Walkthrough by MikePenance
Hitman Absolution on SuperCheats.com
===============================================================================
                               HITMAN: ABSOLUTION (PS3)
         FAQ/Walkthrough (C) 2012 Mike Penance (mikepenance@yahoo.co.uk)
                                V E R S I O N   1.4.3
                     Last Updated:  December 12, 2012  13:50
===============================================================================

  The Latest Version of this document can ALWAYS be found at....

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  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).

     ---------------------------------------------------------------------
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  THE HAPPY LAWYER DEPARTMENT

  This document may not be reproduced under any circumstances, except for
  personal, private use.  It may not be placed on any website or otherwise
  distributed publicly without prior written permission.  Use of this document
  on any other website or as a part of any public display is strictly
  prohibited, and a violation of copyright.  The author of this guide cannot
  be held responsible for anything occurring from the misuse of this document.


-------------------------------------------------------------------------------


  TABLE OF CONTENTS

    1.....Introduction [01.00]
            - Instinct [01.01]
            - Trophies/Achievements [01.02]
    2.....Controls [02.00]
    3.....Tricks of the Trade [03.00]
    4.....Walkthrough [04.00]
            - A Personal Contract [04.01]
            - King of Chinatown [04.02]
            - Terminus [04.03]
            - Run for Your Life [4.04]
            - Hunter and Hunted [04.05]
            - Rosewood [04.06]
            - Welcome to Hope [04.07]
            - Birdie's Gift [04.08]
            - Shaving Lenny [04.09]
            - End of the Road [04.10]
            - Dexter Industries [04.11]
            - Death Factory [04.12]
            - Fight Night [04.13]
            - Attack of the Saints [04.14]
            - Skurky's Law [04.15]
            - Operation Sledgehammer [04.16]
            - One of a Kind [04.17]
            - Blackwater Park [04.18]
            - Countdown [04.19]
            - Absolution [04.20]
    5.....Weapons [05.00]
            - Melee/Close Combat [05.01]
            - Handguns [05.02]
            - Assault Rifles [05.03]
            - Submachine Guns [05.04]
            - Shotguns [05.05]
            - Sniper Rifles [05.06]
            - Explosives [05.07]
    6.....Cheats, Codes, and Easter Eggs [06.00]
    7.....Frequently Asked Questions [07.00]
    8.....Credits and Outro [08.00]

-------------------------------------------------------------------------------
 In this update: Weapons that are classed as variants (e.g. Worn Z&M Model 60)
     are now listed separately.  This reduces clutter and is much friendlier on
     your eyes and the part of my brain television didn't kill.  Fixed a few
     minor errors while I was at it, and changed the formatting for the Weapons
     section slightly.
-------------------------------------------------------------------------------


 ==============================================================================
      Introduction                                                   01.00
 ==============================================================================

     It's been, what, six or seven years since our last outing?  I'm glad we
get to do it all over again, even if Absolution isn't necessarily what we all
hoped for.  Times are hard and friends are few, and 47 finds himself more alone
in the world than he's ever been.  Betrayed by a woman he once called friend,
and hunted by his former employer; how many lives will 47 take to save the life
of one girl caught in a vicious power struggle?  Let's go find out.


 ------------------------------------------------------------------------------
      Instinct                                                       01.01
 ------------------------------------------------------------------------------

     The amount of Instinct you have available to you is indicated by the
yellow semicircle in the lower-right corner of the screen.  During Instinct
mode, which is entered by pressing and holding R1, items and persons of
interest are highlighted in yellow, those that are aware of your identity are
highlighted in orange, and VIPs and objectives are highlighted in blue.
Trails of fire on the ground indicate the intended destination of any given
person, allowing you to observe patrol routes in advance.  On Hard and Expert
difficulties, entering Instinct mode will deplete the meter.

While wearing a disguise, entering Instinct mode will allow you to blend in
with those wearing the same outfit as you.  While blending in, enemies will be
unable to see through your disguise, providing you don't do anything untoward,
such as enter areas restricted to your current disguise.  While blending in,
Instinct is rapidly consumed.  The higher the difficulty, the quicker the bar
is depleted.  If someone is suspicious of your disguise, blending in will be
akin to a chocolate teapot - useless.

Instinct can be replenished by performing various clandestine actions, such as
subduing people silently, hiding bodies, completing objectives, or hiding in
plain sight.  On Purist difficulty, Instinct is disabled altogether.  While in
Instinct mode, and with a firearm equipped, pressing the square button will
switch to Point Shooting mode.  In Point Shooting mode, Instinct is readily
consumed, and time will slow to a crawl.  During that time, aim at someone and
press R2 to tag them.  Fatal shots are denoted by a red skull above the target.
Time will resume again and all tagged shots will be executed once you press the
square button, run out of bullets in your current clip, or run out of Instinct.


 ------------------------------------------------------------------------------
      Trophies/Achievements                                          01.02
 ------------------------------------------------------------------------------

   === Bronze ===

     04. The Russian Hare
            - 47 precision headshots using a sniper rifle.

     05. A Taste for the Game
            - Complete 10 challenges.

     06. Heavy Burden
            - Assassinate Diana Burnwood.

     07. Kingslayer
            - Assassinate the King of Chinatown.

     08. Chamber of Secrets
            - Locate room 899.

     09. Catch a Ride
            - Enter the train in the train station.

     10. Forepost
            - Assassinate Wade's men.

     11. All Bark and no Bite
            - Assassinate Wade.

     12. The Bartender Always Knows
            - Approach the bartender.

     13. Signature Weapons
            - Acquire the Silverballers.

     14. Like Stealing Candy From a Baby
            - Pacify Lenny the Limp.

     15. Not Worth It
            - Leave Lenny in the desert.

     16. Step Into the Light
            - Exit the mines.

     17. A Heavy Blow
            - Assassinate facility leaders.

     18. Faith Can Move Mountains
            - Defeat Sanchez with your bare hands.

     19. The Killing Fields
            - Eliminate the Saints.

     20. Jail Bird
            - Gain access to the jail.

     21. Hour of Reckoning
            - Approach the church.

     22. True Form
            - Acquire suit & gloves.

     23. Destroying Something Beautiful
            - Assassinate Layla.

     24. The Final Countdown
            - Assassinate Blake Dexter.

     28. It's All in the Wrist
            - Achieve a lethal throw kill.

     31. Damage Control
            - Contain a situation gone bad.

     33. Self-improvement
            - Buy an upgrade.

     34. First Contract
            - Complete the Create Contract Tutorial.

     35. Blood Money
            - Complete the Play Contract Tutorial.

     36. True Potential
            - Unlock a technique.

     42. Inconspicuous
            - Remain undetected in a whole checkpoint.

     43. Whoops
            - Achieve your first accident kill.

     45. Rocksteady
            - Execute a point shooting with 3 kills.

     46. Under Wraps
            - Hide a body.

     47. Sandman
            - Subdue a person.


   === Silver ===

     3. Reach for the Stars
            - Complete 50 challenges.

     25. A Personal Contract
            - Assassinate Travis.

     27. Jack of All Trades
            - Collect all play styles.

     29. Information is Power
            - Collect all evidence.

     30. Thumbs Up
            - Like a contract.

     32. Set for Life
            - Earn 1 million contract dollars.

     37. Partners in Crime
            - Play a contract created by a friend.

     38. Competitive Spirit
            - Create a contract competition.

     39. Contender
            - Participate in a contract competition.

     40. One With the Shadows
            - Escape attention from enemies.

     41. Silent Assassin
            - Achieve the rating: Silent Assassin.

     44. One of the Guys
            - Blend in successfully.


   === Gold ===

     2. Grand Master
            - Complete 100 challenges.

     26. Absolution
            - Complete Hitman: Absolution on any professional difficulty.


   === Platinum ===

     1. Top of Your Game
            - Collect all trophies.

 ==============================================================================
     Controls                                                        02.00
 ==============================================================================

                  L1/L2              | |                R1/R2
                _,.--.,_             | |              _,.--.,_
               |  _____ |            | |             | _____  |
               |-'     `'.___________|_|____________,'`     `-|
             ,'    __     `.                      ,'    .,.    `.
            /     |  |      \       SONY         /     (/_\)     \
           !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__SELECT   START__| ([] )     ( O ) !
           !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \ANALOG/ ,'   `.    ( X )     /|
           | `.           /  L3   \ |    | /   R3  \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'

     L1: Run.

     L2: Aim gun/object.  Peek out from a hiding place.

     L3: Change what side of the screen the camera sits on.

     R1: Reload.  Hold to enter Instinct mode.

     R2: Press to fire gun/throw object.  If you half-press it, it will focus
       your aim, allowing you to deal greater damage with higher accuracy.
       Also used to tag shots in Point Shooting mode.  Drops items.

     R3: Toggle sneak.

     S: Execute a melee attack from the front.  Perform a stealth attack from
      behind (while undetected).  Enter Point Shooting mode while in Instinct.
      Execute all tagged shots in Point Shooting mode.

     T: Press and hold to pick up items.  Perform context-sensitive commands,
      such as hiding bodies, sabotaging things, or picking locks.

     O: Enter/leave cover.  Press and hold to drag a body.  Cancel button.
      Performs melee counter.

     X: Perform context-sensitive environmental commands, such as climbing and
      swapping cover.  Hold it to change clothes.

     D-Pad U: Select melee weapons and explosives.  Zoom in sniper scope.

     D-Pad D: Holster/draw weapon.  Hold to toggle silencer.  Zoom out the
            sniper scope.

     D-Pad L: Select pistols and revolvers.

     D-Pad R: Select automatic weapons, shotguns, and sniper rifles.

     Start: Once again summons an army of ninja,  Or maybe just a pause button.

     Select: Enter briefing/challenge menu.


 ==============================================================================
     Tricks of the Trade                                             03.00
 ==============================================================================

 === Costume Changes ===

     The vast majority of the people you come across will offer up their
clothes when suitably persuaded (like real life).  Different disguises will
allow access to different areas of the map and dictate what weapons, if any,
can be carried in public without raising an alarm.  One disguise is seldom
better than others, but some missions have unique disguises that will allow you
much greater freedom of movement around a map.

People in the same getup as yourself will be able to see through your disguise
quickly and without any prior invitation by yourself.  Quickly taking cover
when the suspicion arrows appear on the screen or entering Instinct mode will
protect the integrity of your disguise.  Certain disguises allow you to hide in
plain sight by using one of the various points around a map.  For example,
Janitors are able to use a mop and bucket, Police Officers can eat doughnuts,
Electricians can mess with fuseboxes, etcetera.  The Chameleon Assassin
Technique dictates how much Instinct you earn from hiding in plain sight.


 === Eliminating ===

     Approaching someone from behind with a firearm drawn will prompt you to
eliminate them by pressing the square button.  When eliminating a target, 47
will grab them and fire two shots into their back, then lower them gently to
the ground to avoid any excess noise.  While you don't have to have a silenced
weapon equipped to eliminate someone, it bloody well helps.  Though I probably
don't have to tell you this, you can't eliminate someone without the bullets to
do so.


