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FAQ/Walkthrough for Hitman: Blood Money on PS2

by ilikemuffins000

 __    __   __  .___________..___  ___.      ___      .__   __. 
|  |  |  | |  | |           ||   \/   |     /   \     |  \ |  |  ()
|  |__|  | |  | `---|  |----`|  \  /  |    /  ^  \    |   \|  | 
|   __   | |  |     |  |     |  |\/|  |   /  /_\  \   |  . `  | 
|  |  |  | |  |     |  |     |  |  |  |  /  _____  \  |  |\   |  ()
|__|  |__| |__|     |__|     |__|  |__| /__/     \__\ |__| \__| 
                                                                
.______    __        ______     ______    _______  
|   _  \  |  |      /  __  \   /  __  \  |       \ 
|  |_)  | |  |     |  |  |  | |  |  |  | |  .--.  |
|   _  <  |  |     |  |  |  | |  |  |  | |  |  |  |
|  |_)  | |  `----.|  `--'  | |  `--'  | |  '--'  |
|______/  |_______| \______/   \______/  |_______/ 
                                                   
.___  ___.   ______   .__   __.  ___________    ____ 
|   \/   |  /  __  \  |  \ |  | |   ____\   \  /   / 
|  \  /  | |  |  |  | |   \|  | |  |__   \   \/   /  
|  |\/|  | |  |  |  | |  . `  | |   __|   \_    _/   
|  |  |  | |  `--'  | |  |\   | |  |____    |  |     
|__|  |__|  \______/  |__| \__| |_______|   |__|    

Hitman: Blood Money Strategy Guide for the PS2

Copyright: ilikemuffins000 2007
E-mail: [email protected]
If you have any questions about this guide please e-mail me and I'll be happy
to answer them.
-------------------------------------------------------------------------------
Table of Contents

1. Introduction.........................................................[INTRO]
2. Copyright and Legal Stuff............................................[CO&LS]
3. Version History......................................................[VERSH]
4. Controls.............................................................[CONTR]
5. Weapons/Tools........................................................[WEAPT]
 5.1 Custom Weapons.....................................................[CUSTW]
 5.2 Standard Equipment.................................................[STEQU]
 5.3 Standard Weapons...................................................[STWEA]
6. Walkthrough..........................................................[WALKT]
 6.01 Mission 1 Death of a Showman......................................[MIS01]
 6.02 Mission 2 A Vintage Year..........................................[MIS02]
 6.03 Mission 3 Curtains Down...........................................[MIS03]
 6.04 Mission 4 Flatline................................................[MIS04]
 6.05 Mission 5 A New Life..............................................[MIS05]
 6.06 Mission 6 The Murder of Crows.....................................[MIS06]
 6.07 Mission 7 You Better Watch Out....................................[MIS07]
 6.08 Mission 8 Death on the Mississippi................................[MIS08]
 6.09 Mission 9 ...Till Death Do Us Part................................[MIS09]
 6.10 Mission 10 A House of Cards.......................................[MIS10]
 6.11 Mission 11 A Dance with the Devil.................................[MIS11]
 6.12 Mission 12 XXV Amendment..........................................[MIS12]
 6.13 Mission 13 Requiem................................................[MIS13]
7. Donations............................................................[DONAT]
8. Closing..............................................................[CLOSE]

-------------------------------------------------------------------------------
1. Introduction [INTRO]
-------------------------------------------------------------------------------
Once again, I say hello. This is my third walkthrough I've done. The first 
being for The Godfather and second for S.T.A.L.K.E.R. Shadow of Chernobyl.

I know all of you jitter bugs are eager to get to the walkthrough, but stay
patient. After all, patience is the key to this game. First I have to go
through some legal stuff, put up versions, and weapons and tools. After that,
there's the walkthrough. Or just skip to the walkthrough right now; I won't be
offended. No, like now...do it...

-------------------------------------------------------------------------------
2. Copyright and Legal Stuff [CO&LS]
-------------------------------------------------------------------------------
The following websites have permission to post my guide:

www.gamefaqs.com
www.gamespot.com
www.supercheats.com
www.neoseeker.com
www.gamesradar.com
www.cheatplanet.com

If you see this guide on any other site than the ones listed above please 
contact me at my e-mail listed at the beginning of the guide.

-------------------------------------------------------------------------------
3. Version History [VERSH]
-------------------------------------------------------------------------------
1.0 11/27/07 Started guide.
1.1 11/28/07 Did some weapons up to "Pistols".
1.2 11/29/07 Did the first mission.
1.3 12/01/07 Did background info on A Vintage Year.
1.4 12/02/07 Finished A Vintage Year.
1.5 12/03/07 Did alternative for A Vintage Year and started on Curtains Down.

-------------------------------------------------------------------------------
4. Controls [CONTR]
-------------------------------------------------------------------------------
These are the default controls for the game on PS2:

Left Analog Stick - Move character; Zoom map; Highlight menu options
L3 (hold) - Throw item
Right Analog Stick - Rotate camera; Pan across map
R3 - Open/Close sniper scope; View Mode switch
D-Pad Up/D-Pad Down - Zoom sniper scope/binoculars; Scroll through 
		      actions/items; Highlight menu options
D-Pad Left/D-Pad Right - Scroll through maps/inventory
Triangle - Drop item; Exit map; Exit legend; Cancel
Square - (tap) Holster/Unholster weapon; (hold) Open/Close inventory
Circle - (tap) Pick up item; (hold) Pick up list
X - (tap) Carry out actions, confirm; (hold) View action list
L1 - Crouch; Sneak
L2 - map
R1 - Fire; Use weapon; Close combat
R2 - Reload weapon
Select - Objectives
Start - Pause

-------------------------------------------------------------------------------
5. Weapons/Tools [WEAPT]
-------------------------------------------------------------------------------
This is where I will list all of the weapons found in the game. Some aren't
really considered weapons, but hey, if it can kill, it's deadly and that makes
it a weapon.

