=============================================================================== NIL MORTIFI SINE LUCRE - "NO KILLING WITHOUT PAYMENT" PLAYSTATION 2 =============================================================================== _ _ _ _ ___ _ _ __ __ | || (_) |_ _ __ __ _ _ _ | _ ) |___ ___ __| | | \/ |___ _ _ ___ _ _ | __ | | _| ' \/ _` | ' \ | _ \ / _ \/ _ \/ _` | | |\/| / _ \ ' \/ -_) || | |_||_|_|\__|_|_|_\__,_|_||_| |___/_\___/\___/\__,_| |_| |_\___/_||_\___|\_, | |__/ =============================================================================== BY MIKE PENANCE WALKTHROUGH & FAQ - FINAL VERSION =============================================================================== May 31, 2006 (last update: 12:01 22/04/2008 - 26,735 Words - 56 Pages) E-Mail: mikepenance@yahoo.co.uk (or look for me in the GFAQ's forum). =============================================================================== WARNING: This document is only authorised to appear on the following websites:- SuperCheats.com, GameFAQS.com, Neoseeker.com, HonestGamers.com, and finally, GameRevolution.com. If this document is posted on an unlisted website – please let me know, so I can dispense my own brand of over-stylised justice (clue: it involves angry ferrets and their pants). =============================================================================== +NEW+ - This little code before or after a section name denotes newness. +UPD+ - Almost exactly like the above, 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 =============================================================================== [UPDATE] Grammar, spelling, placement. =============================================================================== Table of Contents [HM.00.00] =============================================================================== 1. Introduction .....................................................[HM.01.00] - A Word from Mike .........................................[HM.01.01] - Notoriety; Causality in Effect ...........................[HM.01.02] 2. Controls .........................................................[HM.02.00] 3. Tricks of the Trade ..............................................[HM.03.00] 4. Walkthrough ......................................................[HM.04.00] - Death of a Showman .......................................[HM.04.01] - A Vintage Year ...........................................[HM.04.02] - Curtains Down ............................................[HM.04.03] - Flatline .................................................[HM.04.04] - A New Life ...............................................[HM.04.05] - The Murder of Crows ......................................[HM.04.06] - You Better Watch Out .....................................[HM.04.07] - Death on the Mississippi .................................[HM.04.08] - Till Death Do Us Part ....................................[HM.04.09] - A House of Cards .........................................[HM.04.10] - A Dance with the Devil ...................................[HM.04.11] - Amendment XXV ............................................[HM.04.12] - Requiem ..................................................[HM.04.13] 5. Weapons ..........................................................[HM.05.00] - Melee/Close Combat .......................................[HM.05.01] - Handguns .................................................[HM.05.02] - Assault Rifles ...........................................[HM.05.03] - Shotguns .................................................[HM.05.04] - Sniper Rifles ............................................[HM.05.05] - Special Weapons & Equipment ..............................[HM.05.06] 6. Cheats, Codes & Easter Eggs ......................................[HM.06.00] 7. F.A.Q's ..........................................................[HM.07.00] 8. The Happy Lawyer Department ......................................[HM.08.00] 9. Credits & Outro ..................................................[HM.09.00] =============================================================================== 1. Introduction [HM.01.00] =============================================================================== Agent 47 is back on the job. Technically, that’s a bad thing, because it's wrong to kill strangers. Does that mean that it’s okay to kill people you do know? That seems wrong also; can’t kill strangers, can’t kill acquaintances Fortunately, 47 doesn’t have such qualms and will quite literally kill anyone for the right price. 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. It’s going to get nasty, better them than me. ------------------------------------------------------------------------------- - A Word from Mike [HM.01.01] ------------------------------------------------------------------------------- I always seem to get dragged back here for one reason or another. You’re here, too, so you know how it works by now. What have I done? Well, the most obvious adjustment that I’ve made is to the layout (I basically retyped the whole thing). Other than that and I'm not too sure, I'm terrible at keeping track of things. For my sins, I’m still running the instant messenger support (MSN) for anyone and everyone who needs more help than this guide can muster (yeah, like I’d ever run out of 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 TO. YOUR HUMBLE NARRATOR, MIKE. ------------------------------------------------------------------------------- - Notoriety; Causality in Effect [HM.01.02] ------------------------------------------------------------------------------- Notoriety; why doesn’t that sound like a good thing? The big new feature for Blood Money is the notoriety system, depending on how you tackle your current mission, you’ll alter the course of the future ones (i.e. how you must play them). After each mission, you’ll be taken to a sleaze-rag *ahem*, I mean newspaper report on the recent assassination. If a bystander sees you performing a suspicious action, once the hit has gone down, they’ll squeal to the law. Not only will Guards/Police on future missions be issued with your current description, newspapers detailing your exploits will also start appearing during missions (meaning just about everyone will be aware of who you really are). At first, the descriptions appearing in the papers will be as vague as hell ("a bald man"), but as your notoriety increases, the better the description becomes (being caught on camera and not retrieving the Videotape awards much higher notoriety and a more accurate description than even multiple witness reports). Notoriety also affects the reliability of your disguises; if you’re dressed as a Guard and security are looking for a bald man, you’ll still rouse suspicion (because you’ll still match the basic description). If; however, your disguise includes a hat or something that obscures your face, you’ll blend in more. It isn't the end of the world if your notoriety hits the roof, because with a bit of cold hard cash, it’ll all go away. After every successfully completed mission, you will be taken to the bribe screen. From here, you can choose to lower your current level of notoriety (by a fixed amount) by paying-off witnesses (-15) or even the Chief of Police himself (-40). If that still isn’t enough for you, you can pay out a whopping $200,000 to purchase yourself a completely new identity (-100). The cheaper, more time consuming method is to replay the mission that you messed up on and achieve a lower score than the time before. Eventually, the flatfoots are going to have a cast-iron description, and your true identity will be revealed. The fun part is seeing just how wrong the description can be from mission to mission. For the first seven or so, they had Mr. 47 down as a gay psychopath (not my words) who looked scarily like Barry from Resident Evil, and for the next few after that, they had him down as a Richard O’Brian look-alike. Really, you couldn’t make this kinda thing up. =============================================================================== 2. Controls [HM.02.00] =============================================================================== L1: Use this button to crouch (to hide behind things) and to sneak (to avoid detection). Pushing this button while perched up a ladder or other such object will make 47 jump down -- handy when you really need to be somewhere else -- fast. L2: This button opens and closes the map. Remember, the game will still carry on in the background and is not paused. L3: Hold this button to bring up the 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 a weapon; that's it, just a reload button. R3: Push this button to enter scope mode (if the equipped weapon has one) or enter/exit 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). It can also be used to switch between the map and the legend. Triangle: Drop whatever item that you have in your grubby hands at the time. It is also used to exit the map screen. Circle: Use this button to pick up items/open the item context menu (hold). Cross: Used to carry out an action or open the context menu (hold). It is also used to spy through keyholes while crouching. D-Pad U/D: Zoom-in while in scope mode or while using the Binoculars. D-Pad L/R: Scroll through area maps. Select: Open briefing menu. Start: Summon my army of angry ninja, no? Just the pause button then. =============================================================================== 3. Tricks of the Trade [HM.03.00] =============================================================================== Agent 47 has quite a few tricks up his sinister sleeves; if you fail to grasp these basics fully, then 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 follow-up with a knock-out blow. This is probably THE most sought after addition to the franchise, the ability to fight back without the aid of 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, then by all means, do it (the bloodstains can give you away when hiding a body, so keep that in mind). ------------------------------------------------------------------------------- - Giving Them a Push [ ] ------------------------------------------------------------------------------- A tap of the R1 button while standing behind someone will give them a push, not too great on it's own, but if you push them downstairs (a personal favourite) or off a ledge, you can fake an accident. Sometimes you can score multiple kills by pushing one punk on top of 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 (such as a desk or a door frame) – very handy when you’re out of ways to put someone to sleep in a civil manner. ------------------------------------------------------------------------------- - Elevator Action [ ] ------------------------------------------------------------------------------- In some elevators (okay most), it’s possible to climb through the service hatch and out onto the roof of the car. If there happens to be someone standing directly below the hatch, you can equip the Fibre Wire and use the context menu to strangle them while pulling them up. It’s a silent kill with 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 benefit of which is that you can avoid picking locks altogether. The bad bit is that it makes quite a bit of localised noise and even leaves a physical mark on the door. In real life; no self-respecting weapons specialist would ever consider shooting 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 Keycard (like the daemonic devices you get in hotels) can’t be picked or shot open (unless you possess a card to the door, then it can be shot open, but that fails to make any form of sense). ------------------------------------------------------------------------------- - Disarming [ ] ------------------------------------------------------------------------------- If you push the R1 button while standing near to an armed opponent, you will perform a grapple for their firearm, of which there are two outcomes. You’ll either successfully win control of the gun, causing a small localised noise (and stunning your target), or you’ll win control of the gun and it’ll go off in the struggle (creating a lot of noise). There is also a shooting disarm, but frankly, I think that’s purely limited to Guards and the like (seeing as how I’ve never done it, or even seen it done by crazy boys on YouTube). If it happens to you, then you’d better pull your finger out and pick up your gun. ------------------------------------------------------------------------------- - 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 automatic weapons evidently don’t read the dictionary. If you cause too much trouble or kill too many people while you have a shield, people are likely to shoot back! When you are done with them, you can shove them to the floor with triangle or knock ‘em out with the cross button. Alternatively, you fake an accident by pushing them from a high ledge. R1: This button will discharge your chosen firearm. R2: Reload; that's it, just a reload button. When reloading with a human shield, 47 will drop into a kneeling position to do so - this leaves him momentarily vulnerable to being outflanked (the enemy gaining ground behind him and... you know what comes after that). 