 === Falling Down ===

     Pressing the square button while standing on a ledge outside an occupied
window will see you lean forward and pull the occupant to their death.
If you're hanging from a ledge and someone happens to be within reach of your
evil hands, pressing the square button will pull them over the edge.


 === False Surrender ===

     When challenged to surrender, press and hold the X button to, well,
surrender like a girl.  When the arresting enemy approaches you, you'll
automatically counter them, taking their weapon and grabbing them as a human
shield.  If you fake a surrender near a slope, such as on some stairs, you'll
forgo taking them as a shield and just throw them to their death.


 === Focus Fire ===

     While aiming, if you squeeze R2 rather than fully pressing it, the
crosshair will narrow, indicating that you've achieved focus fire.  Your next
shot will now be a good deal more accurate.  Focus firing with a sniper rifle
will slow time to a crawl.


 === Hiding Bodies ===

     Bodies can be hidden inside containers, such as closets and hoppers
(highlighted in yellow by Instinct), or can be outright disposed of.
Bodies can be dumped over railings or out of windows, into bodies of water, and
even off cliffs.  To dispose of a body, drag it to where you want it and press
the triangle button when prompted.  Some accident kills won't require you to
hide the body at all.  Closets and such have a limit of two bodies.

Most permanent methods of disposal obviously aren't suited to keeping
incapacitated individuals alive, though some, such as laundry chutes, will
simply deposit them in places outside of the map, alive and well and unable to
be stumbled upon.  Unlike in previous entries in the series, when a body is
discovered, your disguise is not blown.


 === Human Shield ===

     If you catch someone unawares from behind while you have a firearm drawn,
pressing the X button will take them as a human shield.  Human shields are only
valuable to you if you're being a good boy.  If you start shooting the place
up,
people will shoot back, regardless of who's grandmother you're waving about.
You also need to be aware of people flanking you and putting a couple of
bullets
in the back of your head.  Oh, and don't expect lowlifes to play fair when you
take one of them hostage, as they're likely to just start shooting.
Pressing square while holding a shield will knock them out.

While holding a human shield, Instinct and focus fire will be unavailable to
you, and you will be unable to reload your weapon.  If you take a target as a
human shield, the option to knock them out will be replaced by an option to
snap their neck.


 === Incapacitating ===

     While unarmed and standing behind someone, pressing the square button will
initiate a choke-hold.  Repeatedly pressing the square button will eventually
cause the them to lose consciousness.  If that's not fatal enough for you,
after they've been sufficiently weakened, you'll be prompted to snap their neck
with the triangle button.  You can also initiate a choke-hold while you're in
cover against a low wall or a corner.  Attempting to subdue a target will see
you skip straight to snapping their neck.


 === Melee ===

     While standing in front of someone, press the square button to perform a
melee attack.  Attacking someone that is poorly trained and unable to fight
back will see you instantly knock them out.  Attacking someone that's trained
enough to fight back will initiate a melee sequence, where you have to press
two or three buttons in order to perform the knockout.  The better trained the
target, the more capable they are of dragging the fight out, and the more
capable they are of the dragging the fight out, the more buttons you'll need
to press.

If you're too slow in pressing a button or you press the wrong one, the enemy
will strike back.  A drawn-out fight is a noisy fight, so pick your battles
carefully.  Performing a melee attack on a slope, such as on some stairs, will
result in you throwing your victim to their death.  Attempting a melee attack
against a target will end in an instant kill rather than a knockout.

If an enemy initiates a melee attack first (or after you've pressed the wrong
button in a melee sequence), you'll be prompted to counter by pressing the
circle button.  Performing a melee attack with a weapon equipped (with the
exception of a garotte) will initiate that weapon's melee kill (with the
exception of the Syringe, as that only incapacitates from the front).  The same
is true from behind, though the attack will be marked as a silent kill and it
will produce less noise.


 === Throwing ===

     Hold L2 and press R2 to throw the item currently in your hand.  Books and
such all serve as rather nice distractions, but you'll find knives and other
such pointed instruments to be much more fun.  Move the cursor over your target
and wait for a red circle to appear over their head.  This means that when you
throw the weapon, it'll instantly, and not quite silently, kill the target.


 ==============================================================================
     Walkthrough                                                     04.00
 ==============================================================================

     The walkthrough has been written specifically with the default difficulty
setting, Enhanced Normal, in mind.  Normal Enhanced is not only the most
balanced difficulty setting, it is also the most commonly played.


 ------------------------------------------------------------------------------
      A Personal Contract                                            04.01
 ------------------------------------------------------------------------------

 === Garden ===

     Head towards the main gate and cut off to the left when the opportunity
arises.  The solitary Mansion Exterior Guard can either be distracted using the
Wrench or subdued and stashed in the nearby hopper.  Continue over the fallen
tree and subdue and hide the Exterior Guard in front of you.  Head onto the
tennis court and exit via the path to the left.

Follow the path towards the stairs, keeping an eye on the nearby Exterior
Guard, as he's likely to spot you if you're not quick enough.  Make your way up
those stairs and follow the path around to that very Guard.  Distract him by
throwing the Book, then sneak around behind him and head left, placing yourself
behind the wall overlooking the bridge.  The two Exterior Guards here will be
having a little chitchat.  During a point in that conversation, they'll both
walk off, leaving you free to cross the bridge and enter the Greenhouse.

 === Greenhouse ===

     Hug the first counter and wait for the Exterior Guard to come lean against
the rail.  While he's there, you can either sneak past him and his friend, or
you can push them both over the railings just because you can.  To get into the
greenhouse proper, which is around the corner, by the way, you will need a
Gardener disguise.  Conveniently enough, there's such a disguise sitting on the
table just around the corner.  Enter the greenhouse, using Instinct to blend in
as you pass the Gardener, and make your way down the right side of the area.

At the back of the greenhouse, you'll see a valve.  Turn it to drive away the
Exterior Guards blocking the exit.  Follow them through the door, but make sure
you're sneaking, as you're not supposed to be there.  They'll be busy talking,
so sneak up the stairs behind them and head over to the ledge next to the
building.

 === Cliffside ===

 o---------------------------------------------------------------------------o
 | Evidence 1/45: On the shelving unit to the right of the door leading to   |
 | the Mansion Ground floor.                                                 |
 o---------------------------------------------------------------------------o

     The ledge, you'll find, only goes so far along the building, so you will
have to drop down to the one below once you run out of foot room.  As you make
your way along this ledge, you'll have to pass two windows.  There is an
Interior Guard inside the room, but he's highly unlikely to spot you as you
make your way across them.  After you have, pull yourself up to the ledge above
you and continue along.

There's another window here, and it's occupied by a rather animated Interior
Guard taking a call.  If you wait long enough, he'll wander off, allowing you
to climb inside.  If you're too impatient to wait for him to leave, you can
drag him out of the window and to his death.  Inside, wait for the second
Interior Guard to head over to the other side of the balcony, then make your
way through the doors on the right.  Don the Mansion Interior Guard disguise
and disable the security system using the console to the right, before exiting
via the only other door here.

 === Mansion Ground Floor ===

 o---------------------------------------------------------------------------o
 | Evidence 2/45: In the main area of the ground floor, on the table below   |
 | the painting.                                                             |
 o---------------------------------------------------------------------------o

     Make your way into the kitchen over to your left and hide behind the
counter until the Interior Guard leaves.  Subdue the Chef and take his clothes.
There's a chest freezer over on the left side of the kitchen where you can hide
him.  Leave the kitchen via the way you came in, and make your way right and
sneak up the stairs.  Quickly enter the bathroom and grab the Sleeping Pills
off the counter.  There's a checkpoint here if you wish to activate it.
Wait with your back to the door wall until the Interior Guard leaves his posts
and comes in, then subdue him and stash his body in the hamper.

Head back downstairs and into the living area.  When no-one is looking, dump
the Sleeping Pills into the cup over on the bar.  Once the Head of Security has
sipped the coffee and is suitably groggy, he'll stagger off to the chair beside
the kitchen.  Once he loses consciousness, relieve him of the burden of his
Keycard and stash his body in the closet.  Head back to the first floor and
open the door over on the right side.

 === Mansion Second Floor ===

     Head up the stairs and follow the path around to the door at the end - to
Diana.  Once the cut-scene is over, make your way around into the lounge and
through the door at the other side.  Sneak your way to the end of the wall and
use Point Shooting to drop all four Interior Guards.  Once they're down, head
down the stairs and pick the lock on the door.


 ------------------------------------------------------------------------------
      King of Chinatown                                              04.02
 ------------------------------------------------------------------------------

 === Chinatown Square ===

 o---------------------------------------------------------------------------o
 | Evidence 3/45: Sitting on the table in the middle of the pagoda.  Only by |
 | using the Dealer disguise can you grab it without unwanted attention.     |
 o---------------------------------------------------------------------------o

     Head through the gate at the bottom of the alley and keep pushing forward
until you reach the central area, where upon arriving, you'll be informed that
you've found your mark.  That was easy.  Let's go home.  No?  Oh, alright.
Ignore his royal highness and make your way over to the right of the area.
There's an alley to the right of the tattoo parlour, but it's guarded by a
Chicago Police Officer.

Make with the sabotage on the electrical box and then sneak past him while
he's trying too fix it.  Stroll up the stairs and wait with your back to the
wall so that you get a good view of the door and the Dealer when he comes out.
When the Dealer leaves his apartment, waylay him and drag him back into his
room, dumping his sorry arse into the storage box.

Avail yourself of the Kazo TRG on the desk and walk to the window, where you'll
see you have quite a lovely view of the pagoda.  Stand as far back as possible
from the window and draw a bead on the seat near the table.  When the King of
Chinatown comes back, put a bullet between his beady eyes and holster the
rifle.  Change into the Dealer's clothes and then saunter casually downstairs
as the apartment is raided.  The exit is marked by a large rubber duck with a
chef's hat (we shall call him Chef Ducky).


 ------------------------------------------------------------------------------
      Terminus                                                       04.03
 ------------------------------------------------------------------------------

 === Terminus Hotel ===

 o---------------------------------------------------------------------------o
 | Evidence 4/45: On the back table in the office in the lobby.  If you are  |
 | dressed in any of the disguises available to you, you will be able to get |
 | it without trespassing.                                                   |
 o---------------------------------------------------------------------------o

     The Terminus hotel is situated at the bottom end of the alley.  To the
right of the entrance is a maintenance van, and that's where you need to go.
Appropriate the Wrench from next to the van and throw it at the van door.
When the Electrician comes to investigate the sound, subdue and strip him, and
hide his body in the dumpster across the street from you.

Head into the hotel via the main entrance and cut a left, where you should head
into the staff-only area at the end.  Climb out of the window and head through
the door at the other side of the alley.  Enter the laundry room and drop down
the laundry chute.  Take a right and follow the path around to the room at the
end.  Inside, change into the Janitor disguise and trigger the checkpoint, then
head back out the door you just came through and hang a right.  Take the second
left and call the elevator (whatever you like, because it doesn't have ears).
While you're waiting for it to arrive, go hide around the corner.