-------------------------------------------------------------------------------
5.1 Custom Weapons [CUSTw]
-------------------------------------------------------------------------------
SILVERBALLER
This is 47's trademark pistol and you should take it on nearly every
assignment. The silverballer is a deluxe version of a service pistol and packs
a punch. You should usually use low-velocity ammo, as well as a silencer, with
this pistol so you can have a weapon you can use withough alerting everyone in
the area.

/---------------------\
|     --STATS--       |
| Ammo: .45 Caliber   |
| Capacity: 18 rounds |
| Length: 216 mm      |
| Weight: 1,076 g     |
| Concealable: Yes    |
| Two-Handed: No      |
\---------------------/

/===============================================\
|                 ==UPGRADES==                  |
| Low Velocity Ammo                             |
|  Description: More silent, less recoil;      |
|    excludes other ammo                        |
|  Cost: $25,000				|
|						|
| Silencer Type 1				|
|  Description: Medium silenced; excludes:	|
|     silencer type 2, magnum ammo, and long	|
|     slide					|
|  Cost: $25,000				|
|						|
| Laser Sight					|
|  Description: Laser aim, medium precision	|
|  Cost: $50,000				|
|						|
| Rail Mount					|
|  Description: For scopes			|
|  Cost: $50,000				|
|						|
| Dual Action					|
|  Description: Two guns, twice the fun, more	|
|    recoil					|
|  Cost: $75,000				|
|						|
| Long Slide					|
|  Description: Better precision, less		|
|    recoil; excludes: silencer			|
|  Cost: $75,000				|
|						|
| Magnum Ammo					|
|  Description: Penetrates doors, more		|
|    recoil; excludes: silencer and other	|
|    ammo					|
|  Cost: $75,000				|
|						|
| Large Clip					|
|  Description: More bullets, double capacity	|
|  Cost: $100,000				|
|						|
| Red Dot Sight					|
|  Description: Small zoom, high precision,	|
|    requires rail mount; excludes: scope	|
|  Cost: $100,000				|
|						|
| Full Auto					|
|  Description: High rate of fire, require	|
|    large clip, more recoil			|
|  Cost: $150,000				|
|						|
| Silencer Type 2				|
|  Description: Max silenced; excludes:		|
|    silencer type 1, magnum ammo long slide	|
|  Cost: $150,000				|
|						|
| Scope Type 1					|
|  Description: Medium zoom, extreme precision	|
|    requires rail mount; excludes: red dot	|
|    sight					|
|  Cost: $150,000				|
\===============================================/

SP12 SHOTGUN
This automatic combat shotgun can be very useful - especially with all of its
customizations. The only downside is that it can't be concealed. However, when
you take it on a mission, you can leave it in one of the Agency containers 
where it can be picked up as needed. The SP12 is effective only at short range,
but it can quickly clear a room.

/---------------------\
|     --STATS--       |
| Ammo: 12 gauge      |
| Capacity: 6 shells  |
| Length: 1,012 mm    |
| Weight: 4,400 g     |
| Concealable: No     |
| Two-Handed: Yes     |
\---------------------/

/===============================================\
|                 ==UPGRADES==                  |
| Butt Stock                                    |
|  Description: More precise, less recoil      |
|  Cost: $25,000				|
|						|
| Fleschette Ammo				|
|  Description: 18 dart slugs, less damage,     |
|    precision; excludes: other ammo 		|
|  Cost: $25,000				|
|						|
| 12-Gauge Slugs				|
|  Description: Max Damage; excludes: silencer	|
|  Cost: $50,000				|
|						|
| Extra Ammo					|
|  Description: Two extra rounds		|
|  Cost: $50,000				|
|						|
| Reload Boost					|
|  Description: Mounted shells, fast reload     |
|    time					|
|  Cost: $50,000				|
|						|
| Rail Mount					|
|  Description: For red dot sight		|
|  Cost: $75,000				|
|						|
| Short Barrel					|
|  Description: More damage, less precise;      |
|    excludes silencer				|
|  Cost: $75,000				|
|						|
| Laser Sight					|
|  Description: Laser aim, medium precision;    |
|    excludes: red dot sight 			|
|  Cost: $100,000				|
|						|
| Magazine					|
|  Description: Four extra slugs, high rate of  |
|    fire					|
|  Cost: $100,000				|
|						|
| Red Dot Sight					|
|  Description: Max precision, requires rail    |
|    mount					|
|  Cost: $150,000				|
|						|
| Silencer Type 1				|
|  Description: Medium silenced; excludes:	|
|    short barrel, custom ammo, flechette	|
|  Cost: $150,000				|
\===============================================/

SMG TACTICAL
This is a great weapon when you need a little extra firepower. As with the
silverballers, you should take along the low-velocity ammo and a silencer for
stealthy use. However, if you feel that you have to shoot your way out of
trouble, go for the extra ammo, double slip, and the ACP ammo. Since the SMG
tactical is also concealable, it is great as a backup weapon as long as you
don't have to get through a metal detector.

