion (Voodoo Xerox?) or in a way that may defy the laws of physics unless it is for personal use only (a Copy may be kept on your hard drive or printed as reference material, providing that the name of the author remains unchanged and this paragraph remains unaltered). Mike Penance cannot be held responsible for anyone actually attempting anything contained within this guide, so that means no crazy bald men on the front page of my local paper please. It is also agreed that by posting the current version of this guide, the person and/or group doing so agree upon one simple term, that above all else and in spite of all else, this guide will always remain the property (intellectual or otherwise) of its author. This paragraph may not be negated, preceded, or superseded by any other form of agreement, written or otherwise. Other than that, enjoy - Mike Penance. 9. Credits & Outro [HIT09] Well, that’s everything found and everyone assassinated (with a Silent Assassin rating, no less). Enjoy your newly completed weapon collection, enjoy your status as the world’s number one Silent Assassin, and ... well, that’s it. I’ve been Mike Penance (still am) and it’s been fun – well, kinda. if anyone wants to contribute anything still, I’ll be more than happy to credit you. I know that there are forums and stuff but last time I checked the Blood Money forum it was having a slow day – so send me your questions, suggestions, and whatever else it is that people send each other. Just because this is the final version (man, I keep saying that but there's always something else to do - although, seemingly not this time) of the Hitman: Blood Money - Walkthrough & FAQ it doesn't mean that I won't be making a fleeting update now and again. I'll still answer any questions you may have and stuff like that but as far as new sections and the like, there won't be many (if any at all). Why not cover the alternate routes and strategies? I’ve given you a walkthrough for each mission that rewards a Silent Assassin rating; you have one way so why would you need another twenty-three or so ways to do it? Not every way will reward a Silent Assassin rank and not every way is entirely unique or original (i.e. use a bomb instead of sneaking in with the Fibre Wire, snipe from this balcony rather than that balcony, etc). I know for one that I honestly couldn’t be bothered to read that kinda thing and I know that I sure as hell can’t be bothered to write what is essentially the same mission walkthrough but with a go here instead of there, do this instead of that attitude. If anyone wants to use my guide, then feel free to ask because that'd be great. - SPECIAL MENTIONS AND THANKS: - More kudos being handed out here - this time to some bloke named Andy. Andy had kindly informed me of the 'Naked Bayou' easter egg an eon ago - but me being a lazy sod, didn't get around to adding it until now [6. CHEATS, CODES, AND EASTER EGGS]. - Angus Hiscoe (Gus) for clarifying a few things concerning my deep-seated fear of gas appliances on Flatline. The exploding stove indeed does not add to the noise rating in anyway. Also for sending me his rather interesting take on the mission itself. And also for convincing me that I should highlight the fact how weapon upgrades are affected by your rankings [4. WEAPONS]. - A special mention goes to Wiley Miester for pointing out that Angelina Mason can in fact be a murderous little cow and assassinate the Politician in the 'A Murder of Crows' mission [7. FAQ's - MISSION SPECIFIC QUESTIONS]. - If for some strange reason, you would actually like to thank me - feel free to sign my guestbook [http://www.neoseeker.com/members/neohomes/Michael+Penance] and pledge to serve as my vassal - too far? Well, just sign it and leave out the 'serving me for all eternity' bit if you like. The End - no, really! <Phone Rings>------------------------------------------------------------------- "No, Mr. President, they have no idea of my true identity. Yes, Mr. President, it all went according to plan. Shall I continue with the second phase of the operation? Yes sir, understood." ----------------------------------------------------------------------<Hangs Up> (_/) (x.x) Hitman: Blood Money ©2006 IO Interactive (^ ^) Blood Money: Walkthrough & FAQ ©2006 Mike Penance
Explore the galaxy in the franchise's first open-world game.