 === Upper Floors ===

 o---------------------------------------------------------------------------o
 | Evidence 5/45: Head into the dining area to the left of room 899, then up |
 | into the small function room to the left of the piano.  You will find the |
 | Evidence is on the second table.                                          |
 o---------------------------------------------------------------------------o

     You can breath a little more easily now, as the Janitor has almost free
access to the entire floor, and there aren't any other Janitors here.  Cut a
sharp left and enter the staff-only area and grab the Movie Reel from the
shelf.  Head back out and make your way around to the right, noting the locked
door along the way.  When you see the copious amount of candles on the floor,
that's your cue to turn right.  To the left of the window is a vent - go have a
closer look.

The guy in the room at the end will be far too busy with his phone, the maid,
or the one trillion boxes of shoes that litter his room to notice you sneak
over to the dresser and rob him of the Keycard he probably shouldn't have in
the first place.  Take the Keycard and head through the locked door you
encountered previously.

Make your way up the stairs, triggering the checkpoint as you go.  After the
scare bear, have a little peek around the corner.  When the Hope Goon goes to
the window, take the opportunity to sneak into the room opposite you and grab
the freshly-laundered Hope Goon disguise off the table.  Exit via the other
side of the room and head into the projection room.  If there are two Hope
Goons in here, hide behind the shelving to the right until one of them leaves.
If there's just the one, you're probably best off waiting for his friend to
come and go.

Incapacitate the remaining Goon and stash him in the closet.  Start the
projector and give it a few seconds for the lobby to clear out.  Leave the
projector room and head over to the upper-left corner (from where you're
standing).  Pick the lock on the door at the end of the corridor.  Inside,
climb through the vent to the right of the door and keep crawling until the
mission ends.


 ------------------------------------------------------------------------------
      Run For Your Life                                              04.04
 ------------------------------------------------------------------------------

 === Burning Hotel ===

     Head towards the back of the suite and climb out the window.  Shuffle your
way to the right and climb the ladder on the fire escape.  On the roof, head
down the stairs and sneak to the right. There are three Chicago Police Officers
on the roof, but they'll gradually withdraw, so all you have to do is follow
along behind them. Once they're down the stairs, sneak behind them and enter
the shed.  Break the door at the end to exit the area.

 === Library ===

 o---------------------------------------------------------------------------o
 | Evidence 6/45: Sitting on the table in front of the large statue.         |
 o---------------------------------------------------------------------------o

     Climb down from your ledge and make your way around to, and down, the
stairs on your right.  Hug the bookcase at the bottom and wait for three of the
Chicago Police Officers to disperse.  Throw the Folding Knife over to the left
to distract the remaining one, then sneak past him to the right.  Head up the
stairs and take a left at the top.

Just so you know, there's a lone Chicago Police Officer up on the balcony with
you.  Sneak over to the bookcase closest to him and wait for the lights to
falter.  When he turns his back, subdue him, make him naked, and hide him in
the closet a little further along.  Quickly make your way back to the hole in
the railing where he was standing and climb down.  Shuffle over to the stairs
on the right and drop down.

Keep pushing towards the main staircase, keeping yourself to the right of the
area.  There will be a lone Police Officer leaning against the bookcases a
little further along.  Either wait for him to leave or blend in and walk past
him.  Either way, take the staircase to the right when it presents itself.

There are usually two Police Officers patrolling the area at the top of the
stairs, although seeing just the one isn't entirely out of the question.
Again, either wait for them to leave and follow along behind them, or break out
Instinct and sucker them.  The exit is through the large doors on the left.
Once through them, make your way up the first flight of stairs and around to
where the second set should be.  Pull yourself up to the next floor and make
your way across the beam to reach the exit door.

 === Pigeon Coop ===

     Drop down to the street and run down the stairs and into the shed before
the helicopter blows your cover.  Because the game feels like it, you can't
actually run inside of here, so place your back to some cover and sidle along.
You can reach the exit quite easily by keeping to the cover along the right-
hand side of the shed and using the change cover command when it presents
itself.  If the helicopter spots you, hide until the attention arrow vanishes.

After the cut-scene, sneak into the shed and head over to the top-left corner.
Climb through the vent and out the other side.  Make your way along the left
side of the area, sticking to the chimneys to avoid the gaze of the hovering
bird.  Two Police Officers are blocking the exit, having a nice chat.
Hide behind the ventilation unit closest to them and wait for the conversation
to end.  Once it has, one of them will leave, allowing you to change cover and
make for the door while the remaining one has his back turned.

 === Shangri-La ===

 o---------------------------------------------------------------------------o
 | Evidence 7/45: Take a left at the toilet and head into the room with the  |
 | two Chicago Police Officers.  The Evidence is on the wall between that    |
 | room and the next one.                                                    |
 o---------------------------------------------------------------------------o

     Inside the building, your disguise will hold considerably more water with
the crazy hippy beatniks than it did with the cops.  Walk tall and make your
way through the apartment.  Sadly for you, said cops are coming in through the
back door.  Take a sharp right at the toilet and head down the corridor. There
are more Police Officers to the left, so hop the first wall and hide in the
plants.  Providing you're staying still and low, and also providing that
nobody comes too close, you will remain hidden.

You can either inflict pain on yourself by sneaking through the undergrowth, or
you can just stand up and walk towards hole in the top-right corner of the
area, using Instinct to blend in as you go.  I know what I'd do.  In the next
room, you'll find a checkpoint, and I suggest you use it.

Head around to the left and hide against the bookcase until the two Police
Officers have wandered off.  The only way to exit this room is through the door
they left by, so follow along behind them until you reach the bedroom.
Climb through the vent on the back wall and grab the Notebook off the sideboard
to the left.  Once you see the Officer leave the painting area, head through
the wall and open the safe in the top-right corner.  Inside, you'll find a
Remote Explosive.  Head out into the corridor via the door to the right of the
table that had the Notebook and plant the Remote Explosive.

Head around to the left and stop when you see the hoppers.  Around that corner
is a Police Officer.  Sneak over to the hoppers, then bounce an object off the
door.  When he comes over to investigate, subdue him and stash him in the
hopper.  Yes, now you can detonate the Explosives, after which, head down the
corridor and through the disco on the left.  The door at the other side will
bring you out near the elevator.

 === Train Station ===

 o---------------------------------------------------------------------------o
 | Evidence 8/45: From the start, head through the doors in front of you.    |
 | To the right of the stairs is a desk, and on the wall next to the desk is |
 | the Evidence.                                                             |
 o---------------------------------------------------------------------------o

     Head through the door to the left and take cover behind the low wall.
When the Police Officer comes by, subdue him and stash him in the nearby
storage crate.  Wait for his friends to disperse from around the bottom of the
stairs, then head down and cut a left.  Walk past the two Police Officers while
they're distracted by the commuters.  Once you're in the crowd, you'll be
hidden from sight.  If you should attract an unwanted gaze, just stand still
and it'll quickly pass.

Make your way along the platform, closest to the tracks.  The crowd is thinnest
here, but so are the cops.  To the right of the ticket office is a ledge, head
along it and climb through the window, then immediately take cover behind the
low wall.  Head around to the right and climb the ladder.  Up top, activate the
checkpoint and subdue and stash the station worker.

Restart the train signals using the console, then head out of the door,
immediately putting yourself back into the crowd for cover.  Head down to
Platform B and hide in the crowd again.  The platform is under heavy
surveillance, but the crowd is dense enough to make it a non-issue.  Make your
way to the back of the platform and wait for the train to arrive.  If you
should miss it, you'll have to wait a further 60 seconds for another one.


 ------------------------------------------------------------------------------
      Hunter and Hunted                                              04.05
 ------------------------------------------------------------------------------

 === Courtyard ===

 o---------------------------------------------------------------------------o
 | Evidence 9/45: Upon exiting into the area with the police cars, you will  |
 | find the Evidence sitting on the bonnet of the car in the middle of the   |
 | area.                                                                     |
 o---------------------------------------------------------------------------o

     Follow the path around until you're presented with a choice of direction.
Well, I say choice.  To the right of you is a pair of Police Officers, so cut
across the room and into the corridor opposite.  Head downstairs to the right,
and again follow the path around.  At the top of the stairs, take a left and
head up the stairs to your right.  Make your way down the left side of the
area, using the cop car as cover. Sneak into the alcove and hide behind the
ruined wall. When the Officer comes over, subdue him, take his clothes, and
hide his modesty in the nearby dumpster.  Continue over the wall and head round
to the ledge, where you should drop down and pick the lock on the door.

 === The Vixen Club ===

 o---------------------------------------------------------------------------o
 | Evidence 10/45: After reaching the club, jump up to the ledge on the left |
 | (marked by the 'Girls Girls Girls' sign) and scoot your way around to the |
 | right.  Climb through the window and you will find the Evidence on the    |
 | table in front of you.  Alternatively, enter the club, shoot the Bouncer  |
 | in the face, and use his Keycard to open the door to the left.            |
 o---------------------------------------------------------------------------o

     Make your way around and up the stairs.  Hide against the railings until
the CPO has finished with the club security and has wandered off, then stand up
and stroll over, and into, the club.  Out on the main floor, head over to the
right corner and make your way into the toilets.  Subdue the Strip Club Bouncer
and stash him in the locker.  You don't need his clothes, just his Keycard.

Head over to the private party located to the left of the stage and unlock the
door there.  A Bouncer regularly patrols the area, so stay outside until you
see him arrive and leave.  Head inside and grab the JAGD P22G off the table
over to the left.  Exit the room and head into the private dance section that's
located over to the right of the stage.  Around to your left is a checkpoint.

At the end of this small area is a locked door.  Use the Keycard to open it and
just wait around inside.  Sooner or later, our friend, Dommy Osmond, will come
for a private dance.  After he's dismissed the girl, put a bullet in his gullet
and store his lifeless body in the trunk behind you. The door to upstairs is
located where the checkpoint was.  Wait until the Bouncer has turned away, then
sneak in and up the stairs.  Pick the lock on the door at the top to access the
second floor proper.

 === Dressing Rooms ===

     Sneak around to the left and take cover behind the sofa.  To get past the
Bouncer here, you'll have to roll over to the armchair, then over to the other
side.  Make your way along the right side of the dressing room and give the
girls there a wide berth.  Head up the stairs and through the door on the left
side of the room.  Check the answer phone on Dom's desk to extricate yourself
from the club magically.

 === Derelict Building ===

 o---------------------------------------------------------------------------o
 | Evidence 11/45: After throwing the body over the ledge for the cops to    |
 | find, and dropping down to the right as you normally would, you'll find   |
 | that you've landed right on top of the Evidence.                          |
 o---------------------------------------------------------------------------o

There aren't a great many routes through the building, so just keep pushing
forward until you reach the area with the checkpoint marker.  Climb the stairs
and clamber up onto the ledge, where you should shimmy to the right and pull
yourself up.

Around the corner at the far side of the next room is the body of the missing
dancer.  Head over to her and help her find peace by throwing her head-first
over the railings.  Give the Police Officers a few seconds to notice her, then
climb down from the room to the right.  Sneak up the stairs to the right and
hide in locker at the foot of the stairs.  When the Officer comes down to
investigate the corner, sneak out and head up the stairs.  At the top, cross
the gap using the ledge, then head through the door.