/---------------------\
|     --STATS--       |
| Ammo: 9 mm SMG ammo |
| Capacity: 25 rounds |
| Length: 550 mm      |
| Weight: 2,880 g     |
| Concealable: Yes    |
| Two-Handed: Yes     |
\---------------------/

/===============================================\
|                 ==UPGRADES==                  |
| Butt Stock 1	                                |
|  Description: Less recoil more precise       |
|  Cost: $25,000				|
|						|
| Low-Velocity Ammo				|
|  Description: Less sound, less recoil;        |
|    excludes: other ammo		 	|
|  Cost: $25,000				|
|						|
| 45 ACP Ammo					|
|  Description: Penetrates doors, more recoil;  |
|    excludes: other ammo, silencer   		|
|  Cost: $50,000				|
|						|
| Extra Ammo					|
|  Description: One extra clip			|
|  Cost: $50,000				|
|						|
| Rail Mount					|
|  Description: For red dot sight		|
|    recoil					|
|  Cost: $50,000				|
|						|
| Rapid Fire					|
|  Description: Extreme rate of fire, more      |
|    recoil					|
|  Cost: $75,000				|
|						|
| Short Barrel					|
|  Description: More damage, less precise;      |
|  Cost: $75,000				|
|						|
| Silencer Type 1				|
|  Description: Medium silent, less damage 	|
|    excludes: silencer type 2, ACP ammo	|
|  Cost: $75,000				|
|						|
| Double Clip					|
|  Description: Fast reload			|
|  Cost: $100,000				|
|						|
| Laser Sight					|
|  Description: Laser aim, medium precision	|
|  Cost: $100,000				|
|						|
| Red Dot Sight					|
|  Description: Small zoom, high precision,     |
|    requires rail mount			|
|  Cost: $150,000				|
|						|
| Silencer Type 2				|
|  Description: Max silenced, less damage; 	|
|    excludes: ACP ammo, silencer type 1	|
|  Cost: $150,000				|
\===============================================/

M4
You should rarely take along the M4 assault rifle. Since it can't be concealed,
it is place in an Agency container prior to my mission for pickup later when
needed. With several of the upgrades, the M4 can be a very formidable weapon if
you want to take out all opposition during a mission.

/---------------------\
|     --STATS--       |
| Ammo: 5.56 mm rifle |
|       ammo	      |
| Capacity: 30        |
| Length: 838 mm      |
| Weight: 3,000 g     |
| Concealable: No     |
| Two-Handed: Yes     |
\---------------------/

/===============================================\
|                 ==UPGRADES==                  |
| Butt Stock 	                                |
|  Description: Lightweight butt stock, less   |
|    recoil, more precise 		        |
|  Cost: $25,000				|
|						|
| Low-Velocity Ammo				|
|  Description: Less recoil, more silent;       |
|    excludes: other ammo		 	|
|  Cost: $25,000				|
|						|
| R.I.S. Handguard				|
|  Description: Special handguard, requires to  |
|    upgrade  					|
|  Cost: $25,000				|
|						|
| Armor Piercing Ammo				|
|  Description: Penetrates doors, more damage;  |
|    excludes: silencer, other ammo	        |
|  Cost: $50,000				|
|						|
| Extra Ammo					|
|  Description: One extra clip			|
|    recoil					|
|  Cost: $50,000				|
|						|
| Laser Sight					|
|  Description: Laser aim, medium precise	|
|  Cost: $50,000				|
|						|
| Rail Mount					|
|  Description: Required to mount scopes        |
|  Cost: $50,000				|
|						|
| Pistol Grip					|
|  Description: Extra support, more steady,     |
|    requires handguard				|
|  Cost: $75,000				|
|						|
| Silencer Type 1				|
|  Description: Medium silenced; excludes: AP   |
|    ammo, silencer type 2			|
|  Cost: $75,000				|
|						|
| Double Clip					|
|  Description: Two clips, less reload time;    |
|    excludes: drum magazine			|
|  Cost: $100,000				|
|						|
| Red Dot Sight					|
|  Description: Small zoom, high precision,     |
|    requires rail mount; excludes: scope	|
|  Cost: $100,000				|
|						|
| Drum Magazine					|
|  Description: 100 rounds, large recoil;	|
|    excludes: double clip			|
|  Cost: $150,000				|
|						|
| Silencer Type 2				|
|  Description: Max silenced,; excludes: 	|
|    silencer type 1, AP ammo, long slide	|
|  Cost: $150,000				|
\===============================================/

W2000 SNIPER
One of the best sniper rifles on the market, 47 had this one cusom built to his
standards. As a result, the handgrip and even the trigger pull are customized
to his hands and style of shooting. When taking this on a mission, always carry
it disassembled in a case so you can move about without causing suspicion. The
standard case will not get the rifle through a security checkpoint. However,
you can purchase a foil-lined case for such needs. The upgrades available for
this sniper rifle allow you to focus on accuracy, stealth, or even a fast rate
of fire as the mission may require.