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 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 lights 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 that I didn’t say that (and ignore the smell coming from my cellar). Even when going for a Silent Assassin rating, the bodies can mount up ridiculously fast. To gain the Silent Assassin rank, you need to be able to hide and dispose of bodies when necessary. Every mission 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 put the lid down, they should provide an adequate hiding place for anyone you need to inhume/incapacitate – although, it's worth mentioning that dumpsters outside of cafés/restaurants are used frequently by Waiters and the like. Darkened areas will do when it comes to stashing bodies; the darker the better. Regardless of how dark an area is; sooner or later, someone will see something. Permanently disposing of bodies can be a godsend when faced with the prospect of multiple targets. Places like swamps, the back of garbage trucks, and even furnaces will do the job nicely. Although, the more unpleasant ways of disposal tend to add to the violence rating rather quickly. In most cases, it’s purely a case of using your best judgement, get discovered, or be a little rough. Don't worry, I'll keep you right (as best as I can anyhow). ------------------------------------------------------------------------------- - Diversions [ ] ------------------------------------------------------------------------------- It isn’t all about shooting people in the face 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 toss it and with a bit of luck, your target will wander off to investigate. This gives 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 Rifle Case – if you throw it in a similar manner to a Coin, your chosen target will pick it up and take it to the nearest security room (any Civilians will run off to let someone know about it - so win/win). A firm favourite of mine is just to simply toggle a light switch; when someone comes to turn the lights back on, you can use the opportunity to sneak past or take them down when they turn their back (it's all good, baby). You’re not purely limited to the basics either, as on some missions there will be specific diversions, like fire alarms and security systems that can be exploited. ------------------------------------------------------------------------------- - Costume Changes [ ] ------------------------------------------------------------------------------- Mr. 47 may be good, and indeed, he may have a bald, bar-coded head, but there are times when even he needs to acquire some new pants (and the rest) to be able to achieve his mission objectives without raising suspicion of an undue nature. Obtaining a costume is as simple as smacking someone across the back of the head, selecting it from the drop-down menu, and then bundling the naked guy into a box. Different costumes yield different levels of access (e.g. an FBI Agent can walk unhindered just about anywhere without question – even bypassing metal detectors and checkpoints) and allow you to openly carry certain weapons unhindered (e.g. a Worker can carry a Hammer or Nail Gun without getting his face blown off). Providing that you don’t keep trying to enter unauthorised or restricted areas, or do uncharacteristic things (waving a firearm at party-goers usually does it for me), your cover should remain intact. Only people wearing the same threads as you can become suspicious and blow your cover (unless you’re doing something really stupid, but that almost goes without saying). The best way to completely obliterate your cover is to have a body discovered and identified – this tells everyone on the mission exactly who they should be looking for, even the smallest amount of suspicious behaviour will no doubt plunge you into the red. A neat little feature that’s new to Blood Money is that the changing of costumes will now lower the suspicion meter. This in no uncertain terms is an absolute lifesaver should you screw up but still be on track to complete a 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 in-between games, and it shows. I want to make this sound technical and cool, but it basically comes down to pushing forward for everything. If you want to climb something (trellis, 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, then you’ll be unable to defend yourself (the whole balancing precariously bit puts pay to that). =============================================================================== 4. Walkthrough [HM.04.00] =============================================================================== There are many, many ways to do each mission (apart from the training level), but not every way through produces a Silent Assassin rating. Luckily for you, the walkthroughs that you see here are guaranteed to end in Silent Assassin love. If you have your own twists on things or you just want to clear some things up, then by all means let me know. Now, I’ve checked and rechecked that each walkthrough will work for every difficulty setting - on Expert and Professional, remember to retrieve your suit and any custom weapons in order to get a Silent Assassin rank. A teeny little note about spoilers – it's obvious that you’ve got to kill people (unless you happen 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 you won’t find me doing is cutting away from this guide to give you a briefing, or my far from sane commentary on what’s happening in-between missions. Yeah, and you can’t make me *laughs manically, falls off chair, hits head on desk*. ------------------------------------------------------------------------------- - Death of a Showman [HM.04.01] ------------------------------------------------------------------------------- ELIMINATE: Joseph Clarence A.K.A 'The Swing King' ESCAPE: RECOMMENDED EQUIPMENT: N/A AVERAGE 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 unless you pull a crafty one and place them in the ICA Case near the Swing King’s office (which you should). ------------------------------------------------------------------------------> Make your way up and over the various pieces of debris to 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 (wait... that's Scooby Doo). Anyway, approach the gates and wait for a smooth talking Gangster 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 are another couple of Gangsters (conveniently located near our exit) – oh, whatever shall we do? Take a Coin from your evil pocket and throw it out of the window (making sure to hit the sign), dumb and dumber will both go to check it out, leaving it safe to make a run for the theatre. Inside, the next bit is entirely optional. You can either kill the Henchman that’s 'upsetting' the Lawyer or you can climb the red trellis to the right and be on your merry way (saving him isn’t exactly an objective). Well, whatever you choose to do, you need to be all sneaky about it. When you reach the top, you will need to jump from balcony to balcony (push towards it). If you were concerned about our current lack of firearms, then 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 (armed with SLP.40’s), go to it (use first-person view for ease). With the Gangsters dead and gone, you need to shove their bodies inside the conveniently located hoppers (open the lid and drag the body near, "dispose of body" will appear as a command. Hey presto, but don’t forget to close the lid). With the bodies safely out of view, you’ll now be instructed to hide in the closet (note the Kitchen Knife stuck in the door), the moment you do, a Chemist appears (as if by magic). Exit your hiding place and do what needs to be done – take his Keycard and his pants (those are the rules) and head through the newly available door. Inside the atrium, keep walking all nonchalant-like until you come to a door, inside the room is an innocent looking crate. Empty your pockets of any metallic items and take the Baking Soda Crate (contain that excitement). With the Baking Soda Crate in hand, carry on in the direction that you were heading, the Gangster at the far door will use a hand-scanner to search you. Head through the door and drop into the lift shaft with your Fibre Wire (after another cut-scene) and strangle the guy standing below the hatch (very Leon) before dropping down. The Junction Box on the wall isn’t just for show – sabotaging it will knock -out the lights in the adjoining room for the next couple of minutes, use this time to run through it (following the left wall all the way around) and into the toilets. You’ll find a Gangster who just so 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. 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 (take care of the human shield first). You’ll encounter another cut-scene at the top and a Dragunov (ooh), unpack the rifle, head to the window and bring up the scope. Your task should you choose to accept it is to take down the three Gangsters in the food court. There’s one down on the ground, one up on the roof of the office, and one on the big wheel (the latter two also have Dragunovs). You should take care of the snipers first, the Gangster on the ground can’t really do much, so he can wait - if you’re a little off target, there’s some more ammo in the corner near the doorway. With the Gangsters slightly more out than down, head outside and down the drainpipe (take the rifle if you like). Straight across the yard is the Swing King’s office. Inside, grab the Poison Syringe from the ICA Case, then proceed silently up the stairs (ideally, when the Gangster is distracted by the Secretary). When the coast is clear, sneak up and use R1 to shove him out of the window, you should be able to sneak in and lace the Secretary’s drink with the Syringe if you’re quick. With the totally hot Secretary (well, she is... was) taken care of, it's time for Mr. Swing King! Enter the Swing King’s office proper and after the brief cut-scene (the, "I’m gonna kill you" kind), Clarence gets all weepy (the, "don’t kill me" kind) – 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 to shove him out. With all that done, dusted, and murdered - head back into the office and climb out of the window to the rear, and onto yet another balcony *gasp*. Of course, this isn’t an ordinary balcony, this one contains a specially delivered Agency pick-up, an RU-AP Mine and Detonator (the irony being that whoever delivered the bomb was also close enough to kill Clarence). Grab them both (for obvious reasons) and continue to the end before climbing through the window - inside the final room, plant the RU-AP on the winch control near the stairs. When the bomb blows, the lights will come crashing down upon the heads of Scoop's 'friends.' All that’s left for you to do is