 === Convenience Store ===

 o---------------------------------------------------------------------------o
 | Evidence 12/45: Sitting atop the checkout to the right of the door you    |
 | leave the shop by after setting off the fireworks.                        |
 o---------------------------------------------------------------------------o

     Follow the roof around and climb down.  Climb through the window to your
left and subdue the Officer, then stash him in the dumpster to the right.
Make your way downstairs and subdue the Store Clerk when he comes in to have a
smoke, then steal his clothes and hide his body in the very same dumpster.
Be careful when subduing him, mind you, as an Officer will periodically check
the ground floor of the building.

There's one more Store Clerk hanging around in the main area, so when entering
the building, keep on the left side.  Once inside, act your way through the
kitchen to avoid the suspicious gazes of the staff.  Head down the stairs to
the left and into the room at the bottom.  Turn the valve and then return to
the fireworks and set them off.  With the fire raging, follow everyone out
through the shop floor.  When you see the congregation caused by the
conflagration, cut a sharp right and head through the door at the end.

 === Loading Area ===

 o---------------------------------------------------------------------------o
 | Evidence 13/45: Enter the building via the door on the left side.  It is  |
 | on the desk on the left.                                                  |
 o---------------------------------------------------------------------------o

     Head down the alley, laugh at the cops, and enter the building ahead of
you.  Pick the lock on the door to finish the area.

 === Chinese New Year ===

 o---------------------------------------------------------------------------o
 | Evidence 14/45: In the restricted area behind the tattoo parlour (the one |
 | where Larry Clay goes).  Just in the corner of the alley.                 |
 o---------------------------------------------------------------------------o

     As soon as you enter the main area, you'll be tasked with eliminating
three of Wade's goons.  The area is swarming with people, so keeping a low
profile isn't going to be taxing.  Of course, the good masses of Chinatown
don't half make it bloody hard to find your targets without Instinct.  Two of
your targets start to the left of the main gate.  We'll go with Bill Dole
first, because he's easy, and I like his red jacket.

Bill Dole is heading for a basement to conduct an arms deal.  If you lose him
along the way, you can find him taking a call outside of the blue movie store
near the pagoda.  The basement itself is located in the Dance to Dawn School of
Dancing.  Wait for him and his cop friend to head down, then follow them.
Use the cover to get close to Dole, then take Birdie's File from atop the
cardboard box.  Hide just around the corner and wait for Dole to make his mouth
go and get himself shot.  Subdue the Officer from around the corner while he's
on the phone, then take is clothes and dump both him and Dole in the hopper.
Leave via the vent to the right of where Birdie's File was.

Larry Clay is paying a visit to the Store Clerk outside the tattoo parlour just
ahead of you.  Make your way around the right side of the parlour and activate
the checkpoint, then mount the stairs and climb down into the area with the
sewer hatch and hide behind the dumpster until Clay arrives.  He won't be
alone, oh no, he'll be with the Store Clerk he accosted at the food stand.
After Clay has knocked the Clerk down, emerge from your hiding place and Sparta
kick him into the sewer.

Exit the way you came in and head towards the Chef Ducky building.  You know
it, you've been there before.  Clamber through the hole in the wall when the
Store Clerk is absent and trigger the checkpoint.  Sabotage the gas pump at the
back of the area while Frank Owens is out in the street, then leave the way you
came in.  When Owens shows up and lights up, he'll blow up. Once Owens has
blown the joint, exit via the door in the Chef Ducky building.


 ------------------------------------------------------------------------------
      Rosewood                                                       04.06
 ------------------------------------------------------------------------------

 === Victoria's Ward ===

     The ward is entirely linear, so just follow it around until you reach the
elevator.  When you do, duck through the curtains to the left and stay put
until the elevator spills its Henchmen-filled guts.  Once you can no longer
hear their voices, leave your hiding place and take a ride in the elevator.
Once the elevator stops, climb up through the hatch.

 === Orphanage Halls ===

 o---------------------------------------------------------------------------o
 | Evidence 15:45: After collecting the last Fuse, instead of cutting across |
 | the hall to reach the generator room, head around to the right.  You will |
 | find the Evidence on the reception desk.                                  |
 o---------------------------------------------------------------------------o

      Pull yourself up onto the ledge marked by the body, but don't pull
yourself all the way up, mind you, as the two armed men might have something to
say about it.  Once they've wandered off and the Henchman in the tan jacket has
stopped to answer his phone, climb up and go choke him out.  Take his clothes
and stash his body in the nearby laundry hopper.

While the Henchmen in the next room are preoccupied with the Rosewood Security
Guard, you'll be able to stroll through the room and out the other side without
them making any unwanted advances.  Once out, head through the door on the
right and grab the first Fuse [1/4] off the desk.  Head out of the room's only
other door and wait for the Henchman to finish his brief conversation.
After which, you're free to subdue him and stash him in the closet.

Make your way downstairs and activate the checkpoint.  Swing around to the
right and make your way down the corridor.  As you approach the corner, you'll
see a vent on the wall to the right.  Enter it, and when you reach the end of
it, wait for the Henchman to make his way around the other side of the counter.
The second Fuse [2/4] is located on a table at the back of the area.
Head through the door opposite the Fuse and follow the corridor around to the
right until you reach the Medicine Office.  You'll attract a few glimmers of
interest along the way, but all will rapidly fade if you keep moving.

The third Fuse [3/4] is sitting on the table inside the right of the entrance.
There's a Henchman on patrol here, but he should be behind the units at the
back of the room, allowing you to breeze in and out.  Head back to the vent
now.  When entering the kitchen, blend in to avoid avoid being spotted by the
returning Henchman.

Before exiting the vent, wait for two sets of feet to pass by.  Enter the
Chapel and hug the pew to the left of the door to avoid being spotted.  To the
right of the statue on the left wall is a secret door.  Head through it and
grab the last Fuse [4/4] off the shelving unit, then continue through the
doorway and into the room across the corridor.  Head around into the generator
room and set the Fuses into the box, then pull the lever next to it.

 === Central Heating ===

 o---------------------------------------------------------------------------o
 | Evidence 16/45: After leaving the first room and rounding the corner with |
 | the two Henchmen, instead of sneaking past them and climbing onto the     |
 | ledge, head under it and around to the left.  You will see the Evidence   |
 | sitting atop the palettes in front of you.                                |
 o---------------------------------------------------------------------------o

     Skulk around to the left and change cover over to the column.  When the
Henchmen disperse, sneak out of the room via the doorway located to the right
of the closest Henchman.  Follow the path around and hug the stack of pallets
after rounding the corner, then swap cover into the alcove.  Sidle around and
swap cover to the other side of the corridor when the patrolling Henchman has
his back turned, then clamber up onto the ledge.  Make your way to the end of
the gangway and drop down.  The door out of this area is situated behind you
and to the left.  When the patrolling Henchman on the other side of the pipes
turns his back, make a break for it.

Congratulations, you've found Wade.  Commiserations, he knows you're here.
After his opening salvo, Wade will run off around the corner.  Make your way
down into the boiler room and head around the back of the console over to the
right.  Shut off the steam using the valve, then crawl through the vent the
steam was blocking.  When you emerge from the vent, follow the path around
until you reach a second valve.  Turning it will make Wade all hot under the
collar.  And dead.  Mainly dead.


 ------------------------------------------------------------------------------
      Welcome to Hope                                                04.07
 ------------------------------------------------------------------------------

 === Great Balls of Fire ===

 o---------------------------------------------------------------------------o
 | Evidence 17/45: Head into the toilets and clamber through the vent on the |
 | left wall.  The Evidence can be found on the table with the computer.     |
 o---------------------------------------------------------------------------o

     The Hope Bouncers won't let you through into the bar area proper, so
you'll have to get creative.  Head into the toilets on your right and pull the
lever next to the door.  This will have the effect of starting a bar fight.
Another way to start the fight is to go punch-out a patron of your choosing.
As you make your way towards the bar, you'll be accosted several time by rowdy
patrons and staff members alike.

No act of physical aggression will be punished, even murder, so long as it is
done so with either a Bottle or the Hula Girl.  Start bringing actual weapons
into it, or shedding blood, and it will be a different story altogether.
Once you reach the bar, talk to the bartender to finish things up.


 ------------------------------------------------------------------------------
      Birdie's Gift                                                  04.08
 ------------------------------------------------------------------------------

 === Gun Shop ===

 o---------------------------------------------------------------------------o
 | Evidence 18/45: Trip the lights and go grab the Keycard from behind the   |
 | counter.  Head through into the back and make your way up the stairs.     |
 | Head out onto the balcony and climb down to onto the shooting range.      |
 | Climb into the trench and head around the back of the area, where you'll  |
 | find the door the Keycard opens.  Inside, the Evidence will be sitting    |
 | straight across from the door.                                            |
 o---------------------------------------------------------------------------o

     You have two choices available to get your guns back.  You can either
participate in a contest and fairly win them back, or you can solve things by
squeezing the old man's windpipe a bit.  If you wish to participate in the
contest, firstly browse the shelves for a gun - the bigger the ammo capacity
the better.  Once you're happy with your selection, head over to the woman on
the firing range.

After the cut-scene, you can start the contest by activating the booth to the
left.  The aim of the game is to eclipse Lilly's score of 471 within two
minutes.  The score you get for shooting a target is decided by your accuracy.
A fully-centred headshot awards the most points (20), while hitting the target
but missing a scoring area will award you with the least (1).

If you're using Instinct, build up your meter with headshots, then go crazy in
Point Shooting mode when multiple targets appear at once.  Providing your
accuracy is sufficient, you can get between 80 and 100 points each time.
Without Instinct, it's borderline impossible to come close to matching her
score.  If you do happen to win, you'll simply be allowed to walk out of the
shop with your prize.

If you're having trouble or you just don't feel like it, there's an easier way.
In the top-right corner of the store is a small indoor shooting range.  On the
right side of the room is a vent that's begging to be crawled through.  In the
office at the other side, wait with your back to the trophy-lined wall until
the old man comes in.  When he turns his back, subdue him and stash him in the
closet.  The Notebook he drops will give you the combination to the safe.
The safe in turn will give you the Key that opens the strongbox containing your
Silverballers.  Return to the store and sabotage the electrical box in the
bottom-right corner of the store, then retrieve your guns and exit the shop.


 ------------------------------------------------------------------------------
      Shaving Lenny                                                  04.09
 ------------------------------------------------------------------------------

 === Streets of Hope ===

 o---------------------------------------------------------------------------o
 | Evidence 19/45: On the first floor of the Garage, on a desk by the door   |
 | that leads out to the terrace, along the right side.  It's right next to  |
 | the Hope Police Officer and Mechanic having a conversation.               |
 o---------------------------------------------------------------------------o

     Take a left at the end of the street and head into the Convenience Store.
Trigger the Radio at the end of the isle to distract the clerk, then head
upstairs.  Hide behind the door until Tyler enters the apartment, then garotte
him and stash his body in the closet.  Grab the Bottle from the top of the
stairs and make your way back down.  Place your back to the wall and throw the
Bottle around the corner to distract the clerk long enough for you to get back
out without being spotted.