/---------------------\
|     --STATS--       |
| Ammo: .300 caliber  |
|       rifle ammo    |
| Capacity: 6         |
| Length: 905 mm      |
| Weight: 6,950 g     |
| Concealable: No     |
| Two-Handed: Yes     |
\---------------------/

/===============================================\
|                 ==UPGRADES==                  |
| Double Capacity Clip                          |
|  Description: High rate of fire; excludes:   |
|    bolt action, lightweight frame	        |
|  Cost: $25,000				|
|						|
| Low-Velocity Ammo				|
|  Description: More silent, less recoil;       |
|    excludes: other ammo		 	|
|  Cost: $25,000				|
|						|
| Extra Ammo					|
|  Description: One extra clip			|
|    recoil					|
|  Cost: $50,000				|
|						|
| Scope Type 1					|
|  Description: Medium zoom, high precision;    |
|    excludes: other scopes		        |
|  Cost: $50,000				|
|						|
| Armor Piercing Ammo				|
|  Description: Penetrates doors, more recoil;  |
|    excludes: other ammo			|
|  Cost: $75,000				|
|						|
| Lightweight Frame				|
|  Description: Lightweight parts; excludes:    |
|    clip					|
|  Cost: $75,000				|
|						|
| Silencer Type 1				|
|  Description: Mediun silenced, less damage;   |
|    excludes: silencer type 2		        |
|  Cost: $75,000				|
|						|
| Bolt Action					|
|  Description: High precision, requires light  |
|    frame; excludes: clip			|
|  Cost: $100,000				|
|						|
| Carbon-Fiber Barrel				|
|  Description: Less recoil, high precision	|
|  Cost: $100,000				|
|						|
| Silencer Type 2				|
|  Description: Max silenced, less damage;      |
|    excludes: silencer type 1			|
|  Cost: $100,000				|
|						|
| Scope Type 2					|
|  Description: Max zoom, extremely precise;    |
|    excludes: other scopes			|
|  Cost: $150,000				|
\===============================================/

-------------------------------------------------------------------------------
5.2 Standard Equipment [STEQU]
-------------------------------------------------------------------------------
In addition to the various firearms you may take during a mission, you always
carry along the following items. None of them can be detected during a weapons
search or while passing through a metal detector.

FIBER WIRE
This is one of the trademark weapons of an assassin and is used to efficiently
strangle a victim. The only requirement for this weapon is that you must sneak
up on the unsuspecting target from behind. Not only is this weapon silent, it
also leaves no blood - and the victim, once in your grasp, can't make any noise
or fight back. Furthermore, the fiber wire is easy to conceal and can even be
carried in the open without arousing suspicion.

REMOTE BOMB AND DETONATOR
Remote bombs are great for taking out targets. They can be placed in a variety
of spots, such as on desks or even in objects. The blast radius is fairly
small, so the target must be nearby if you want a kill. However, these bombs
can also be placed on winches and, once detonated, cause whatever the winch is
holding up to come crashing down. Bombs can also be used as a diversion by
placing them in areas where detonating them lures guards away from their posts
or patrol areas. Once place, remote bombs can be triggered using a remote
detonator. You can carry the detonator in your hand without arousing suspicion
though it has a fairly short range, requiring you to be nearby. You should
experiment with remote bombs since you can use them for hits, and nobody gets
suspicious of you when you detonate them.

SYRINGES
You carry two syringes with you for all your missions. One is filled with a 
fast-acting poison and the other contains a sedative. While you must be careful
to keep the syringes hidden, you can use them just like the fiber wire and
approach a victim from behind. In addition, either poison or sedative may be
injected into drinks or food for the same effect as injecting the victim. The
advantage of using a sedative for guards and other nontargets is that you do
not have to kill unnecessary people. In addition, victims can be roused back to
consciousness so that others think they passed out or fainted and don't suspect
foul play. Each syringe only contains two doses, so be careful and use them 
wisely during a mission.

BINOCULARS
Binoculars come in handy when doing reconnaissance for a mission. They are
great for observing targets, guards, and security devices (such as cameras from
a distance. Check out perches for sniping with them so you don't have to get
out your sniper rifle and arouse suspicion.

COIN
Always keep some change in your pocket. It is not for pay phones or tolls, but
for distractions. Often, a carefully thrown coin can turn a guard's head or
even cause him to leave his post to see what caused the noise. That can give
you a chance to get past the guard or even pick a lock and move through a 
doorway without being caught.

/===============================================\
|     ==UPGRADES TO THE STANDARD EQUIPMENT==    |
| 7x50 Zoom Binoculars                          |
|  Description: Incremental zoom, better	|
|    vision, distance counter		        |
|  Cost: $25,000				|
|						|
| Pain Killers					|
|  Description: Small health boost	 	|
|  Cost: $25,000				|
|						|
| Improved Lock Pick				|
|  Description: 25 percent fast lock picking	|
|  Cost: $50,000				|
|						|
| Kevlar Vest					|
|  Description: Soaks 15 percent hit points,	|
|    lost at new outfit			        |
|  Cost: $50,000				|
|						|
| Adrenaline					|
|  Description: A health boost			|
|  Cost: $75,000				|
|						|
| Enhanced Bomb Remote				|
|  Description: Long range bomb remote		|
|  Cost: $75,000				|
|						|
| Flak Vest					|
|  Description: Soaks 35 percent hit points,	|
|    lost at new outfit			        |
|  Cost: $75,000				|
|						|
| Cratt Schultz Lock Pick			|
|  Description: 50 percent fast lock picking	|
|  Cost: $100,000				|
|						|
| Extra Bomb					|
|  Description: An extra bomb			|
|  Cost: $100,000				|
|						|
| Foil Padded Safe Suitcase			|
|  Description: Non-detectable, for custom	|
|    sniper rifle				|
|  Cost: $100,000				|
|						|
| Flexible Kevlar Vest				|
|  Description: Soaks 35 percent hit points,    |
|    fits all outfits				|
|  Cost: $150,000				|
\===============================================/

-------------------------------------------------------------------------------
5.3 Standard Weapons [STWEA]
-------------------------------------------------------------------------------
In addition to the custom weapons and standard equipment, there are different
weapons to collect during missions. Some of these are just lying around, while
others can be taken from guards or people you kill or incapacitate. Most of
these weapons have limited ammunition - though more can be usually picked up
from guard posts or other guards you neutralize.