go down and eliminate Scoop himself (partly for pleasure but mainly because he’s shooting at you) and the only remaining witness (you know the deal). The exit? Try the door with the big orange sign, baby. ------------------------------------------------------------------------------- - A Vintage Year [HM.04.02] ------------------------------------------------------------------------------- ELIMINATE: Don Fernando Delgado ELIMINATE: Manuel Delgado ESCAPE: RECOMMENDED EQUIPMENT: None AVERAGE TIME TAKEN: 3:20 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 of the main compound; just follow the rest of the tour group. The guardhouse is located directly to the left and up those little steps, I guess that’s where we’re heading. Inside of the entranceway is a Junction Box, tamper with it in the usual fashion and wait for a Guard to come out. You thought I was gonna say, "wait until he turns around and bop him on the head," didn’t you? Wrong – use the next minute or so of darkness to sneak through the bunk room and into the dining hall. On the table closest to the door is a Guard’s uniform, all pressed and waiting. If you’re feeling like a cheeky sod, you can go back into the bunk room and steal some weapons when the lights come back on *grins*. Exit the guardhouse by 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, once you reach 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 shadows of the staircase (which he does in a loop). This is our chance to kill him off quickly (with the Poison Syringe). With Manuel out of the equation, it’s Fernando time (kinda like Chico time but not as 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. Stand at the door and look to your right, see the wooden storage area? Go there now – in the corner is a drainpipe that can be used to access the roof (keep an eye on the Workers going backwards and forwards). Hop through the nearby open window and into the music room; if Don Fernando isn’t here, entertain yourselves in a polite manner until he comes and sits down by the window to play his cello. Kill him off suitably and leave him where he is, and you’ll be as fine as wine, my friend. If you want your suit back, it isn’t really that hard, just trip the lights in the guardhouse once more and sneak in to get it. If you’re planning on escaping, you should exit the compound via the way you entered and cut a right upon leaving the main gate, keep going right until you see the mountain path, the path leads down to the cove and the aforementioned escape plan. Keep following the path 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 he’s an accident). The VIP Guard isn’t that big a deal either, just wait until the coast is clear of any Workers that are hanging around and give him a push into the water when he has his back turned. There is another VIP Guard by the plane but he’s in the land of nod, so he won’t bother us, now escape in that bloody plane already. ------------------------------------------------------------------------------- - Curtains Down [HM.04.03] ------------------------------------------------------------------------------- ELIMINATE: Alvard D'Alvade ELIMINATE: Richard Delahunt ESCAPE: RECOMMENDED EQUIPMENT: W2000 Sniper with Silencer (optional, acquired after Flatline) and Low Velocity Ammo. AVERAGE TIME TAKEN: 9:47 The best way to do this is to grab ourselves a Workman’s costume, which is really quite convenient, as there’s going to be one going into the toilets in about 45 seconds from now. Go entertain yourselves in a polite and legal manner inside of the toilets until our clothes donor comes in and uses the second stall (watch out for the idiotic Civilian in the brown shirt who always needs to pee at the worst possible time). Anyway, when the Workman comes in and turns his back on you, sedate him and steal his overalls before dumping him in the hopper (this guy is very easily spooked and he won’t think twice about leaving at even the slightest provocation). Don’t bother grabbing his toolbox because we don’t need it, instead, grab your trusty Rifle Case or it’ll get confiscated by a Security Guard - in about seven minutes if we’re being exact. Head down the stairs and follow the corridor around to the right (you’ll need to show a little extra care, Workmen don’t normally carry around attaché cases, and people will be instantly more suspicious 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 into the next area, take the small set of stairs to the right of the auditorium door (big green sign) and turn right. Okay; now take the second set of doors on your left, now take the turn to the left (another big green sign) and follow the twisting corridor around and up the stairs. Welcome to the boiler room, the door to the right is the women's locker room; women in locker rooms tend to scream when you walk in on them (not like I... I’ve never... honest), so take the door on the left and cut through the men's locker room instead. We’re finally backstage, yeah baby – hang a right and carry on straight until you come across the set of doors on your left. This here room is where the lighting men hang out – because you’re such a fit guy/gal (and because I’m telling you to), I want you to sprint up those stairs (all two-hundred or so) and up onto the gantry (nice view of the stage). Head over to and through the door across the other side - run up to the winch control for the chandelier and plant a RU-AP Mine before tackling those stairs again. We’re close to being done – how about that for timely? Before we can leave, we need to grab the Keycard to the light control room. Where is it? There are some stairs to the left of the toilets that D’Alvarde’s Bodyguard frequents (seriously way too much peeing going on). Obviously, you need to head up them, so do it already – the room at the end of the corridor contains the Keycard (on the far left desk if you must know). With Keycard and Rifle 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 – they’re accessible from the first circle, you can’t miss them). The light control room is the one in the very middle of the third circle and is the only room with a card lock. It’s not a very pretty room, but it does give a grand view of the stage. From here, we can get a clean shot at D’Alvarde, so unpack your rifle and get ready. The only catch is that our gun is still quite the noise-maker, to counteract this, we need to time our shot with that of the sound effect that plays at the end of the third act. Once Delahunt clocks-on to the fact that his 'especial friend' is really not faking, 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. The mission is over, repack your rifle and stroll back to the toilets to reclaim your suit. ------------------------------------------------------------------------------- - Flatline [HM.04.04] ------------------------------------------------------------------------------- FIND AGENT SMITH: IDENTIFY TARGET: SMUGGLE OUT AGENT: ESCAPE: RECOMMENDED EQUIPMENT: None AVERAGE TIME TAKEN: 10:10 Be super fit and jog all the way up the winding path (you're fit aren't ya?). Keep going until you come to a little seating area to your left (with a large man smoking a cig), on the bench are some Admission Papers, 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 hooch - 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 through the scan point. Do you want to be a Security Guard? Of course you do, that being the case, head left and through the set of doors at the end of the dining room, the second room on the right is the security room. Sedate the Security 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 take the Keycard on the table and the Videotape from the machine (the weapons chest contains a Stun Gun if you feel like robbing it). Use the Keycard on the security door and head down the corridor and through a second similar door to reach the medical wing - now, we're not really wanted here, so sneaking is very much the order of the day. Sneak up to the window and wait for the Orderly to grab his coffee and leave, this is our cue to climb inside and incapacitate the guy in the chair. Take his uniform and his Cell Key before stashing him in the nearby hopper (yeah). Now head down the metal staircase and search the cells for a red-headed man, this is our Agent, go talk with him. Hey, look who it is! After a brief chat, Agent Smith (not from the Matrix) will give you a photograph of your intended target. Make sure no-one is watching and use the Experimental Death Serum on him, you'll now receive updated objectives from Diana at the Agency. ELIMINATE: Carmine DeSalvo (optional) ELIMINATE: Rudy Menzana ELIMINATE: Lorenzo Lombardo (optional) Return to the dining room and enter the set of 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 yourselves politely until our target comes in to pump some iron (Rudy Menzana main target). He has a couple of Bodyguards, meaning you'll have to weight (pun-tastic) until they wander off before using the barbell to kill their boss (context sensitive). The mission is over; however, the two lesser targets will net you an extra $100,000 for five minutes extra work. [OPTIONAL TARGETS]------------------------------------------------------------- Return to where you came in by (y’know, the scan point) and run into the room opposite the main doors (with the wooden globe). Open the globe and after a brief check to see if the coast is clear, poison the hooch and put the lid back down (that’s Carmine DeSalvo taken care of). Return to where you dumped the Security Guard in the dumpster and check to see if there’s a Bodyguard up on the balcony. If there is, wait for him to move before climbing the drainpipe to the roof. Once on the roof, head left and enter the room of Lorenzo Lombardo, he happens to be making some chilli and seemingly doesn’t mind you being there. Kill him quietly and leave him where he falls, or if he isn’t there, use the context menu to tamper with the stove. When he goes to use it next, pop-goes-the -weasel (or so to speak). -------------------------------------------------------------[OPTIONAL TARGETS] We’re done here, so head outside (after reclaiming your suit from the changing room) and run down to the mortuary (the locked building to the right of where you started). The doors to the mortuary are locked from the inside and are only opened after you’re informed that Agent Smith has been moved. Once you're inside, wait until the Mortuary Assistant leaves before applying the antidote to Smith (unless you’re into freaking people out that is), the exit is in the far corner. Congratulations, you’ve done it again. ------------------------------------------------------------------------------- - A New Life [HM.04.05] ------------------------------------------------------------------------------- ELIMINATE: Vinnie Sinistra RETRIEVE MICROFILM: ESCAPE: RECOMMENDED EQUIPMENT: None AVERAGE TIME TAKEN: 08:26 Oh, this is an easy one... easy and very 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 Garbage Man) and steal his funny Clown pants, his comic braces, and his big red nose before bundling him into the back of his own Clown Car (carefully does it, never hurt a Clown, it's bad luck y'know - I think a Clown told me that once). The Agent at the door has a metal detector, so you know the drill. Once you are inside, take the doors to your right and cut through the dining room (stop at the second door that you come to and check the map/look through the keyhole for a patrolling Agent). When the Agent has gone, enter the room to your right; as you may have guessed, this is the indoor pool. This is where Vinnie's Sexy Wife likes to spend most of her time. Next to the sauna is an Agent suit (don't ask me why), so ditch the Clown getup and blend in, baby. When Vinnie's Sexy Wife enters the pool area, she will canter round and then get in, to save some time, wait until she's as close to the shower room doors as you can before sedating her and dragging her into the sauna (door opens outwards, best