Take a right and make your way down the street.  The place on your left that
looks like a scrapyard is, surprisingly, a scrapyard.  Every few minutes, Gavin
will make his way onto the porch of the building with the Hope Police Officer.
Sneak into the building via the window on the left side and subdue the
Officer over the wall, then drag him across the front yard and hide him in the
dumpster near the window you climbed through.  Return to your hiding place, and
when Gavin comes along and stops to light his cigarette, give him a push into
the vat of oil below.

Enter the scrapyard via the gate in the car park and follow the path around to
the dog cage.  Once the dog starts barking, hide behind the crate and wait for
the Mechanic to come check on him.  When he turns his back, subdue him and take
his clothes.  There's a storage crate next to the vat, so hide him there.
Make your way through the rest of the yard, to the Garage.  There's only one
other Mechanic outside with you, and he's too busy working to notice your
presence.

Take an immediate right upon entering the garage to avoid the unwanted
attention of any Mechanics there.  Sneak your way around to the right and head
up the stairs.  Head into the room on your right and activate the checkpoint,
then wait for Landon to arrive to make a phone call.  Once he has and once he's
too dead to care, stash his body in the closet and head back downstairs.
The rear entrance to the Barbershop is outside the Garage on the side you came
in at.  You'll have to pick the lock, but the Officer won't notice you.

 === Barbershop ===

 o---------------------------------------------------------------------------o
 | Evidence 20/45: On top of the television in the main area.  The tiny area |
 | around the television is restricted, so you'll need a disguise other than |
 | the Barber to get it without causing an alert.                            |
 o---------------------------------------------------------------------------o

     Sneak around to the left and climb down.  There's a Police Officer
guarding the  door, so grab the Wrench and use it to  lure him to a position
where you can subdue him and take his clothes.  Hide him  in one of the
dumpsters here and head inside.  Head through the basement and up the stairs,
then keep to the left side of the room and enter the barbershop at the other
side.  You'll have to pass several Officers, but you shouldn't need to blend in
if you keep moving.

Don the Barber disguise found on the table at the foot of the stairs, then head
back out into the main room and approach Lenny.  After he's finished talking to
you, he'll head off for a haircut.  Follow him and subdue him once he's in the
chair.  Drag him out of view of the door and head back into the main area.
Make your way into the recessed area across from you and and entertain yourself
politely until Luke comes along.  This area is nice and quiet, and Luke is the
only one that passes this way.  As long as the outside is closed, you'll be
free to kill him and hide the body.

Take the Lighter Fuel from the table and make your way back into the basement,
where you should swap said Lighter Fuel for the hot sauce.  Head over to the
BBQ and wait for Mason to kizzen himself, then return to Lenny and drag him to
the exit.

 ------------------------------------------------------------------------------
      End of the Road                                                04.10
 ------------------------------------------------------------------------------

 === The Desert ===

     Not so much a mission as an opportunity for sadism.  Lenny is alone and
defenceless.  Either get in your car and drive away or murder Lenny horribly,
then get in your car and drive away.  The choice you make bears no consequence
on the story.  If you choose to kill Lenny, there's an assortment of guns in
the back of your car, including an Ilyon R700 sniper rifle.  There's also a
Tomahawk embedded in the tree, if you feel the need to get close.  The dynamite
in the crates near the ruined stagecoach can be shot when Lenny approaches, for
an altogether more spectacular finish.


 ------------------------------------------------------------------------------
      Dexter Industries                                              04.11
 ------------------------------------------------------------------------------

 === Dead End ===

 o---------------------------------------------------------------------------o
 | Evidence 21/45: In the building where the exit is located, you will find  |
 | the Evidence in the top-left corner of the left section, by the computer  |
 | equipment.                                                                |
 o---------------------------------------------------------------------------o

     Trigger the car alarm to lure the Factory Guard away from his station (you
may need to trigger it a few times to grab his attention), then take cover and
wait for him to arrive.  When he does, subdue him and take his uniform, then
hide him in the storage crate in front of the cabin.  You can get spotted
while hiding him, so you'll have to wait until the patrolling Guard has his
back turned.

Climb through the window and deactivate the security system using the large
console on the right, then climb out of the window at the back.  Keep making
your way down the right side of the area, using the cars and low wall as cover.
As the end of the wall, you'll have to break cover, but as long as you stay as
far right as possible, you won't raise an undue amount of suspicion.

When you reach the next cabin, hang back by the car until the conversation
between the Guards ends and one of them leaves, then climb though the window
and disable the security system like you did the one previous.  Climb out of
the window and head across to the main building, using Instinct as required.
Inside, take a left and pick the lock on the door.

 === Old Mill ===

 o---------------------------------------------------------------------------o
 | Evidence 22/45: Atop the television the two Factory Guards are at before  |
 | you cut the power.                                                        |
 o---------------------------------------------------------------------------o

     Make your way up the stairs and sabotage the electrical box over to the
left.  Take cover against the wall to the right and wait for the Guard to come
up and investigate, at which point you should subdue him and stash his body in
one of those convenient containers.  Make your way down into the room he came
from and head towards the stairs at the back.  Hide behind the machinery to
the right until the Guard comes down, then sneak up behind him.  At the top of
the stairs, make your way around and up the next set, where you'll have to make
your way across the ledge.  The exit is right at the other side.

 === Descent ===

 o---------------------------------------------------------------------------o
 | Evidence 23/45: At the bottom of the area, before you head downstairs to  |
 | the checkpoint, you will have to pass through a room with two Factory     |
 | Guards at a desk.  The Evidence is sitting on that desk.                  |
 o---------------------------------------------------------------------------o

     Follow the path down until you reach the ledge, then start making your way
along it.  There's a Guard blocking the window, so introduce him to the ground
and continue shuffling along until you have somewhere to climb down.  Keep with
the theme of heading down and around until you get to the lowest possible
point.  Head inside the building and head down the stairs on the left, using
Instinct to throw off any suspicion as you go.

Activate the checkpoint.  Continue down the next set of stairs and wait at the
bottom for the two Guards to finish talking and exit via the locked gate.
Pass through the gate behind them and follow them around to the briefing.
Use the available cover to get over to the computer in the middle of the area,
then use it to hide in plain sight.  Once the briefing is over, give everyone
ten or so seconds to get back to where they should be, then break your cover
and head for the door, blending in all the way.

Head right and wait for the Guards around the corner to walk off, then head
around the corner and take the second left.  Follow the two Guards and stay
behind cover until they head back to their posts, then pull the lever near to
where they were standing.  Head down the stairs over to the left and activate
the generator at the bottom to power the elevator.  Once the elevator has
arrived, get in and take a ride.

 === Factory Compound ===

 o----------------------------------------------------------------------------o
 | Evidence 24/45: Behind the reception desk in the Dexter Industries lobby.  |
 o----------------------------------------------------------------------------o

     Head up the steps and around to the right.  From the mouth of the tunnel,
cut a left.  You have two choices on how to get across the bridge: you can
either climb down to the right and shimmy your way along or you can sneak
across, pushing the Guards off as you go.  Any negatives gained from killing a
Guard like this will be balanced by the fact that you're killing them silently
and hiding their bodies at the same time.

At the other side, head right and activate the checkpoint.  Crawl through the
vent to your left, and as soon as you're out the other side, head right and
into the building.  Once inside, trigger the car alarm.  This will have the
desired effect of bringing in the Guard from outside.  Subdue him, but don't
bother hiding him just yet.  Drag behind for car for the time being.

The Arms Dealer will be coming over here shortly to take a phone call.
Wait with your back to the right side of the doorway until he comes close
enough to drag around the corner.  After you've subdued him, take his suit and
hide both bodies in the storage crate outside the side door (to the right of
where you're currently hiding).  The Arms Dealer disguise is unique, so no more
skulking in the shadows for you.

Head outside and strut across to the Dexter Industries building.  Call the
elevator at the opposite side of the lobby.  When it arrives, wait for the
Guard to get out before attempting to enter.  If you don't, he'll just make his
mouth go and the elevator won't leave.


 ------------------------------------------------------------------------------
      Death Factory                                                  04.12
 ------------------------------------------------------------------------------

 === Test Facility ===

 o---------------------------------------------------------------------------o
 | Evidence 25/45: On the desk to the right of the test subject button in    |
 | the control room.                                                         |
 o---------------------------------------------------------------------------o

     Turn right at the end of the corridor and enter the room.  Grab the
Keycard from the table, then head out and through the locked door around the
corner.  Trigger the fire alarm and hide behind the nearby display case, then
once the Guard has checked on the noise and is heading back inside the room,
subdue him and leave him where he's lying.  Return to the observation room and
place yourself behind the remaining Guard, then shoot out the window and subdue
him (from cover) before he can react.  Grab the Stolen Files from the table,
then use them to access the computer in the observation room.

Take a disguise from one of the Guards, then head through the newly-opened
doors and around to the elevator.  At the bottom, head left and climb the
ladder.  Make your way down the right side of the gangway, using what little
cover there is to avoid the Guards, and head into the control room.
When making your way along, you can just crouch-run to make things quicker.

Head downstairs and climb through the window.  Subdue the Scientist and hide
his body in the hopper to the right, then return to the stairs and wait for the
Guards to leave and Doctor Green to arrive.  When he does, garotte him and hide
him with the Scientist.  Use the computer to disable the security system, then
make your way to the exit.  It's located to the right of the elevator you came
down by, so there's quite a bit of backtracking to do.

 === Decontamination ===

 o---------------------------------------------------------------------------o
 | Evidence 26/45: On the coffee table in the guard room of the shower area. |
 o---------------------------------------------------------------------------o

     Sneak down the corridor along the right-hand wall until you're past the
staff room.  In the locker room, head left and enter the showers.  Turn the
valve in front of you to fill the room with steam.  While the locker room Guard
is distracted and the Scientist is in the toilet, lure the Researcher through
the doorway you entered by using a well-thrown Plunger, then subdue him and
take his clothes.  There are a billion laundry hoppers in the corridor to hide
him in, so surprise me.  Head back into the locker room and through into the
staff area.  The computer on the desk can be used to disable the security
system.  Exit the room and head up the stairs to the right to reach the exit.

 === R&D ===

 o----------------------------------------------------------------------------o
 | Evidence 27/45: At the bottom, on the table next to the second chair down  |
 | the right side.                                                            |
 o----------------------------------------------------------------------------o

     Head down and enter the second set of doors.  Head over to the control
panel in the top-right corner of the room, blending in as necessary to avoid
the gaze of the Researcher at the bomb chamber controls, and set the robotic
arm spinning.  This has the desired effect of luring the Researcher away from
the controls.  Dr. Valentine is in the bomb chamber.  You are at the controls.
Guess.  Once the good doctor has been vaporised, take the Radio from off the
shelf, and head back outside and continue to make your way down.  If you enter
the Chemical Lab from the second door you come to, you'll find a checkpoint
marker.