=Pistols=
In each mission, there are usually lots of pistols around since this is the
most common weapon carried by security guards or police. Pistols have a short
range but are easily concealed. The following are some pistols that can be
collected during assignments.

BULL .480
/---------------------\
|     --STATS--       |
| Ammo: Bull ammo     |
| Length: 356 mm      |
| Weight: 1,959 g     |
\---------------------/
This pistol has some stopping power, but it can be tough to find ammo for it
during a mission.

CUSTOM 1911
/---------------------\
|     --STATS--       |
| Ammo: magnum ammo   |
| Length: 216 mm      |
| Weight: 1,080 g     |
\---------------------/
This pistol is similar to the silverballer, and can be picked up off of
another assassin.

DESERT EAGLE
/---------------------\
|     --STATS--       |
| Ammo: magnum ammo   |
| Length: 260 mm      |
| Weight: 1,715 g     |
\---------------------/
Whenever you find a desert eagle (deagle) during a mission, always pick it up,
along with any ammo you can find. It is a very powerful pistol and causes a lot
of damage to a target.

SIX SHOOTER
/---------------------\
|     --STATS--       |
| Ammo: pistol ammo   |
| Length: 230 mm      |
| Weight: 1,200 g     |
\---------------------/
Single-action pistols are not really my thing. However, guards in the south
tend to carry these more as a symbol than a weapon.

SLP .40
/---------------------\
|     --STATS--       |
| Ammo: .45 caliber   |
|       ACP ammo      |
| Length: 194 mm      |
| Weight: 720 g       |
\---------------------/
The SLP .40 is one of the most commonly used pistol by police and security 
guards during assignments. While it's not a great pistol, there is usually a
lot of ammo available for it during a mission. A silenced version of one of 
these pistols is also available.

SNUB NOSE
/---------------------\
|     --STATS--       |
| Ammo: pistol ammo   |
| Length: 175 mm      |
| Weight: 700 g       |
\---------------------/
The snub nose's short barrel makes this pistol inaccurate at all but close
range. Some people like it for its small size, but there are more useful 
things.

WWII PISTOL
/---------------------\
|     --STATS--       |
| Ammo: Mauser ammo   |
| Length: 312 mm      |
| Weight: 1,250 g     |
\---------------------/
You can pick up this pistol during an assignment. While it is a decent weapon,
you shouldn't use it during missions.

NAIL GUN
/---------------------\
|     --STATS--       |
| Ammo: nails         |
| Length: 150 mm      |
| Weight: 545 g       |
\---------------------/
While this is not really a pistol, it's included since it can be found during
missions and acts like a pistol. It also fairly quiet and doesn't bring guards
running when it is fired.

=Submachine Guns=
Submachine guns are often carried by bodyguards and government agents. They are
a lot more dangerous than pistols due to their rapid rate of fire. As such, 
always pick these up, along with ammo, when you find them during a mission.
After all, they can come in handy if things go wrong and you have to shoot your
way out. All submachine guns are concealable, which allows you to carry
firepower without arousing suspicion.

MP5
/---------------------\
|     --STATS--       |
| Ammo: SMG ammo      |
| Length: 680 mm      |
| Weight: 2,540 g     |
\---------------------/
This submachine gun is commonly carried by special forces units and is one of
the better submachine guns in terms of firepower and accuracy.

MP7
/---------------------\
|     --STATS--       |
| Ammo: SMG ammo      |
| Length: 340 mm      |
| Weight: 1,500 g     |
\---------------------/
This submachine gun is not much larger than a pistol and it's accuracy is low.
However, at short range, it can quickly take down a threat.

MP9
/---------------------\
|     --STATS--       |
| Ammo: SMG ammo      |
| Length: 376 mm      |
| Weight: 3,000 g     |
\---------------------/
This is another small submachine fun, but with a bit more accuracy than the 
MP7.

SAF
/---------------------\
|     --STATS--       |
| Ammo: SMG ammo      |
| Length: 700 mm      |
| Weight: 2,540 g     |
\---------------------/
The SAF is considered a weapon that bridges the gap between submachine guns and
assault rifles. However, since it is concealable, it is classified with the 
submachine guns.

STEYR TMP
/---------------------\
|     --STATS--       |
| Ammo: SMG ammo      |
| Length: 282 mm      |
| Weight: 1,300 g     |
\---------------------/
The TMP is the smallest of the submachine guns and is, in my opinion, merely a 
pistol that fires fast. It is best used at close range.

=Shotguns=
You shouldn't use shotguns that often. They are noisy and are only effective at
close range. Furthermore, unlike submachine guns, shotguns can't be concealed
and often don't have much available ammo. However, if you have to take one from
a guard coming at you, use it, then quickly get rid of it.

12-GAUGE SHOTGUN
/---------------------\
|     --STATS--       |
| Ammo: shotgun ammo  |
| Length: 1,130 mm    |
| Weight: 3,500 g     |
\---------------------/
This shotgun is carried by lower-level guards. It is especially disliked
because it can only have two rounds in the choke, requiring a lot of reloading
during a firefight.

=Rifles=
Rifles pack a lot of firepower and are great during a firefight. However, they
can't be concealed, so they would bring all guards and police toward me with
weapons drawn if you were to ever carry them out in the open. Take note of
where you can find rifles during a mission just in case you need them to make
your escape. When collecting rifles during a mission, place them in Agency
containers to be picked up later so that you don't have to walk around with
them.