watch that), and taking the Microfilm Necklace. Head out onto the patio and 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 after he watches TV). Hide behind the door and dispose of him when he comes in and heads to his desk. Holster his Bull.480 and run for your suit, and then the exit (if the body is discovered, reinforcements will be brought in by limo - so you might wanna stay off the road to avoid being run down). Mission complete, amigo - Win-Win-Win, Me-Me-Me! ------------------------------------------------------------------------------- - The Murder of Crows [HM.04.06] ------------------------------------------------------------------------------- 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 AVERAGE TIME TAKEN: 8:29 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 we 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 bar (Latin Fever). Our first task is to track down Raymond (Everyone Kills Raymond). Each club has a strict dress code and won’t let you through the front doors without the appropriate attire; however, each club has a back ally with a door or window that you can sneak through. As an added bonus, the Chef in the Blue Oyster bar (across from the hotel) is all on his lonesome and can easily be incapacitated and robbed of his whites. This, of course, will allow you full access to each club, making finding Raymond much easier (each back-room can be accessed via the kitchen in each club). Once you find and kill Raymond (using the Silverballer is by far the easiest method), 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 - pretty vital for finding Ray’s girlfriend when the time comes (which reminds me, stay the hell away from her while you’re dressed like this or she’ll blow a fuse). However, what we can do with the Raymond costume is safely enter the large building at the top of the map (north-west, compass fans). Upstairs you will find a lone Bird Guard and in the next room, Mark Jr. (what a gimpy name). Just hang back until the Delivery Bird has been and gone before sedating the Bird Guard and pilfering his suit (drag him into the corner nearest the door so that Mark Jr. can’t see him when you go to open it). The simplest way to deal with Mark Jr. is to stand behind his chair and wait for him to sit down and then... well, you know how to fill in the blanks (whatever you decide, his body can remain where it is). Now it's Angelina time, well it will be once you steal those diamonds from off the desk. Angelina will kindly keep you informed of her intended location via Raymond’s Walkie-Talkie, so it's really just a case of getting there before she does and lying in wait. If the place is too crowded or it looks too tricky to make a silent kill, wait until she moves somewhere that suits you. I find that the eastern courtyard (the one with the four entrances) is ideal as you can take her hostage and drag her into the nearby building (she passes this way when heading to Latin Fever, just watch for the patrolling Policeman). With Angelina (not the ballerina) down, you may as well take her SLP.40.S before recollecting your thoughts and the diamonds. Go and grab your suit from the bar before heading for the exit. ------------------------------------------------------------------------------- - You Better Watch Out [HM.04.07] ------------------------------------------------------------------------------- ELIMINATE: Lorne De Havilland ELIMINATE: Chad Bingham Jr. RETRIEVE VIDEOTAPE: ESCAPE: RECOMMENDED EQUIPMENT: Silverballer with Silencer and Scope AVERAGE TIME TAKEN: 10:22 Make your way from the yacht and head towards the elevator at the end of the pier (to the left). I guess you should hop in (not literally, that’d be stupid) and ride it to it's destination. At the top, take a sharp left and enter the building through the set of glass doors. Immediately take another left and keep on walking until you see the door with the "staff only" sign next to it. Entertain yourselves in a polite manner until a Bodyguard comes out, when he’s gone, feel free to sneak on inside. Run through the staff area and into the kitchen and waylay Santa when he staggers in. Frankly, being drunk in charge of a Santa costume should be a crime – so relieve him of it and shove him inside of the chest freezer (that’ll sober him up, that or kill him - remember kids, kill Santa and catch holy hell). Before exiting this area the same way you came in, grab a sausage from the counter (yeah, a sausage). Take the set of stairs down from the kitchen and into the disgusting pink hallway and head right and then up the stairs to reach the balcony, just follow it around to it's conclusion and tell me when you reach the doors at the end, eh? Inside and through the doors to the left and then through the following door is the security room. Go get em’ tiger – while I wait here. [OPTIONAL TARGET]-------------------------------------------------------------- One of the rooms in the disgusting pink hallway contains an optional target. Enter the room that’s 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, failure to do so involves another slightly more fatal cut-scene). Knock her down and finish her off – why she wants to kill you, I don’t know. what I do know is that she will only be classed as a target after the first cut -scene has played (before that, she appears as a Civilian). Also, it might be worth pointing out that she doesn’t actually have a price on her head, so you won’t get paid for killing her. I guess this raps up the concern about the “?" on the loading screen. --------------------------------------------------------------[OPTIONAL TARGET] Inside of the security room is a very perceptive Bodyguard, and he makes it a little awkward to pick that lock over there. The real problem is that mister perceptive has a friend that keeps coming and going. The simple answer is to incapacitate the guy who keeps walking backwards and forwards when he's in the room in-between the security room and the balcony and take his suit (flicking the light switch makes for a great distraction). Now wander into the security room and render the second Bodyguard unconscious before taking the Videotape from the machine and dragging the other guy inside to keep him company. Now pick the lock on the door and enter the stairwell. Sprint up the stairs until you reach the studio, cut a left and into the editing room. In the machine on the table is another Videotape, this is the one that our client wants us to retrieve. The Bodyguards in this room have Spider Sense, so be very careful when removing the Videotape (there is a point when one leaves for a minute and the other turns his back). Take the only other exit from this room and cut through the bedroom and out onto the balcony, the old man and his dog come out here often, so check your map and when you see him coming, throw down the sausage. The sausage will distract the dog long enough for you to push his owner over the balcony rail. Return to the pink hallway from before and follow it all the way around until you find the stairs that lead to the basement. What’s at the bottom? An unrivalled view of the underside of the Jacuzzi where Chad just so happens to be sitting (did I mention that it's made of glass?). To wrap things up, draw your Silverballer, shoot out the glass, and it's goodnight nurse. We’re done here, so head back to the kitchen and retrieve your suit before returning to the pier and exiting via the yacht. ------------------------------------------------------------------------------- - Death on the Mississippi [HM.04.08] ------------------------------------------------------------------------------- ELIMINATE: Skip Muldoon ELIMINATE: The Gator Gang (6) RETRIEVE PICTURES: ESCAPE: RECOMMENDED EQUIPMENT: None AVERAGE TIME TAKEN: 11:30 A paddle steamer... that’s cool, eh? Onwards and ever upwards -- literally -- because I want you to run down the portside 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 the one he came out of and try on his one-size-fits-all uniform (the key on the table 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 Engineers and target numero uno. The Engineers are quite preoccupied (they also have ear protectors and can’t hear a thing), so when the Gator goes to inspect one of the engines, you can push him over the rail without as 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, we’re not interested in 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 a very long time (they have pills for that now), so just wait. When Gator-boy comes out, follow him outside, he’ll ever-so helpfully go stand next to a deck rail – make sure no-one is around and give him a shove in the wrong direction. Strike up another one for the diabolical Mister Accident. Return to the cabin area and go down the stairs directly in front of you (in the darkened corner). The guard-quarters are off limits to schmucks, so just as well we nabbed that Sailor suit when we did. We need to be in the room below the one with the Point of Interest, it's as dark as hell but if you find the light switch, you should see a Purser uniform (fancy-arse Waiter to you and me) 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 standard kitchen (it's not used in this walkthrough and they don’t have any sandwiches, I checked) and the set of doors next to it lead to the VIP (Very Irritating Pricks) lounge. As soon as you enter the lounge, the toff to the left should accost you and in a fine Beauregard accent ask you to deliver some fancy-pants champagne to his cabin. The best part is that he’ll give you the key. Return to the cabin area and this time, head right to the end and through the second set of doors, cabin 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 the VIP Pass from the table (and eat the mint on the pillow, too). Now that we’re dressed to kill, proceed up the stairs at the back of this area and into the VIP section. Take the bottom left door in this room; it leads to the main hall, don’tcha know. Check your map for a Point of Interest; 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 Sailor just long enough to allow you to sneak in). Inside this room is a 1st Class Purser uniform for the taking, with which we can gain access to the Gator deck (level five, baby). Head into the kitchen (the room marked as the aforementioned Point of Interest). Inside, you’ll be charged with the special task of delivering a Birthday Cake to the Cap’n. If you feel the need and you decided to bring it with you, you can hide your Silverballer inside of the Cake (or whatever weapon grabs your fancy). We'll be passing a scan point soon, so get rid of the usual paraphernalia before exiting onto the deck via the side door. Head up the stairs to the fifth deck; when you reach the main cabin area, you’ll be searched by the Gator with the boomstick. With the all clear, keep going until you reach Skip’s cabin. Put the Birthday Cake on the desk, and when he turns his back, take him out suitably and hide his body in the adjoining room (near the TV - don't drag him into the bathroom by mistake). This is also where the safe is kept (hurray) - now hurry and take those photos. The Captain may be down and the photos retrieved, but there are still four more 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, and then hide him with his Captain. The redneck without a shirt must drink a lot, because he pees like a horse. He’s the only one who uses the toilet, so you can safely kill him in there. Three down and three to go. The Gator 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 himself an easy target (again, hide his body in the toilet). That’s five down – just keep an eye out for a wandering Purser. Head back down the steps and wait for the final Gator to pause and gaze out upon the river, give him a push and that is accident number three (and all six dead). Return to where you acquired the Sailor uniform and reclaim your suit before re-entering the engine room (again, the Engineers aren’t too hard to avoid) and exiting through the far door (look through the keyhole for one last Sailor – he guards the life boat but comes up to that room on occasion). Either way, sneak past him or knock him out before making your way to the exit. ------------------------------------------------------------------------------- - Till Death Do Us Part [HM.04.09] ------------------------------------------------------------------------------- ELIMINATE: The Groom ELIMINATE: The Bride's Father ENSURE THE BRIDE'S SAFETY: ESCAPE: RECOMMENDED EQUIPMENT: None AVERAGE TIME TAKEN: 7:10 Make your way from where you docked and head out onto the central wedding area (with people dancing and stuff like that) – in plain view, there’s a drunken Hillbilly ever-so eloquently puking his guts up on the grass (better than on 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 wait until he slips into a drunken coma before relieving him of his Six-Shooter and Party Invite (if he were to wake, he wouldn’t miss them). Inside the mansion, head through the doors behind the stairs and into the room where the wedding reception is being held. From here, take the doors directly in front of you (the one with the Gang Members) and head back outside. Head around the corner to the left, we need a uniform and that Gang Member is going to give us his (kinda). 