Use the Radio to lure the Guard in, then subdue and strip him, and hide him in
the locker.  As you continue to make your way down, there'll be one Guard that
you'll have to act your way past, but other than that, the rest of the walk is
uneventful.  Once you're at the bottom of the area, make your way around to the
left, using the screens to keep you hidden from the Guards.  Turn the valve and
marvel at all the steam.  You have thirty seconds to do what you need to before
the steam is vented.  During this time, you can run around with impunity.

If Dr. Ashford is in the room at the opposite side of the area, you can run
inside and activate the robotic arm using the console to the left.  If he
isn't, and providing he's not so close to someone that they can't help but see
you, you'll be able to kill him and throw his body over the railing before the
steam clears.  Just make sure that he lands in the water and not on top of one
of the struts.

Activate the switch opposite the valve to extend the bridge.  It'll take some
time, so wait back over near the screens until it's ready.  Cross the bridge
and enter the room.  Play the log, then sabotage both electric boxes to destroy
the data.  The exit is at the back of the room.


 ------------------------------------------------------------------------------
      Fight Night                                                    04.13
 ------------------------------------------------------------------------------

 === Patriot's Hangar ===

 o---------------------------------------------------------------------------o
 | Evidence 28/45: On a box next to the first and only Factory Guard that I  |
 | tell you to subdue.                                                       |
 o---------------------------------------------------------------------------o

     Head around to the right and make your way down the left side of the
hangar.  When you reach the dead-end, climb up and over the containers, then
continue making your way around.  After you've crossed over to the other side
of the hangar, keep an eye out for a large crate on the right with a black
barrel next to it.  There's a Guard just around that corner, and he needs
subduing.  Take his uniform and stash him in the storage crate a little further
along.  Climb up and over the containers next to the storage crate, then get
ready to make your mind up.

There are two ways to do this: one that's harder now but easier later and one
that's easier now but harder later.  The easy way consists of taking a sharp
right and heading down the alley to the left of the storage crate.  In the
corner is a Keycard that will open the locked door back at the start of the
level.  Head back the way you came, being mindful of the lone Guard that's now
worked his way up to the back of the hangar in search of the Keycard in your
pants.  Once you're through the door, head around and drop down onto the roof
the elevator, then climb through the vent in front of you and pick the lock on
the door at the other side to end the mission.

Alternatively, if you want to make the next mission into a fun excursion, you
can steal The Patriot's pants and impersonate him.  Rather than heading right
and getting the Keycard, head left and around the front of the trailer.
Grab the Teddy off the seat, then take cover against the front of the trailer.
If you attract unwanted attention from any Guards, you'll have no choice but to
bluff your way out with Instinct.  After a short time, The Patriot will notice
his bear is missing.  Distraught, he'll send his entourage out to search for
it, leaving himself open to, well, you.

Because his entourage is psychic, you won't be able to subdue The Patriot
without alerting them.  This forces you to use the Fiber Wire for quickness.
Drag his body behind the trailer and hide it in the storage crate, then take
his costume.  Being a unique costume, there's no-one to stop you from walking
back across the hangar like you own the place.  Knock on the door with the red
carpet to finish the mission.

 === Arena ===

 o---------------------------------------------------------------------------o
 | Evidence 29/45: In The Patriot's locker room.  To get there, head up the  |
 | stairs behind the bar, then cut a right at the top to reach the catwalk.  |
 | The locker room connects right onto the catwalk.  Inside, you'll find the |
 | Evidence sitting on the sideboard.  You can do all this without any fuss  |
 | if you're dressed as The Patriot.                                         |
 o---------------------------------------------------------------------------o

     If you finished the last mission using the Keycard, head out into the main
area and stroll over to the bar.  The barman is in the way, so grab a Bottle
from the bar and throw it against the left wall.  For reasons ineffable, he's
very likely to go and investigate upstairs.  Follow him and hide behind the
boxes until he comes back down, followed shortly by a Guard, then sneak up
behind him.  There's another Guard up there, but he's far too interested in
the fight.

Head through the locked door to the left and make your way upstairs, grabbing
either the Screwdriver or Wrench along the way.  Wait at the top for one of the
Guards to leave, then throw your object of choice into the stairwell to lure
the remaining Guard out.  Incapacitate him and drag him away from the door.
There's nowhere to hide him yet, but don't worry, there will be.  Subdue the
second Guard when he comes back and store them both in the locker that's
further down the corridor.

Opposite that locker is the switch for the lighting rig.  Watch the fight all
interested-like, and when you see Sanchez knock (not throw) The Patriot to the
far side of the cage, drop the lights.  That way, you'll only hit Sanchez, and
The Patriot will have something else to thank his teddy for.  For the sake of
everything being much easier, retrace your steps down to the ground floor and
head out of the clearly-marked exit.

If you came here dressed as The Patriot, you'll have to fight Sanchez.  It's a
straight path to the cage, so you can't get lost on the way there.  The fight
with Sanchez goes like this: Sanchez will attack, you will counter that attack
with the circle button, and then you will mash the square button until you're
prompted to press triangle.  After the third time, the fight will be over.
The exit is just across from the cage, but before you can leave, you'll have to
reclaim your Silverballers from the counter next to it.


 ------------------------------------------------------------------------------
      Attack of the Saints                                           04.14
 ------------------------------------------------------------------------------

 === Parking Lot ===

 o---------------------------------------------------------------------------o
 | Evidence 30/45: On the cases next to the blue car in the first area.      |
 o---------------------------------------------------------------------------o

     Make your way through the debris of your former room and swap your rather
fetching Robe for your regular clothes.  Head out of your room and sneak around
to the left.  At the corner, take cover in the freezer until Jennifer and the
two Agency Soldiers pass by.  Once they have, climb out and garotte Jennifer,
then drag her body over to the freezer and let her cool off.

Continue the way you were originally heading and activate the checkpoint marker
at the end of the balcony.  Head downstairs and swap from cover-to-cover --
making sure to pick up the Brick along the way -- until you reach the other
side.  Once there, grab the Rat Poison from the trolley and head all the way
back.  Throw the Brick into the middle of the car park and sneak behind the
car to the left when the Soldiers turn their backs.  Grab the Bottle near the
dumpster and make your way up to the bus, using the cars for cover.

Throw the Bottle between the two benches and hide behind the trunks with the
Remote Explosive on top.  When the Soldier comes over, subdue and strip him,
then hide his body in the dumpster.  Grab the Bottle next to said dumpster and
head through the arch and onto the mini-golf course.  Take cover against the
low wall closest to the Soldier and throw the Bottle over towards the
surfboards.  Subdue him when he goes to investigate, but don't bother trying to
hide him.

Make your way along the fence until you run out of cover.  After the Soldiers
have walked off, sneak along behind them until you get to the end of the area,
where you'll find a planter to hide behind.  When the Soldier guarding the
bridge heads across it, follow behind him and poison the coffee on the bar.
Hide behind the bar and wait for Heather to take a sip of her chlorophacinone
latte.  Wait until the Soldier notices her body and comes to check on her, then
head across the second bridge and down the stairs to the right to reach the
exit.

 === Reception ===

 o---------------------------------------------------------------------------o
 | Evidence 31/45: On the trunk in front of the gas station (not the trunk   |
 | frequented by the Saints).                                                |
 o---------------------------------------------------------------------------o

     Sneak into the bar while Dijana is distracting the Solider and place
yourself into cover.  Remarkably, you'll be able to pull her over the bar and
snap her neck without alerting the Soldier.  Do just that and hide her body in
the freezer near the start point when the Soldier leaves.

Exit via the left side of the bar and make your way along the left of the level
until you reach the barbecue area.  Sneaking isn't going to happen, so don't
bother.  Just walk and use Instinct when you get noticed.  Stand over to the
right, beside the statue, until the Soldier finishes with the owner.

Grab the Bottle from next to the barbecue, then have a look around the next
corner.  If the Soldier isn't there, throw the Bottle at the side of the gas
station to lure Agnija over.  That won't quite do it, however, so grab the
Radio off the picnic table and throw it off the wall with the barbecues to lure
her around the corner.  Saints have this godly ability to spot you without
raising an alert, so keep behind something until she turns around.  Once you've
inhumed her, dump her body in the container at the other side of the area.

The exit is down the right side of the area.  It'll be guarded, and the only
option available to you will be to throw an item to lure the Guards away while
you pick the lock.  If you set yourself up in the refuse area, there'll be
plenty of items with which you can lure them around the corner with so that you
can subdue them one at a time.

 === Cornfield ===

 o---------------------------------------------------------------------------o
 | Evidence 32/45: On the trunks to the left of the trailer that overlooks   |
 | the farmhouse                                                             |
 o---------------------------------------------------------------------------o

     Give everyone a good head-start down the road, then head over to the
Scarecrow near the fence and take its clothes.  This disguise is unique and
offers you an unrivalled level of movement through the cornfield.  As long as
you're standing still, enemies will ignore you, even if they brush right past
your face.  They'll ignore you even if you move past their line-of-sight, just
so long as you stop when they notice you and provided they aren't already
alerted.  On top of that, you can make use of any of the props you see around
the field to hide in plain sight.

Head into the cornfield through the gap and follow the fence around to the
right until you reach a checkpoint.  Opposite the scarecrow is a shed that's
frequented by the first target, Louisa Cane.  You'll need to get around the
back of the building, but the cornfield doesn't fully encompass it.  And that
means you'll have to sneak across the path.  The best way to do it is to head
around to the left, as the path there is less frequented, although still
somewhat busy.

At the back of the building, there's a generator.  Sneak over to it and connect
the cable to the water pipe, then pull the lever.  The next time Little Miss
OCD goes to wash her hands, she'll disinfect herself permanent-like.  To the
left of the generator is another checkpoint, and now would be a good time to
use it.  Orientate yourself towards the large farmhouse in the distance and
start making your way over to it.  The ground is think with Soldiers, so
progress will be a step-by-step affair.

Again, the cornfield doesn't encompass the building fully, so you'll have to
cross a particularly busy stretch of path.  Jacqueline just loves to take
strolls through the cornfield at the other side.  As long as she's a small
distance away from any of the Soldiers in the area, you'll be able to scarecrow
her to death without alerting anyone.  There's nowhere to hide her, so just
leave her.  Sure, they'll find her body and grow suspicious, but no-one ever
suspects the scarecrow.

Head to the very edge of the cornfield that's overlooking the barn.  You need
to be at the very edge, as you don't want your vision obscured when you're
trying to make a shot.  What are you shooting?  You're shooting the crane on
the barn, the part attaching the pallet to the chain, to be exact.  Not right
now, of course, but when Lasandra walks under it.  If you miss, you'll have to
put a bullet between her eyes next time she stops.  Head around to the right
side of the trailer and wait until the Soldiers have calmed down a bit.
At which point, sneak over to the tables in the middle of the area and answer
the telephone on the ground to end the mission.


 ------------------------------------------------------------------------------
      Skurky's Law                                                   04.15
 ------------------------------------------------------------------------------

 === Courtroom ===

 o---------------------------------------------------------------------------o
 | Evidence 33/45: In the security room, on the desk to the right of the     |
 | door.                                                                     |
 o---------------------------------------------------------------------------o

     Head out of the courtroom and take the stairs around the corner to the
right.  Head to the library over on the right and wait for the Court Security
Guard to come out of the door on the left.  Once he's gone, head into the
library and wait around the door for the Court Usher to come in.  When he does,
punch his ticket and wait for the door to close, then stash his body in the
closet and take his clothes.