AIR RIFLE
/---------------------\
|     --STATS--       |
| Ammo: tranquilizer  |
|       darts         |
| Length: 1,060 mm    |
| Weight: 2,721 g     |
\---------------------/
You can find this weapon in a child's tree house. While it can't kill someone,
it is great for shooting a tranquilizer dart to knock out a guard dog.

FN-2000
/---------------------\
|     --STATS--       |
| Ammo: rifle ammo    |
| Length: 694 mm      |
| Weight: 3,600 g     |
\---------------------/
This is on of the more modern assault rifles and combines accuracy with a high
rate of fire.

M14
/---------------------\
|     --STATS--       |
| Ammo: rifle ammo    |
| Length: 1,120 mm    |
| Weight: 5,100 g     |
\---------------------/
This US military rifle has a semiautomatic rate of fire and is comparable to 
the Mark III. However, it is not found useful during a mission unless you need
a rifle that you can carry while wearing disguise.

SG552
/---------------------\
|     --STATS--       |
| Ammo: rifle ammo    |
| Length: 730 mm      |
| Weight: 3,000 g     |
\---------------------/
This assault rifle is often used by commandos and, as such, it should be picked
up when found. It is great for clearing a path to my escape route when my cover
has been blown.

=Sniper Rifles=
Sniper rifles are great for taking out targets at long range. While the custom
W2000 is the preferred sniper rifle, at times you could pick another type up
during a mission and find a use for it. All sniper rifles come equipped with a
scope.

DRAGUNOV SVD
/---------------------\
|     --STATS--       |
| Ammo: sniper ammo   |
| Length: 1,225 mm    |
| Weight: 4,310 g     |
\---------------------/
This was the standard Eastern Bloc sniper rifle during the Cold War and is
still used around the world today.

ELEPHANT RIFLE
/---------------------\
|     --STATS--       |
| Ammo: sniper ammo   |
| Length: 1,117 mm    |
| Weight: 3,810 g     |
\---------------------/
If a gun is designed to kill an elephant, it will have no trouble with a human
target.

KAZO TRG
/---------------------\
|     --STATS--       |
| Ammo: sniper ammo   |
| Length: 1,200 mm    |
| Weight: 3,500 g     |
\---------------------/
This is another sniper rifle that you can pick up during a mission. It is
carried by one of your targets.

=Close-Combat Weapons=
At times, you can find it useful to attack a guard or target up close for a 
quiet takedown. Close-combat weapons include bladed weapons and common items
that can be used as weapons.

BASEBALL BAT
A Slugger baseball bat - it's the perfect hit.

CANE SWORD
This smooth-looking cane hides a sharp sword, which turns the wielder into a
vicious attacker in the blink of an eye.

FIRE EXTINGUISHER
Emergency use only - it can also be used to knock down people.

HAMMER
This carbon steel hammer has a rubber grip for perfect handling when things get
messy.

HEDGE CUTTER
Primarily used for shaping the hedges, the scissor-like blades are extremely
sharp and can be deadly.

KITCHEN KNIFE
This high-quality stainless steel kitchen knife is excellent for deep cuts.

MEAT CLEAVER
This is useful for cutting all types of meat.

SCREWDRIVER
Primarily used for screws, it can also be used as a stabbing weapon.

SHOVEL
Use this to dig a hole or smack a bad guy.

STILLETO
The Solingen 420 has a stainless steel blade with stag horn grip.

STUN GUN
When you press the stun gun against an attacker and hold the trigger,
electricity is dumped into the nervous system. This results in a temporary
knockout.

-------------------------------------------------------------------------------
6. Walkthrough [WALKT]
-------------------------------------------------------------------------------
What you've all been waiting is here! Covers missions, alternatives, and such.

-------------------------------------------------------------------------------
6.1 Mission 1 Death of a Showman [MIS01]
-------------------------------------------------------------------------------
One of the earlier missions can serve as training for prospective assassins.
This mission is very straightforward and provides a glimpse to the various
parts of a mission. It also illustrates many of the skills and tools you use
during the course of a mission.
	
	*NOTE*- The first mission is a tutorial. Unlike other missions,
	        this one is very linear, and you have step-by-step 
	        instructions. Even if you are a pro, be sure to pay
		close attention to the objectives and read the instructions
		provided. There are new features and types of actions,
		which are illustrated within the mission.

O.K. You're standing on a plank and reading the tutorial thing. When you're
done, walk up to the ledge and press forward to climb on top of it. You've just
learned something new: climbing. Keep walking and climb onto the sidewalk.
Continue walking until you get to the gate while listing to the mission
briefing Diana is giving you. When she's done a guard will walk over and ask
what you want. Being the kind person you are, you smack his head into the gate
and use it to walk through. 

Look at a photo in your inventory and continue into the shop. Stand right by 
the counter and equip your coin. Hold L3 and aim it just above the clown's
head. Release the throw button and the two guard will be like, "What the f**k
was that? Let's check it ou'." As soon as they start walking run through the
door and to the opposite door next to the leaning wooden plank. Open the door,
walk through and quickly close the door. You see a gangster talking with a
dude tied to a dumbo ride. Equip your fiber wire and hold R1. Sneak up behind
the gangster and release the R1 button. 47 will strangle the gangster and he'll
drop his gun. Put the fiber wire away and pick up the SLP .40 pistol. If you
want, you can end the victim's misery. If not, climb up the red trellis and
then jump across the balconies.