'Pappy' LeBlanc is going to wander by him, so make sure the old man is out of the way before making your move. Once he’s out cold, drag him from his resting place and down the steps to the left (stay in the shadows of the house and you’ll be fine). A little way along from the bottom of these steps is a storage box, so strip him of his threads and shove him in before taking off in the direction of Pappy (he's in the graveyard). In the graveyard, Pappy will take a brief pause at the open grave of his dead brother, quickly check if the coast is clear and use the opportunity to shove him in (well, at least they don’t have to bury him). Return to where you came outside from and run around to the right this time (grabbing your suit on the way), keep going and climb through the kitchen window. Make sure nobody is around (Waiter, Groom, or Priest) and poison the icing on the wedding cake. You’re done, so leave through the window and return to the starting point and wait for the Groom to take a bite of the deadly icing. ------------------------------------------------------------------------------- - A House of Cards [HM.04.10] ------------------------------------------------------------------------------- ELIMINATE: Sheikh Al-Khalifa ELIMINATE: The Scientist ELIMINATE: Hendrick Schmutz ESCAPE: STEAL DIAMONDS: (Optional) RECOMMENDED EQUIPMENT: W2000 with Silencer 2, Bolt-Action, Carbon Fibre Barrel, and Scope-2 AVERAGE TIME TAKEN: 11:50 Our first two targets are just so incredibly easy to deal with that I’m almost inclined not to tell you what needs doing (it's in my contract?). Okay, run into the casino and around into the lobby before sprinting upstairs and pushing the call button for the left elevator. When the doors have closed, climb through the service hatch in sinister way and ready your Fibre Wire in a sinister manner, 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 he’ll use - don’t worry about his armed escort; he’ll get ditched when science-boy enters the elevator. Once the doors have closed, use the context menu to pull him up and take his 8th floor Keycard, leave your Rifle Case sitting safely on the roof of the elevator and hide the diamonds along with it. Now for the clever bit, we’re going to hide in the elevator to the right now. In a couple of minutes Hendrick Schmutz is going to come up from the bar, so it's exactly the same as it was for the Scientist, wait until the doors close and then pull him up. By now, Al-Khalifa has made his entrance with his entourage – for now we can’t touch the guy, but that’ll change because I have a cunning plan. Return to the ground floor and take the steps down into the casino proper (if you want to use the ICA Case, now would be a good time to get your room key from the desk at the right). Take the door on the right, followed by a left in the next corridor, and enter the first set of toilets that you come to. We’re lying in wait for a lone Bodyguard (with a bladder problem) to come and take a pee. In preparation for his arrival, we need to knock-out the Civilian using the stall nearest the door (just push him and close the door). When the Bodyguard comes in, he’ll use the third stall - just like before, push him and he’ll hit his head without fail. He shouldn’t need moving, so strip him of his suit and leave him where he is. With the suit obtained, return to the left elevator and reclaim your Rifle Case from the top before riding all the way up to the 8th floor. The Sheikh’s suite is located in the upper-left (north-west) corner of this floor (check the map for room 803 if you’re unsure). With the suit and the card, obtaining access is easy – there’s only one Bodyguard assigned to the inside of the room, so sedating him is as easy as it comes (no need to hide him or anything). Unpack your W2000 before strolling into the bedroom and using the conveniently located cell phone to speed-dial the Sheikh (I know you can see it coming). Now head out onto the balcony and zoom-in on the rooftop with the red light, this is where our man is heading. Take your time and then take your shot, when he stops to answer the call -– game over -- drop the rifle (or store it in the ICA Case in room 701 if you want to take the diamonds AND avoid a penalty) and return to where you stashed the diamonds. If you like, you can return to the toilets and reclaim your suit before exiting through the doors at the opposite side of the casino floor (run over to the fence to exit). *Sigh* James Bond never had to sneak past bin-bags. ------------------------------------------------------------------------------- - A Dance with the Devil [HM.04.11] ------------------------------------------------------------------------------- ELIMINATE: Anthony Martinez ELIMINATE: Vaana Ketlyn RETRIEVE INFORMATION: ESCAPE: RECOMMENDED EQUIPMENT: Flexible Kevlar Body Armour AVERAGE TIME TAKEN: 12:22 Approach the reception desk (caught on camera again, great) and talk to the Security Guard ("... you mean it's been stolen...?"); when he walks off, follow him into the guard-quarters 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 Security Guard that frequent this area. When he comes in, he’ll take a seat by the computer, so sneak out from the lost and found and jab a Syringe in his neck – just leave him all comfy in his chair and take his shiny uniform. Unburden yourself of any weapons and leave via the main entrance, to the right of it (your left) is the entrance to the underground car park. You should probably go there or something. To eliminate our camera woes, we need to get our Videotape from the security room, with our shiny new uniform we can quite happily stroll inside; however, we can’t just grab the Videotape. Make sure the Security Guard near the window is facing away from you and throw a Coin out of the door. With a bit of luck, both he and his friend should go and investigate – if that’s the case, close the door behind them and take the Videotape (Paris Hilton - she's doing WHAT?). Run down into the car park and make your way towards the Point of Interest marked on the map, at the back of the truck is a Heaven Guest costume; it’ll get us into the party upstairs - make sure the coast is clear and get changed. You’re a smart bunch of people aren’t ya? You passed a pair of elevators on the way here, see if you can’t find your way back, eh? Take the one on the right -- it says "top floor" -- so hurry up and oblige it already – on the way up, climb through the service hatch and ready your Fibre Wire. Now it's just a case of waiting. Anthony Martinez will eventually come and use the elevator (in five or so minutes, if you must know) – when he does, make with the murder. Take his ensemble (you should make an effort to take the Flight Case, too) and head back to the top floor (seeing as the button was pushed before you killed Mr. Martinez). Head through the door on the right and cut down the corridor, into the room marked as yet another Point of Interest (the suit of the Devil is truly useful). In this room, you’ll find the laptop computer that we’re looking for, go check it out (y’know you want to). Now there’s something new - our objectives have just 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. Hide behind the door and when she comes in, do something fatal and leave her where she falls (bog only knows where she could keep that many knives in such a skimpy outfit). Two down and two to go - head all the way down and back into the car park. Now it's time to take the second elevator down into the very bowels of Hell itself *evil laughter #7*. 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 (secluded) place and you know what that means (the suit of the Devil is truly horny). If she’s already out on stage, you can make things easier by tampering with the control console just outside the stage door (the finale is a real killer). With Vaana (sadly) taken care of, we can now meet with Maynard John – he’s the big guy behind the bar. Maynard is a smart cookie in many respects and a, er ... very stupid cookie in others. He knows exactly who you are and then he challenges you to a duel (I play Maynard in face-down dead position). Maynard wants things nice and quiet (so do we), so he suggests following him to the soundproofed 'torture chamber' (disappointingly not an actual chamber – more of a storeroom with an odd name). When the duel begins, the lights will go out and Maynard will run off and lock himself in the centre of the room (the room has a spiralling mesh cage) before opening fire. Grab the MP7 and ammo from the table and switch to first-person view (ideally, you’ll still have the F.N.2000 that you 'liberated' from Martinez). Watch carefully for where the muzzle flashes come from; when you see his location, open fire (the crosshair still turns red when you find a target). Providing that you adjust your aim a fraction above the location of the muzzle flash, you should score a head-shot. Until you can get a clean shot at him, it's best to keep it in mind that under the weight of all that gunfire, shelves will tend to fall down and beams crumble, so keep moving because nowhere can be considered safe. Once Maynard finally bites the big one, the lights will (magically) come back on, and the dividing doors will unlock. Search his body and... hmm, I see the bastard had a better weapon; I demand you steal both it and the Storage Key. Mission complete - head back to the car park (grab your suit first and then take the stairs from the reception back into the car park) before exiting via the van marked on the map. ------------------------------------------------------------------------------- - Amendment XXV [HM.04.12] ------------------------------------------------------------------------------- ELIMINATE: Mark Parchezzhi III ELIMINATE: Vice President, Daniel Morris ESCAPE: RECOMMENDED EQUIPMENT: W2000 (maxed out and including the Foil Padded Case), a concealable (non-custom) weapon of your choosing. AVERAGE TIME TAKEN: 13:21 <------------------------------------------------------------------------------ [Note] This is it... if you kept your notoriety down to a reasonable level, you’ll be fine. If; however, you got a little trigger happy on your previous excursions 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 (or home in a box), your game is essentially over. ------------------------------------------------------------------------------> During '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 main doors and into the washroom to the left, make sure the door is closed and then go about dropping the gun that you brought with you on the floor (part of a cunning plan, I assure you). Open the door (keep doing it if it closes) and wait for someone to notice said