Head back into the courtroom, this time via the upstairs gallery.  When the
video evidence has started rolling, the Security Guard in front of the monitor
to the left will leave the room.  Turning the television off will force a five-
minute recess.  Head downstairs and make your way around the left side of the
courtroom and into the Judge's area.  You'll have to make use of Instinct to
avoid the gaze of the Usher at the other side of the room, mind you.

Subdue the Judge, then strip him and hide him in the closet.  Don't forget to
take his Keycard.  If you want a laugh, head out onto the bench and dismiss
the case when the defendant comes back.  You'll find the door the Keycard
unlocks to the right of the bench (currently your left).  You'll have to pick
the lock on the door behind it, but it can be done once the Security Guard
removes himself from view.

 === Holding Cells ===

 o---------------------------------------------------------------------------o
 | Evidence 34/45: On the desk to the left of the exit.                      |
 o---------------------------------------------------------------------------o

     This might have been tricky if you weren't the LAW.  Head down into the
holding cells proper and wait for your escort to leave.  This leaves you with
two Security Guards, one of which patrolling between the main room and the area
with the exit door, and the other obnoxiously following your every movement.
Take the Fire Extinguisher upstairs and throw it next to the locker.
When obnoxious lad goes to check it out, head over to the exit and pick the
lock while the other Security Guard has his back turned.

 === Prison ===

 o---------------------------------------------------------------------------o
 | Evidence 34/45: After heading through the gate, the Evidence can be found |
 | in the first room to the right, along with a Hope Police Officer.         |
 o---------------------------------------------------------------------------o

     It doesn't matter what you start off wearing, you're not wanted here.
Wait for the Hope Police Officer outside the cell to leave.  The ones inside
are preoccupied with a little of the ultra-violence, so won't notice you sneak
past.  Sneak around the corner and head over to the left, where you should take
cover against the boxes.  You're likely to garner a high amount of interest as
you do, but you'll be back under cover before you're noticed.

When you see the Officer inside the control room wander over to the red button
and then back, that's your time to sneak in behind him and press it, before
returning to your hiding place.  When the Officer comes to the corner (you'll
have to look through the glass on the door or use Instinct to see him), follow
him back around and head through the newly-opened door.

Stop at the first door on the right and wait for the Officer to turn around,
then continue on your merry way.  Sneak around the next corner and climb the
ladder, then follow the walkway around to the next one.  Climbing down the
ladder will net you some attention, so just slide and be done with it as
quickly as you can.  Head around the corner behind you.  At the top of the
stairs, shoot the padlock on the door, then pick the lock on the one behind it
to end the level.


 ------------------------------------------------------------------------------
      Operation Sledgehammer                                         04.16
 ------------------------------------------------------------------------------

 === County Jail ===

 o---------------------------------------------------------------------------o
 | Evidence 35/45: It can be found on the desk in the office area to the     |
 | right of the exit door.                                                   |
 o---------------------------------------------------------------------------o

     Use the circle button to extricate yourself from your bindings, then
trigger the fire alarm on the wall and wait for the Officer to come down and
check, then choke him unconscious when he comes through the door.  Take his
clothes and hide him in the storage crate outside in the corridor.

Head up the stairs and sneak past the Officer on the phone and then activate
the checkpoint and climb into the vent next to the storage crate.  Wait for the
Officer to finish gawking at the posters, then climb out of the vent and subdue
him, stashing him in the locker at the other side of the room.  Sneak out of
the door closest to the locker and grab the Silverballers off the table while
the Officers have their backs turned.  Head out of the other door and blend in
as you head towards the exit on the left side of the room.

 === Outgunned ===

 o---------------------------------------------------------------------------o
 | Evidence 36/45: Sitting atop the trunks beside the truck in the middle of |
 | the first area.                                                           |
 o---------------------------------------------------------------------------o

     Take cover against the column in front of you and skulk around to the
trunks on the left.  When the Agency Grunt between the two cars walks away,
sneak over to the car in front and grab the Bottle, then swap cover over to the
dumpster on the left.  Throw the Bottle at the back wheel of the car to lure
the Grunt out of position.  The area is too small to lure him out so you can
sneak past him, so you'll have to follow him when he heads back and make your
way around him to the left when he turns around.

Climb the ladder and make your way around and down to reach a checkpoint.
Climb down into the street and grab the Bottle over by the boxes on the right.
Throw the Bottle into the road, and while everyone is distracted, sneak across
to the other side of the street.  When you reach the trunks blocking your way,
grab the Bottle to the left and throw it into the street to distract the Grunt.
Don't throw it so far as to lure over the Grunts further ahead, as that would
be messy.  Vault your cover and make your way along until you reach the
dumpster parallel with the group of Grunts in the street.  Once they start
leaving, you're free to head over to the shoe store.  The exit is in back.

 === Burn ===

 o---------------------------------------------------------------------------o
 | Evidence 37/45: After you've made your way through the heavily-occupied   |
 | section of warehouse, you can find the Evidence on a box to the right of  |
 | the doorway just before you reach the exit.                               |
 o---------------------------------------------------------------------------o

     Make your way around to the left and head through the door and down the
stairs.  When you reach the warehouse, two Agency Heavy Troopers will enter
through the door on the right.  By virtue of their sexy armour and even sexier
guns, you really don't want to fight them.  Keep to the right and put your back
to one of the shelves.  When the Heavy Trooper comes past, waylay him and don
his sexy armour.  His body can be stashed in the container to the right of the
door he came through.

Head through that door and head around to the left, blending in all the way,
until you reach the room at the end.  If you're low on Instinct, you'll have to
climb the ladder and use the scaffolding to cut out as much of the room as
possible, then make your way around from there.  The exit to the warehouse is
over to the right.  Outside the warehouse, make your way up the stairs and into
the building.  Take the next set of stairs up and pick the lock on the door at
the top.

 === Hope Fair ===

 o---------------------------------------------------------------------------o
 | Evidence 38/45: On the stall in the top-right corner of the area.         |
 o---------------------------------------------------------------------------o

     Follow the sniper and subdue him when he enters the next room, then drag
him through into the corridor and hide his body in the storage crate.  Head out
the door and down the stairs.  Make your way around to the left, using the
stalls as cover.  Wait behind the first such stall until the Heavy Troopers
enter the bar, then continue along and up onto the stage, using the tables as
cover.

Once you're down the steps at the other side, take cover against the barrel and
wait for the Heavy Trooper to walk away.  Once you reach the last stall on this
side, wait for the Grunt to walk away, then vault the carts and continue down
the left side.  Use the cover to get as far along as possible, then break out
Instinct and walk towards the exit in the top-left corner.  From where you are,
it's not a long walk, so even a small amount of Instinct will do.

 === Outskirts ===

     Advance on the church and head inside.  Skurky will grab the priest and
the game will switch into Point Shooting mode.  Put a bullet up his nose to
finish things up.


 ------------------------------------------------------------------------------
      One of a Kind                                                  04.17
 ------------------------------------------------------------------------------

 === Tailor Shop ===

 o---------------------------------------------------------------------------o
 | Evidence 39/45: Over on the left side of the basement, on the desk.       |
 o---------------------------------------------------------------------------o

     Follow Tom over to the dressing room and collect the suit off the stand by
the mirror.  Before you exit, you should know that Tom has some fun costumes in
the basement, including the bird costume from Blood Money.


 ------------------------------------------------------------------------------
      Blackwater Park                                                04.18
 ------------------------------------------------------------------------------

 === Blackwater Park ===

 o---------------------------------------------------------------------------o
 | Evidence 40/45: Head around to the right, as if you were going to waylay  |
 | the Plumber, but head into the underground car park.  The Evidence is on  |
 | the desk in the security office.                                          |
 o---------------------------------------------------------------------------o

     We're not presently trespassing, but that's only a formality.  Head around
to the right, and when you see the spotlight, head into the gardens on the
right and sneak your way down that side.  Once you're through the arch, wait
until the Blackwater Exterior Guard is gone, then slide your way along the left
wall until you're in view of the round planter.

Two Guards orbit this, and there's also a Blackwater Custodian down the right
side, but we don't care about him.  When the Guard on the left heads around to
the right, hop over your cover and make your way across to the other side.
Keep going until you see the booth at the top of the ramp.  Hope over the small
barrier to avoid the attention of the lackeys on the door, then mosey over to
the Plumber's van.  When the Plumber comes back to tinker with the pump, lure
him over to the black car by throwing the Remote Explosive.  Subdue and strip
him, then hide his body in the hopper near his van.

You're wearing a unique disguise, so most of the area is free to roam without
care or concern.  Head into Blackwater via the back door and head around until
you reach the checkpoint marker at the top of the stairs.  Cut a right in the
lobby and head out into the corridor.  The room in front of you is the security
room, and over on the left side, near the window, is the terminal that will
deactivate the retinal scanner on the elevator.

There is no trickery here, just timing.  There are usually three Blackwater
Interior Guards in the room, but one will occasionally head into the lobby.
When he does, there will be a brief window when the remaining Guards will have
their backs to you - one at the bookcase opposite the terminal and one at the
map on the far side of the room.  That's your cue to sneak through the left
doorway and tamper with the computer.  Return to the lobby and call the
elevator.  When it arrives, hop in and elevate yourself.

 === Penthouse ===

 o---------------------------------------------------------------------------o
 | Evidence 41/45: In the room with the model factory, at the front end of   |
 | the apartment.  If you stand with your back to the window, you'll find it |
 | tucked away in the top-right corner, on a sofa.                           |
 o---------------------------------------------------------------------------o

     Shimmy along the ledge and climb down at the end.  Follow the path around
to the door, then sneak out of the one on the opposite side of the hall.
Take cover against the railings closest to you and wait for the Blackwater
Bodyguard to come back.  Once you've subdued and stripped him, you'll have to
'hide' him by chucking him over the railings, preferably the ones away from the
window.

Follow the roof around to the end, either avoiding or pushing the remaining
Bodyguard over the railings, and head inside.  Utilise the cover to make your
way over to the left, then walk towards the stairs while doing your best acting
job.  At the top, head around to the left and follow the floor around to the
museum.  There's nothing it would see-um we want to steal in the museum, so
head through the door marked by the dartboard on your right.

Grab the Black Kazo TRG from by the window.  You might want to trigger the
checkpoint before attempting the next bit.  If you want to get out of here
intact, you'll need as much Instinct as you can get, so give yourself a boost
by luring in the Bodyguard from outside and subduing him.  Look out the window
and focus on the door at the back of the area.  When Layla pops out for some
air and a wiggle, pop her one in the head.

Exit the room and head down the stairs to the right, then head right at the
bottom.  You'll be blending in a helluva lot right now, so orientate yourself
on the blue rectangle.  That's the panic room, and you can reach it by heading
all the way to the end of the corridor and turning left, into the study.
The door is hidden in the wall to the right of the globe.  Inside, pick up the
phone on the bed to end the level with a pretty nifty cut-scene.