When you get across crouch by the door and look through the keyhole. You can 
see two gangsters sniffing you-know-what. Stand up and pick the lock. As soon
as the door is open, open fire on the two gangster with your SLP. When they're
both dead, take their ammo and drag each one to one of the two containers (one
container can hold one gangster). Then hide in the closet next to the door.
When you do a chemist will come in and start grabbing cash. Come out of the 
closet (I love puns) and either fiber wire the chemist or use the kitchen knife
which is stuck inside the door of the closet. When he's dead, take his suit and
the keycard he dropped and get out of there. Drop the knife too.

Use the keycard on the door and continue along the walkway. When you get to the
first room on the left stop. Hide the SLP inside the baking soda crate and pick
the crate up. Continue walking until you see a gangster standing by a door.
He'll want to do a search. Since your gun is in the crate nothing will be 
detected. Walk into the room and close the door. Set the crate down and 
retrieve the pistol. Pull out your fiber wire and get on top of the elevator.
Hit X to strangle the gangster below and pull his body up. Then jump down and
break the utility box near the lift. When the room is plunged into darkness,
run on the outer edge of the wall and get into the bathroom. Close the door
behind you.

You should see a gangster taking a leak. Grab the TMP smg and equip the 
gangster as a human shield. Move into the hallway and take out the three
gangsters sitting at the table. Once they're dead knock out the human shield
and shoot him. Pick up all the ammo in this room and climb the ladder. Go into
the oval shaped balcony and pick up the sniper case. Take it apart (scroll to
it in your inventory) and go to a window. There are three gangster you have to
kill here. One on the top of a house, one near the Ferris wheel (top) and one
patrolling below. Once their all dead put the sniper back in its case and run
through the door.

Climb the drainpipe down and pick up the gangster's ammo, who was patrolling 
below. Run over to the place labeled "office" and walk through the doors. Take
the syringe poison out of the case and climb up the stairs. Hide behind the 
wall near the end table with the shotgun ammo and wait until the girl and her
boyfriend split up. Go and push the gangster (R1) off of the balcony and walk
into the secretary�s office. Spike her drink with a little poison and hide in
the closet. Once she takes a sip, she's gone. Leave the closet and walk into 
the Swing King's office. Watch the cutscene until Joe is groveling for death.
Choices, choices, choices. Fiber wire him, smack him with the baseball bat, 
kill him with the hammer, or poison him. Whatever you do climb out the window
once he's dead.

Grab the RU-AP mine and the detonator out of the container and continue along
into you see a window. Climb through it and equip your TMP or SLP. Place a bomb
by the winch that's holding up the chandelier and walk away. Detonate it, which
instantly kills three gangster. The purple guy will run up the stairs. Shoot 
him and take his deagle. Kill the whore too since she sometimes grabs a gun and
starts shooting at you. Collect all the ammo and make your escape via the door
with the "EXIT" sign. Mission complete.

-------------------------------------------------------------------------------
5.2 Mission 2 Curtains Down [MIS02]
-------------------------------------------------------------------------------
Recommended equipment:
Standard Equipment
Silverballer with silencer type 1 and low velocity ammo

Here's where the actual game starts. This is the first mission that is not a
tutorial.

=BACKGROUND INFO=
Don F. Delgado - This retired colonel working for Chile's feared intelligence
service is considered a well-respect and highly successful wine producer, even
though this is just a cover for his true business of drug trafficking. To
promote this year's fine line of Chilean red wine, he has persuaded the 
American movie actor Rex Stanton to endorse it. His agent is one of Delgado's
main customers and is well-connected in Tinsel Town, where the drug trade is
booming.

Manuel Delgado - The eldest son of Fernando Xalvador Delgado, he tries to live
up to his father's reputation and aspirations. He wishes nothing more than to
walk in the gootsteps of his beloved papa. But he has already broken the number
one rule - never use the stuff yourself. He has no formal education and spends
most of his time water skiing, playing tennis, or downloading porn from the
Internet. The daily cocane high makes him unpredictable and dangerous. "Cover
boxes are for sissy cowards!"

MAKING THE HIT
You arrive at Delgado's winery along with some other party guests to celebrate
the winery's new vintage. Look like one of the guests, follow a couple right
through the front enterance. The guard next to the door won't even give you a
second look. Inside the compound, a couple dozen guests are mingling around, 
talking to one another and sampling the hors d'oeuvres and wince located near
the entrance to the winery building. To the left as you enter, notice a camera
crew standing next to the building that containes the guard's post. 
	Guards: The guards are armed with 12-gauge shotguns and patrol outside
		the walls of the winery compound, as well as inside. With a
		guard's suit, you can move around everywhere except for the 
		manor house or the drug lab.
	Workers: The men with the blue aprons are the drug lab workeres. While
		 disguised as one of the workeres, you can move about within
		 the drug lab; however, there is no way you can use this 
		 outfit for inside the manor house.
So, what to do? In the corner of the entrance area you can see a door. Now and
again a worker or guard comes out or goes through it. Wait until no one sees 
you and walk through the door. Close it behind you and climb up the boxes in
front of you, one after the other. When you get on to of the wall jump down. 
Wait until the guard way ahead of you to walk through the door and continue
along this area. Pass the fountain and the sleeping guard and climb up the
drain pipe. When on top of the balcony open the doors and slip through. Now,
there are two doors in this area. Take the left one which should lead to a 
staircase. Descend it and pick the lock of the door on the bottom. Walk
through. This is one of the guards' outposts. There are SAF SMGs, a shotgun,
ammo, and a VIP guard's suit in here. Put on the VIP guard's suit and pick
up an SAF smg and some ammo for it. Open the door and walk through.