gun, they’ll inform the nearest Soldier in a prompt and timely manner, and he’ll come running like a good little dog of the state. Close the door behind him and then incapacitate him with the Sedative Syringe – now we have a one- size-fits-all uniform to act all nefarious in. Grab your Rifle Case and stroll through the set of doors directly opposite the main entrance, like the cock of the walk because they can’t touch you (you still need to place your case on the belt, otherwise you’ll blow your cover). The door just to the left leads to the security room, you could stand outside like a plank, or you could step on inside. Inside, on the desk is the Main Building Key and an incredibly easy to retrieve Videotape, take em’ both and step back into the corridor. Hang a left and keep heading straight until you reach the flag room. At the end of this highly 'patriotic' room is the door that our Keycard opens. Follow the stairwell around to it's conclusion and check your map; Daniel Morris should be milling around on this floor somewhere, if he isn't here, then he’s probably taking 'Justice' the dog for his constitutional (that was clever). He’ll come back eventually, that’s the main thing, right? In all honestly, it 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 (map = friend) – what cunning feat of assassination are we going to undertake now? Why, we’re going to lurk in this room until the Vice President comes back from his walk (or is on his way to collect doggie-dearest) and then inhume him in some colourful fashion or other. The blanket box at the back of the room serves as a good place to hide his body – with the VP face-down in the bottom of a box, take the door at the bottom of the stairs and head out onto the lawn (not the stairs you came in by, the other set that’s marked on the map has a smaller set next to them). Just to the left of the door is a climbable trellis (that Sam Fisher has a lot to answer for), and because it's there, I suggest you climb it (to the roof) – just keep an eye out for a Secret Service guy that walks around the perimeter of the lawn. You see that circular cut-out on the map? A Secret Service Agent comes out of the nearby door and takes his (very frequent) breaks here (must be unionised), sedate him when he turns his back and drag him around the other side of the dome before taking his clothes and the Keycard to the door (just keep an eye out for a mild-mannered Janitor that just so happens to take his breaks here, too). Use the Keycard to gain access to the building and 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 – a guy went for a sandwich four months ago, found his body last week) and enter the room marked "Oval Office." Quick, it's Dubya choking on a pretzel - do something, 47 – oh, right – on with the show. Inside of the office is none other than Mark Parchezzhi III; after a little talk and a lot of boom, Mark will flee (sending the whole place into red alert). Well, go after him (I'll stay here and sharpen pencils). Dash back through the office area and back out onto the roof – Mark III is waiting for you by the scaffolding ladder. As soon as he sees you, he’ll open fire (duh) – simply keep your distance and take him down with the W2000 (very easy, really). With Mark III down and out, victory is ours. Well, that's when you pack up your rifle and head to the exit (exactly the same place as you started, and located conveniently near your suit). I got one of those 'naked lady' wiggle-pens at the gift shop; hey, it's a long journey home *wiggle-wiggle*. ------------------------------------------------------------------------------- - Requiem [HM.04.13] ------------------------------------------------------------------------------- LEAVE NO WITNESSES: RECOMMENDED EQUIPMENT: N/A AVERAGE 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 cannot be kept under any circumstance. ------------------------------------------------------------------------------> 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 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 taking the Priest hostage but that doesn’t always work out like it should. We’re severely outnumbered and out-gunned, 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 Bodyguards will come at you from either the left or the right, either way, they will 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 floor of the chapel, exit via the side and follow the cliff around to the main gate, this gives you an almost unfair advantage over the Bodyguard attempting to open the gate (and the Reporter - but he can wait). Head back to the right and gun down the annoying 'Guy-in-the-chair' (thirteen missions -- that’s how long I’ve wanted to do that for -- thirteen bloody missions). With every target eliminated, you’ll now get to see the true ending in it's full glory. Hail to the king, baby. =============================================================================== 5. Weapons [HM.05.00] =============================================================================== <------------------------------------------------------------------------------ "There is a time and place for the use of weapons" - Miyamoto Musashi, The Book of Five Rings, the Ground Book ------------------------------------------------------------------------------> "The victim was dispatched in an expert manner by a... frozen banana to the head"! Well, yeah - if 47 didn’t have any kind of weapon, that’s probably what he’d have to do. 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 I have stated as being unlocked after a certain mission will only be unlocked that early if you have every mission before it and including it completed with a Silent Assassin rank. ------------------------------------------------------------------------------- - Melee/Close Combat [HM.05.01] ------------------------------------------------------------------------------- Without close combat, you would see your violence rating soar; close combat is silent and always deadly and professional. In many situations, you will be unable to carry or use a firearm due to metal detectors, checkpoints, and the like. Weapons like the Syringe and Fibre Wire are undetectable and can easily incapacitate or kill instantly (mainly the latter, if we’re being honest). Melee weapons aren’t just limited to what you can bring with you; there are very many spur-of-the-moment objects lying around, like Kitchen Knives and Hammers. Of course, if you never expected to come across one of these weapons on your travels, things may not go exactly to plan in a big mission when you go to use them. Just so you know, folks, you cannot collect the melee weapons like you could in Hitman 2: Silent Assassin... boo. ------------------------------------------------------------------------------- - Baseball Bat [ ] ------------------------------------------------------------------------------- WHERE: Death of a Showman, A New Life 'Bat'-Man Returns. The Good, the 'Bat,' and the Ugly. 'Bat' to the Future. Okay, I'm done now. It's a Baseball Bat, be creative, be spontaneous, be Babe Ruth if it takes your fancy. It's not what you'd call a technical marvel, you just swing it and people fall over. ------------------------------------------------------------------------------- - Cane Sword [ ] ------------------------------------------------------------------------------- WHERE: A Dance with the Devil Look at that sword, or is it a cane? Well, it's actually a little bit of both. The Cane Sword starts out automatically holstered (pushing the square button will just drop it). A quick flick of the R1 button will deliver a vicious set of slashes. It's quick and painful, and is guaranteed to create quite a bit of mess and noise (all over my new rug). The coolest thing about the Cane Sword is it's stealth attack – a rapier-styled thrust through the back. Sadly, this weapon really is quite pants due to the fact that it has absolutely no stealth value whatsoever, thanks to the fact that the sheathe is missing. Only Vaana can carry it around unhindered. ------------------------------------------------------------------------------- - Fibre Wire [ ] ------------------------------------------------------------------------------- WHERE: Default The Fibre Wire is a Silent Assassin’s weapon of choice; no mess, 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 the chosen victim will kill them instantly. It's awkward but necessary to master, as it's silent and doesn’t add to your violence (well, within reason it won’t – 28 kills down the line and the game won’t see it that way). A nifty new feature (like Your Humble Narrator previously stated) is that you can pull people though inspection hatches, thus killing and hiding them in one movement (it's cool, even if there are like three occasions when it won’t ruin a Silent Assassin rank). ------------------------------------------------------------------------------- - Fire Extinguisher [ ] ------------------------------------------------------------------------------- WHERE: 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 to get things done. ------------------------------------------------------------------------------- - Hammer [ ] ------------------------------------------------------------------------------- WHERE: 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). Amusingly enough, you can throw the Hammer for a fatal long distance attack – if you want it back, you’ll be in for a long distance sprint (fact). ------------------------------------------------------------------------------- - Hedge Cutter [ ] ------------------------------------------------------------------------------- WHERE: 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 violent double-stab attack from behind. From the front; however, 47 delivers an oh-so feeble little jab... I know which one I prefer. ------------------------------------------------------------------------------- - Kitchen Knife [ ] ------------------------------------------------------------------------------- WHERE: Death of a Showman, A Vintage Year, A New Life, The Murder of Crows, You Better Watch Out, Death on the Mississippi, Amendment XXV, Requiem Strangely, this could actually be classed as one of the most well-rounded weapons in the game! You have a moderately powerful front 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 on a mission but can’t bring home' kind of items, so use it while you can and don’t get too fond of it because it's destined to get stuck in someone's head. ------------------------------------------------------------------------------- - Meat Cleaver [ ] ------------------------------------------------------------------------------- WHERE: A Dance with the Devil Just when you thought it was 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 humanitarian that he is, Agent 47 will gladly hit people in the back of the head with it in what can only be described as the most gruesome sight of the game. What else? Well, you can throw it just like a Kitchen Knife (albeit in a much cooler way) and it's frontal attack seems to be marginally stronger (although, it's still a bit crap when compared to the likes of the Hammer or the Shovel). ------------------------------------------------------------------------------- - Screwdriver [ ] ------------------------------------------------------------------------------- WHERE: 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 Mr. 47 – let’s just say that 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 manner to the Kitchen Knife. Is there such a thing as projectile DIY? ------------------------------------------------------------------------------- - Shovel [ ] ------------------------------------------------------------------------------- WHERE: Death on the Mississippi, Till Death Do Us Part, Requiem The Shovel is a purely limited use weapon. Well, what I mean is that you can whack people over the head all day, but if you don’t stay dressed as an Engineer and keep it holstered, you’ll cause all kinds of ructions should you leave the engine room (it's even harder to get away with on other missions). A well-aimed swing from the front will send the target flying, from behind; however, you’ll deliver a succession of blows to the head, finishing them instantly (and making quite a dent in your new Shovel). ------------------------------------------------------------------------------- - Stiletto [ ] ------------------------------------------------------------------------------- WHERE: A Dance with the Devil, Requiem A Stiletto is a long-bladed knife that’s primarily designed for stabbing as opposed to mindless slashing (of which some of us have become accustomed). If you use this like you’re supposed to, you’ll probably not notice much difference between this and the Kitchen Knife (except maybe a marginal increase in power), throw it and stab things, ya know, the usual. ------------------------------------------------------------------------------- - Stun Gun [ ] ------------------------------------------------------------------------------- WHERE: Flatline The Stun Gun (or "old zappy" as I call it) is so brilliant that I honestly thought that they’d let you keep it (with a bit of jiggery-pokery, you could grab one in the original Hitman, it just didn’t work properly). You can’t keep it and it only ever appears in one mission. Holding down R1 will charge the Stun Gun, releasing it will make people fall over. One zap from the front will incapacitate anyone. The stealth attack may look pretty, but it wastes quite bit of time for the same result, so stick with the standard attack. ------------------------------------------------------------------------------- - Syringe (Poison) [ ] ------------------------------------------------------------------------------- WHERE: Death of a Showman, Default The Poison Syringe will be your ally in the fight against evil (in a sense); quick, silent and deadly, but totally non-violent. You can lace food, producing the possibility of eliminating multiple targets, just remember that when doing so, you can’t always dictate when and where your target will eat it. They may collapse almost immediately or they may well get far enough for you to safely hide them. If you poison someone and then throw them over a balcony rail, it will still class as a poisoning rather than appearing like an accident. Two jabs and that's ya lot, but unlike the Sedative variant, you will find that you'll feel the need to use it less (due to the lack of viability). Incidentally, if you end up having to incapacitate someone in more of a physical sense, you can still finish them while they’re prone (another one of those new features that I always rave about). ------------------------------------------------------------------------------- - Syringe (Sedative) [ ] ------------------------------------------------------------------------------- WHERE: Default The needle-man cometh and, er, that’s a bad thing in case ya can’t tell. 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, too. A quick shot in the neck, and then up and over the nearest balcony rail to the floor below. You can also dope drinks (like with the Poison Syringe), but I prefer to do things personally (the opportunity for the former will rarely present itself anyhow). You only get two uses from the Syringe, using them sparingly is often vital to your success. ------------------------------------------------------------------------------- - Handguns [HM.05.02] ------------------------------------------------------------------------------- Handguns are great a commodity in the world of Hitman (even more so this time around). A good, reliable Handgun should always find itself in your position at the start of each mission (even if you never really intend to use it). 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 (even more so when you customise). ------------------------------------------------------------------------------- - Bull.480 (Taurus Raging Bull) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Bull (Magnum) CAPACITY: - 6 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: A New Life, Death on the Mississippi This is one helluva 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, 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). So, unless you’re intending to 'rip it up,' one shot is going to wreck your rating and wake the dead at the same time. I’ve only seen Bull ammo lying around once, but there is a large concentration of Bull.480’s found on 'Death on the Mississippi.' ------------------------------------------------------------------------------- - Custom 1911 (Colt M1911) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Magnum CAPACITY: - 9 TWO-HANDED: - No COLLECTABLE: - No WHERE: Amendment XXV, Requiem The Custom 1911 is almost exactly the same as the Desert Eagle in every respect, as to why we have it, I don’t know. It only appears twice (always too late to be of any use I might add) and it isn’t even collectable (not even on the standard equipment list). ------------------------------------------------------------------------------- - Desert Eagle [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Magnum CAPACITY: - 9 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: 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 semi -automatic powerhouse can make you happy by just being there. Magnum ammo is pretty scarce but don’t be surprised to find large caches from time to time ('A Dance with the Devil' springs to mind). 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 Nailer 2000) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Nails (belt-fed) CAPACITY: - 50 TWO-HANDED: - No COLLECTABLE: - Yes (on standard equipment screen only) WHERE: Curtains Down, A New Life, Amendment XXV Technically... not strictly speaking... it's not really a firearm (but by the same standard, it's not a melee weapon either). It's a cordless Nail Gun that uses a CO2 cylinder (partial silence) to fire nails at a very high velocity over a short distance (understandably, it loses power and accuracy greatly over a distance). If you want to actually score a kill with this thing, then it's head-shots only I’m afraid, otherwise you’ll be there all day (and night). ------------------------------------------------------------------------------- - SLP.40 (H&K USP) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - .45ACP CAPACITY: - 12 CONCEALABLE: - Yes COLLECTABLE: - Yes WHERE: Death of a Showman, Curtains Down, Flatline, A New Life, The 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - .45ACP CAPACITY: - 12 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: The Murder of Crows, A House of Cards This is really rather okay, I think. It's exactly the same as the SLP.40 but with an added Silencer, if this were Contracts, then I’d say that this were a fine addition to your arsenal, but with the new customisation options available for the Silverballer, this comes second best. What it does have going for it; however, is that ammo for it is abundant (seeing as it takes the same ammo as the SLP.40, which is the most common Handgun in the game). ------------------------------------------------------------------------------- - Snub Nosed Revolver (M36 Chief's Special) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Pistol CAPACITY: - 6 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: A Vintage Year, Death on the Mississippi The Snub Nosed Revolver appears to resemble the classic-style service revolver (the kind everyone was running around with while Dirty Harry opted for his hand -cannon). Anyway, at close range, this weapon can prove quite powerful (due to the short barrel), but over a distance, where it counts the 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Low Velocity/.45ACP/Magnum CAPACITY: - Upgradeable TWO-HANDED: - Yes, if dual is selected COLLECTABLE: - Default WHERE: Requiem, Default The Silverballer has been the staple of the Hitman series since day one (then, it went by it's original name of 'Hardballer' and only held 7 shots). Over the series, it's been gradually beefed-up and on occasion, doubled-up. This time around, the Silverballer takes full advantage of the new customise feature. By splashing your ill-gotten gains, you can increase it's speed, power, and versatility to beyond that of any other Handgun. 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Pistol CAPACITY: - 6 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: Till Death Do Us Part When I knocked my first Hillbilly unconscious and rifled through his pockets, I was initially exited 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 (even over the shortest distance) backed up with very little power. I collect them, that’s what I do, why’d I bother to collect this? ------------------------------------------------------------------------------- - WWI Pistol (Mauser C96) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Mauser CAPACITY: - 9 TWO-HANDED: - No COLLECTABLE: - No WHERE: 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 (no ammo in the game for it either), and unless you go for head-shots, it’ll probably take that many to kill someone – yes, Mauser bad. ------------------------------------------------------------------------------- - WWI Pistol (Prop) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Blanks CAPACITY: - 9 TWO-HANDED: - No COLLECTABLE: - No WHERE: Curtains Down Hmm... something tells me that this might just not be real. The WWI Prop 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 of Tosca. It can’t even deliver a chafing powder burn ("take that you villain, I chafe thee"). If you have this in your possession, 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, because Guards lack a sense of humour. ------------------------------------------------------------------------------- - Assault Rifles [HM.05.03] ------------------------------------------------------------------------------- Assault Rifles make no claim to being stealthy or intelligent; whichever one will get them into any kind of trouble. Capable of insanely high rates of fire and as inconspicuous as two kids in trench coat trying to get admission to a Linda Lovelace flick. All Assault Rifles are too big to start a mission with, so they’ll be placed in the ICA Case. If you really must go down the 'kill 'em all' route, you should remember to bring clean underwear and some fresh Kevlar. With all the rifles, the difference can clearly be seen in accuracy, firepower, and added extras. ------------------------------------------------------------------------------- - F.N.2000 (F2000) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Rifle CAPACITY: - 20 CONCEALABLE: - Yes, with Flight Case COLLECTABLE: - Yes WHERE: Death on the Mississippi, A Dance with the Devil Sadly, it doesn’t come with the Flight Case that you find it with (which is just an insane omission in my opinion) because that would have made it extra special. Of all the Assault Rifles, this is probably one of the more stable and accurate available (partly because it's smaller, so it gives less kickback and less of a muzzle-jump). The whole point of it being so compact in design is so that it could easily be stored (while fully assembled), no storage case means that you’re better off sticking with the full-sized rifles. ------------------------------------------------------------------------------- - M4 (Colt M4 Carbine) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Low Velocity/Rifle/Armour Piercing CAPACITY: - Upgradeable CONCEALABLE: - No COLLECTABLE: - Default WHERE: Default Surprisingly, this is the ultimate in Assault Rifles - oh, you’re not in the least bit surprised? Of course you’re not – even if you left it unmodified, it’d still be the best rifle of it's class. It's incredibly stable, even in full-auto (it gets a bit jumpy once you start increasing the capacity and giving it more time to shake in-between clips). Once you outfit it with a Scope and Silencer, you’ll be able to re-enact scenes from the Rambo Trilogy (well, not that bit with the tank). It's recommended that you purchase any upgrades that promote stability before you go increasing the ammo capacity. 