You should be in a hallway with one VIP guard patrolling it. Continue along,
and at the end of the hallway walk through the door. In this room take the left
door again. Now you're in a kitchen. Take the knife if you wish and come out 
the other door. When you're outside in the loading area, make sure no one's 
looking and climb the drain pipe to the left of the door. When on top of the 
roof, climb through the window into Don Delgado's room. Now there are two 
possible ways you can kill the Don:
1) He can be in his room, right now, playing the cello. Go up behind him and
fiber wire him. Pick up his snub nose pistol and drag his body over to the
balcony. Throw it over and close the doors.
2) He's not here. If that's the case, go into the adjacent room. He will be
standing on his balcony looking over his manor property. Push him and he's
a goner.

Whichever way you choose to kill the Don, once you're done. Climb back through
the window, down the drainpipe, through the kitchen, and end up in the small
room at the end of the hallway. There is a door here in a corner. It's kind of
hard to see since it's dark but it has a plant next to it. It leads to a stair-
case. Descend the stairs here and and walk through the doors. Now, I don't
remember which wine cellar leads to the drug lab so keep trying until one 
opens. Once inside the drug lab, head to the opposite end and ascend the
stairs. There will be a guard here. Wait until he leaves and place a bomb on
the winch supporting the crate of barrels. Once that's done, everything's in
place for the second hit. Manuel makes frequent stops through the drug lab to
sniff some coke. He will walk by the stairs, look around, and go into the 
little alcove to sniff some more. How convenient. Blod the bomb and the barrels
will come tumbling down. Quickly, leave the scene of the crime and head to the
elevator at the entrance to the lab. Call it down and head to the hangar. Once
one the pier, continue down to the sea place. Press X to make your escape.

=Alternative #1= Getting a Guard's Uniform
During the mission, slip into the guard house next to the courtyard. A few 
guards are in one room relaxing. Break the utility box here and hide in the 
closet at the end of the hallway. When a guard comes to inspect the box,
quietly slip past this guard, the ones in the first room, and go into the 
second room. In here, laying on a table, is a guard's uniform. With this you
can move about the yard as well as inside the winery. This is great for
scouting out the area.

=Alternative #2= Other Ways Into the Compound
In addition to the main enterance, there are a few more ways to get into the
compound. One was a door in the western wall at the south end near the cliff
side. A guard patrols outside here and comes after any guests he sees enter
through this door. To the east of the main enterance, you can climb up a crate
and over the wall. However, this accessed an area with several guards, where
guests are not allowed. Finally, along the eastern wall, you can climb up on a
truck and then drop into a shed. A couple guards stand at the enterance. 
However, a thrown coin distracts one while the other was silently taken out and
the body hidden inside the shed. This enterance also provides a disguise, but
it is riskier.

=Alternative #3= Silently Kill Manuel
There is a way to take out Manuel without an explosion and the death of the
guard at the top of the stairs. Occasionally, Manuel and his bodyguard would
continue into the drug lab. While the bodyguard stays and watches the 
operation, Manuel returns to do some cocaine and then heads back upstairs to
the party. You can wait behind the barrels while he does the drugs, then sneak
up behind as he opens the door and inject him with poison using a syringe. The
body can be quickly hidden in the nearby container and you can be long gone
before anyone realizes Manuel is dead. Sometimes, it is only a matter of 
patience.

=Alternative #4= The Cliffside Trail
The elevator is not the only way to get down to the sea plane dock. There is
also a trail leading from the area southeast of the hacienda down to the docks.
You can take out Manuel first, jump down from the roof after climbing out
the window of his father's room, and take the trail down to the sea plane.

-------------------------------------------------------------------------------
5.3 Mission 3 Curtains Down [MIS03]
-------------------------------------------------------------------------------
Recommended equipment:
Standard Equipment
Silverballer with silencer type 1 and low velocity ammo

=BACKGROUND INFO=
Alvardo D'Alvade - The Italian singer lives and breathes opera, and he has a
reputation of never being satisfied with his fellow actors. Alvardo strives for
perfection in all things, but his single-minded dedication to his art has left
him with serious flaws. His temper often gets the best of him, and he has
developed an addiction to sex with juveniles of both genders. He has an avid\
fan in the US Ambassador, Richard Delahunt, and lately the two have become
almost inseparable.

Richard Delahunt - Richard Delahunt is a man living on borrowed time. He is
constantly surrounded by U.S. bodyguards in tuxes equipped with guns and
earpieces. Allegedly involved in child prostitution, he has created a lot of
enemies, and he knows it. Presently, he spends most of his time watching only
his trusted friend, Alvardo D'Alvade, rehearse as the lead tenor role in
Puccini's TOSCA, soon to premiere at the Paris Opera. The ambassador spends
every spare moment attending these rehearsals, watching Alvardo D'Alvade's 
every move from his lodge with a sordid fascination bordering on obsession.

MAKING THE HIT

-------------------------------------------------------------------------------
7. Donations [DONAT]
-------------------------------------------------------------------------------
If you liked this guide and you would like to see me write more guides, please
send forward all money to:
[email protected]
I need this money to buy new games and it will be used toward my college fund.

-------------------------------------------------------------------------------
8. Closing [CLOSE]
-------------------------------------------------------------------------------
Once again, thank you for using this guide. Again, if you have any questions, 
comments, suggestions, or just want to talk simply e-mail me at:
[email protected]
I will be happy to reply! Thank you again!

With all due respect,

girwehoohoo05/ilikemuffins000

===============================================================================
Credits:
===============================================================================
	Prima's Official Strategy Guide: Reference used.