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 [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Rifle CAPACITY: - 20 CONCEALABLE: - No COLLECTABLE: - Yes WHERE: Amendment XXV Not so much a rifle as an ornamental throwback to the Civil War. The one thing that I will give it, is that it has great accuracy; however, it's slow in firing and the shots don’t seem to connect with the impact that you’d think they would for a rifle of this calibre and class. Luckily for us, it's very easy to acquire for our ever growing collection, so we don’t have to worry about being forced to use it. ------------------------------------------------------------------------------- - S.G522 Commando (SIG 522) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Rifle CAPACITY: - 20 CONCEALABLE: - No COLLECTABLE: - Yes WHERE: The Murder of Crows *Sigh* Okay, what we have here is yet another run of the mill Assault Rifle – it's powerful and accurate, but it's accuracy has been known to suffer during constant fire. They finally give us a SIG and it's not a SIG Pro *sad face* ... well, anyway, it won’t collect itself, so go get it. ------------------------------------------------------------------------------- - Sub-Machineguns [HM.05.04] ------------------------------------------------------------------------------- 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 the heavy, two-handed military machineguns. In essence, they’re pretty much the same in terms of their rate-of-fire and power (with some exceptions), so you’ll most often find yourself going for the ones with the better features. With this being said, you won’t ever stray far from the Tactical SMG, unless you’re a bit of collector (like me, baby). ------------------------------------------------------------------------------- - MP5 (H&K MP5) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - SMG CAPACITY: - 25 TWO-HANDED: - Yes COLLECTABLE: - Yes WHERE: Curtains Down, A Dance with the Devil, Amendment XXV The Heckler & Koch MP5 is the daddy of all Sub-Machineguns and is favoured by Police organisations across the world, such as the London Metropolitan (if I’m correct, MP5 stands for 'Machine Pistol version 5'). Highly stable and deadly accurate, even over a distance (due to the two-handed approach); the MP5 is only bettered by the SMG Tactical (which is essentially a modified MP5 anyway). In the world of Blood Money, the MP5 is mainly carried by high ranking Bodyguards and FBI/Secret Service Agents. ------------------------------------------------------------------------------- - MP7 (H&K MP7) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - SMG CAPACITY: - 25 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: A New Life, A Dance with the Devil, Requiem The MP7 is the more professional approach to single-handed machine-pistols, like the TMP. Fast-firing and accurate to a suitable degree over a short distance, it is favoured by low-ranking 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - SMG CAPACITY: - 25 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: The Murder of Crows It doesn’t promise much and it doesn’t disappoint - it's an incredibly fast -firing weapon that will quickly lose it's accuracy over even short distances (I mean really short). It's ideal for confined spaces and cramped corridors, but entirely impractical (and on occasion, too fast for it's own good) everywhere else. Both the MP5 and MP7 are concealable, and seeing as how they are both guaranteed to make a helluva lot of noise, you may as well go in with the big guns. ------------------------------------------------------------------------------- - SAF SMG (FAMAE MT-40) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - SMG CAPACITY: - 25 TWO-HANDED: - Yes COLLECTABLE: - Yes WHERE: A Vintage Year The trouble with the SAF is that what it can do, has already been done before (regardless if it's been done better or not, it really is rendered surplus to requirement). The SAF couldn’t be any more stable when firing, even if you bolted it to a table. It couldn’t be any faster, even if you strapped it to a whippet, and it couldn’t sound any louder, even if you strapped it to your head (although, that wouldn’t do any good for the ole’ fillings). Whether you choose the SAF SMG or the MP5, it's really all down to taste and preference. ------------------------------------------------------------------------------- - SMG Tactical (H&K MP5) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Low Velocity/SMG/Magnum CAPACITY: - 25 TWO-HANDED: - Yes COLLECTABLE: - Default WHERE: Default Upgradeable right down to the finest detail, it's exactly what we’ve come to expect from the (rather solid) customise system (in the end, it looks vaguely similar to the gun Stallone had in Cobra). Once you’ve added a Silencer, you are ready to take it on your first mission, with a Laser Sight and some added stability aids, you’ll be set to use it full time (which is what I do). 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - SMG CAPACITY: - 25 TWO-HANDED: - No COLLECTABLE: - Yes WHERE: 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 low-ranking Bodyguards (higher ranking ones carry the much better MP5-MP9). The TMP is much better suited to single shots rather than rapid-fire (it's actually very accurate for single shots, it just goes all to hell when you hold the trigger down - this kinda defeats the whole point of a Sub-Machinegun). Very noisy, pisspoor at long distances, I never use it personally. ------------------------------------------------------------------------------- - Shotguns [HM.05.05] ------------------------------------------------------------------------------- Shotguns are an iconic part of film and video games alike. These days, it's almost considered (virtual) blasphemy to include less than two. Shotguns by their very nature are loud, indescribably 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 to pieces -- you’ll fail miserably -- that is, 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 ICA Case near the start of the mission. ------------------------------------------------------------------------------- - Shotgun (Remington 870) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Shotgun CAPACITY: - 8 COLLECTABLE: - Yes WHERE: Death of a Showman, A Vintage Year, Death on the Mississippi, Till Death Do Us Part Admittedly, this is some-way up from basic, but as far as we’re concerned, this is the bottom rung of the ladder. On missions where Guards carry Shotguns openly, 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) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Flechette/Shotgun/12 Gauge CAPACITY: - Upgradeable COLLECTABLE: - Default WHERE: Default The SP12 is a highly customisable combat Shotgun – whatever the task, there’s a modification that’ll you do it. Depending on what ammo you’ve got equipped and what modifications are in effect, it is more than possible to play either an all-out action game (Short Barrel, 12 Gauge Slugs, etc) or a stealth game (Silencer, Dart Slugs, etc). The problem with the SP12 is that it's still too damn big and stand-out-ish to be truly useful in the majority of situations, but the situations where it can work, it works very well. 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 [HM.05.06] ------------------------------------------------------------------------------- Sniper Rifles are your greatest asset in the world of Hitman, as there are times and places when normal elimination of a target can seem impossible (which it never is), and a Sniper Rifle is a quick and effective solution. Because Sniper Rifles are pieces of ultra-high-precision equipment, it's incredibly easy to see the difference between each individual one (whether that be in accuracy or in precision). ------------------------------------------------------------------------------- - Air Rifle (Beeman Break-Barrel) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Darts/Tranquilliser ACTION: - Bolt CAPACITY: - 1 CONCEALABLE: - No COLLECTABLE: - Yes PRECISION: - 1X Additional Zoom WHERE: A New Life Now, this is an odd little addition to 47’s world, it's a tranquilliser rifle that’s capable of sedating both man and beast at long range (it even has magnification of 1X additional - which is in-line with most of the 'actual' Sniper Rifles found in the game). If it came with it's own case and a selection of darts, then it would be the ultimate in stealth weaponry (a shame no-one thought of that). Being an Air Rifle, it operates using a C02 cylinder, which as you know, produces far less sound than that of a regular gun (and for that alone, a few opportunities do present themselves). ------------------------------------------------------------------------------- - Dragunov (Snaiperskaya Vintovka Dragunova) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Sniper (7.62mm) ACTION: - Semi-Automatic CAPACITY: - 10 CONCEALABLE: - Yes, with Flight Case COLLECTABLE: - Yes PRECISION: - 1X Additional Zoom WHERE: Death of a Showman, A Dance with the Devil Anyone who has played Contracts will know what a big disappointment it was back then, honestly it's no better now. Because of it's semi-automatic status (rather than the more accurate Bolt-Action) and the lack of a detailed Scope (the display is awful), I honestly found the Dragunov way too awkward and imprecise to use. If it had a Silencer, then at least it would be viable. ------------------------------------------------------------------------------- - Elephant Rifle (Browning BAR Mk. II Safari) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Sniper (7.62mm) ACTION: - Semi-Automatic CAPACITY: - 10 CONCEALABLE: - No COLLECTABLE: - Yes PRECISION: - 1X Additional Zoom WHERE: Till Death Do Us Part It's an 'Elephant Rifle' as opposed to 'Elephant Gun' – an actual Elephant Gun looks like some kind of bastardised blunderbuss (that would have been cool). Well, what do we get? It's a clumsy Sniper Rifle (I say "Sniper Rifle," but it's really more of a Hunting Rifle). It's big, it's powerful, and it has an okay zoom. But ultimately, it's average, just average. ------------------------------------------------------------------------------- - KAZO TRG (SAKO TRG) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Sniper (7.62mm) ACTION: - Semi-Automatic CAPACITY: - 10 CONCEALABLE: - No COLLECTABLE: - Yes PRECISION: - 0X Additional Zoom WHERE: The Murder of Crows Dear Dragunov, I hereby issue a grovelling apology. It appears that you’re only the second worst Sniper Rifle in the game – it appears the KAZO TRG is far worse. The KAZO may be a tad more accurate, but it can’t actually zoom. That’s right; the TRG has one poultry level of magnification (that’s by pressing R3 twice, not the actual zoom button). Let’s see, do I take this on a mission, or do I take a real rifle? Let me think. You can collect it and you can dust it, just don’t use it. ------------------------------------------------------------------------------- - W2000 (Walther WA2000) [ ] ------------------------------------------------------------------------------- AMMO TYPE: - Low Velocity/Sniper (7.62mm)/Armour Piercing ACTION: - Variable CAPACITY: - Upgradeable CONCEALABLE: - Yes, with Rifle Case COLLECTABLE: - Default PRECISION: - Upgradeable - up to 3X Additional Zoom WHERE: Default A vast amount of your income will probably go on upgrading this rifle (fact). It is your greatest asset, purchase every upgrade (accuracy improvements take precedence over every other modification with the exception of Silencers) and if you can, always take it with you. If you purchase the Foil Padded Sniper Case from the equipment menu, it’ll increase your options and allow you to use the W2000 to it's fullest (and you'll look bloody cool while you're at it). 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