 ------------------------------------------------------------------------------
      Countdown                                                      04.19
 ------------------------------------------------------------------------------

 === Blackwater Roof ===

 o----------------------------------------------------------------------------o
 | Evidence 42/45: After the minefield, climb through the vent on the right   |
 | wall.  Head around to the left and take the Keycard off the table, then    |
 | make your way back through the minefield.  Down the right side of the area |
 | is the door the Keycard opens.  The Evidence will be just inside the door. |
 o----------------------------------------------------------------------------o

     Visibility is low, time is short.  If you get spotted, expect Dexter to
blow the place sky high shortly thereafter.  The same will also happen if you
wait the for four-and-a-half minute timer to expire.  Call up Instinct and look
at the lovely yellow point of interest.  If you shoot right there, you'll cause
the crane to drop its load, squishing someone you've never met and luring
someone else you've never met away from the stairs over to the right.

Make your way down the left of the roof, either sneaking past the Blackwater
Tactical Team member planting the explosives or shoving him through the
skylight for a laugh, then head right and up the stairs that will be on your
left.  Activate the checkpoint at the top of the stairs and call up your
Instinct again.  When the patrolling Tactical Team member strolls over to the
right, sneak straight along the roof.  You'll draw attention, but the two main
threats to your seditious behaviour will have their backs turned.  Head over to
the top-left corner of the roof and wait for the mook there to walk away.

The roof is littered with Proximity Mines, but if you again call up your
Instinct, you'll see a little yellow circle around each Mine.  This indicates
the trigger zone.  As long as you keep out of the trigger zone, you'll not
explode horribly.  After you've cleared them and made your way up the steps,
you'll find the next section to be impassible.  Climb over the crates to your
left and climb down onto the ledge.  Shimmy along the ledge and use Instinct to
find the safe spot, then climb back up.  Climb up onto the helipad and sneak up
on Dexter.  Kill him however you like, preferably horribly, to end things up.


 ------------------------------------------------------------------------------
      Absolution                                                     04.20
 ------------------------------------------------------------------------------

 === Cemetery Entrance ===

 o---------------------------------------------------------------------------o
 | Evidence 43/45: If you head down the main path from the start, you will   |
 | find it on the last wall to the right before you reach the exit gate.     |
 o---------------------------------------------------------------------------o

     Quickly head down the stairs and swap cover to the other side of the
doorway.  When the Grunt comes in, drop him and take his clothes, then drag him
out of the doorway.  Climb out of the window and make your way down the right,
using the gravestones as cover.  When you reach the second one, wait until the
Grunts part ways, then follow the one heading right and push him into the grave
to get him out of the way.

Head down the stairs and keep as far right as possible as you make your way
along.  Once you're up the next set of steps, grab the Book over to the left
and use it to distract the Grunts so you can sneak up the next set, where I
know you'll want to head left and down the next lot.  Eyes are everywhere and
cover is fleeting, so quickly make your way down the next set of stairs to
shake them off.  Hide behind the planter closest to the exit door until the
Grunt starts heading towards, then sneak around behind him and pick the lock
on the gate.

 === Burnwood Family Tomb ===

 o---------------------------------------------------------------------------o
 | Evidence 44/45: At the far end of the area, on a trunk with the computer, |
 | near the left-hand set of stairs.  Make your way along as you would when  |
 | on your way to the Proximity Mine, but keep on until you reach the end.   |
 o---------------------------------------------------------------------------o

     At the junction, take a left and sneak around until you see the Grunt.
Take the Brick off the ground and head into the arch to the left.  You won't be
able to swap cover with his beady little eyes on you, so throw the Brick to
divert his attention.  Make your way along from cover-to-cover until you reach
the Proximity Mine.  Take it and head back to the right.  Instead of trying to
distract the Grunt a second time, use Instinct and cut right across him.

Continue until you see the warning sign.  Set and arm the Proximity Mine inside
the tunnel the sign is warning you about, then return to the junction from
earlier and head straight to reach the exit.  Sooner or later, Jade is going to
pass through that tunnel and bury herself.  As soon as she does, pick the lock
on the door.

 === Crematorium ===

 o---------------------------------------------------------------------------o
 | Evidence 45/45: On the trunk near the stairs leading to the chapel.       |
 o---------------------------------------------------------------------------o

     The Crematorium is guarded by three Praetorians.  Praetorian is Latin for
badass.  Or it should be.  Head up into the cemetery and have a little look
around in Instinct mode.  The place is littered with laser trip-mines.  Cross a
beam and explode if you dare.  Make your way around to the right and you won't
have to deal with any booby-trapped headstones.  Climb up onto the first ledge
you come to and pull yourself up.  Hide behind the headstone and take the Dog
Bone.

When the first Praetorian, let's call him John (because that's his name) comes
close, throw the Dog Bone right next to the ledge you climbed up from.
You won't be able to circle around the headstone due to a bomb, but if you hide
as far left as possible, he won't notice you when he comes to investigate.
Garotte him and drop him over the edge, then return to hiding behind the
headstone.

Once his friend comes has checked and found nothing foul afoot, reclaim your
beloved Dog Bone and make your way around the outside of the area to avoid the
lasers.  When you reach the first low wall, throw the Bone into the middle of
area, then go hide against the arch.  When Carey comes to check on the noise,
you can waylay from around the corner.

Exit your little den and make your way around to the right and over to the next
such area, where you can utilise the Dog Bone to lure Jack into an encounter
identical to Carey's.  With the Praetorian boned, head up the stairs and take
the Explosives on the trunk.  Head over to the door, and with a disregard for
health and safety, set the Explosives.  Oh, and retreat to a safe distance.
Don't want you getting splinters.  That's the game finished, amigo.  We should
have known that the final boss couldn't have been anything other than a door.


 ==============================================================================
     Weapons                                                         05.00
 ==============================================================================

     Gun ratings are derived from the statistics bars that appear in Contracts
mode.  Because the ratings weren't expressed as anything other than a line,
I've had to use my initiative.  My initiative didn't extend beyond measuring
the length of the bar and then measuring how much of the bar is occupied.
In short, on my television, I measured the bar as 9cm from end-to-end.  If a
rating occupies 4.5cm of the bar, then I marked it down as 4.5/9.0.

Of course, a smaller or larger television screen would display things to a
smaller or larger scale (i.e. an image on a 21" screen won't be the same size
as one displayed on a 28" television), meaning that your bar might not be 9cm
long.  However, even if you have the largest television in the world, if a
rating occupies 50% of the bar, it doesn't matter how I quantify the rating in
the guide, it will still occupy 50% of the bar on your television screen.

For the sake of making things easier, results have been rounded up or down to
the nearest half or whole number.  So if a weapon scored 4.6 for accuracy, I've
rounded it down to 4.5, and if a weapon scored 5.8 for damage, I've rounded it
up to 6.0.  And, well, you get the idea with that.

There aren't many firearms without their statistics listed, as normal variants
of weapons seem to have the same numbers behind them as the unique versions.
Both the Agency JAGD P22G and Layla's JAGD P22G have identical scores (before
being rounded up or down), and unless it's specifically stated by the game
(such as the description of the STG 58 Elite stating that it has a faster
firing rate than the STG 58), I've no reason to believe the rest of the weapons
don't follow suit.


 ------------------------------------------------------------------------------
      Melee/Close Combat                                             05.01
 ------------------------------------------------------------------------------

     While every weapon has a silent kill to its name, the Fiber Wire and other
garottes are the only melee weapons that have truly silent kills, as they
prevent the victim from making a noise upon death.  Even long-shafted weapons
with stealth kills that involve crushing the windpipe still involve some degree
of noise, and can give you away over a short distance.


 === Agency Tanto Knife ===

  Where: Attack of the Saints, Operation Sledgehammer

  Notes: Can be thrown for an instant kill.


 === Axe ===

  Where: A Personal Contract, The King of Chinatown, Shaving Lenny,
    Dexter Industries

  Notes: N/A.


 === Baseball Bat ===

  Where: Welcome to Hope, Shaving Lenny, Fight Night, Attack of the Saints,
    Skurky's Law, Blackwater Park

  Notes: N/A.


 === Battle Axe ===

  Where: Blackwater Park

  Notes: N/A.


 === Bill Spike ===

  Where: Welcome to Hope, Shaving Lenny, Attack of the Saints

  Notes: Behaves just like a Knife, but minus the ability to be thrown for
    an instant kill.


 === Bong ===

  Where: Run for Your Life, End of the Road, Death Factory, Blackwater Park

  Notes: Breaks when used, thrown, or dropped.


 === Book ===

  Where: A Personal Contract, Rosewood, Death Factory, Skurky's Law,
    One of A Kind, Absolution.

  Notes: N/A.


 === Bottle ===

  Where: Every level barring Countdown and Absolution

  Notes: Breaks when used, thrown, or dropped.


 === Brick ===

  Where: A Personal Contract, King of Chinatown, Terminus, Shaving Lenny,
    Attack of the Saints, Operation Sledgehammer, Countdown, Absolution

  Notes: N/A.


 === Cleaver ===

  Where: Hunter and Hunted, Rosewood, Fight Night, Attack of the Saints,
    Operation Sledgehammer

  Notes: Can be thrown for an instant kill.


 === Coffee Mug ===

  Where: A Personal Contract, Death Factory, Blackwater Park, Countdown

  Notes: Breaks when used or thrown.


 === Crowbar ===

  Where: Shaving Lenny, Fight Night, Attack of the Saints, Countdown

  Notes: N/A.


 === Dog's Bone ===

  Where: Shaving Lenny, End of the Road, Attack of the Saints, Absolution

  Notes: N/A.


 === Dummy Arm ===

  Where: Dexter Industries, Death Factory, Skurky's Law

  Notes: N/A.


 === Fiber Wire ===

  Where: Default

  Notes: Fully silent, and as a sexy bonus, you'll automatically start
    dragging your victim, saving precious time.


 === Filet Knife ===

  Where: A Personal Contract, The King of Chinatown

  Notes: Can be thrown for an instant kill.


 === Fire Axe ===

  Where: Rosewood, Countdown.

  Notes: N/A:


 === Fire Extinguisher ===

  Where: Terminus, Hunter and Hunted, Rosewood, Death Factory,
    Attack of The Saints, Skurky's Law, One of a Kind, Blackwater Park

  Notes: N/A.


 === Fire Poker ===

  Where: A Personal Contract, End of the Road, Blackwater Park

  Notes: Can be thrown for an instant kill.


 === Folding Knife ===

  Where: Run for Your Life, Death Factory

  Notes: Can be thrown for an instant kill.


 === Gavel ===

  Where: Skurky's Law

  Notes: Carried by the Judge.


 === Gasoline Can ===

  Where: The King of Chinatown, Terminus, Hunter and Hunted, Rosewood,
    Birdie's Gift, Shaving Lenny, Dexter Industries, Death Factory,
    Fight Night, Attack of the Saints, Operation Sledgehammer,
    Blackwater Park, Absolution

  Notes: Catches fire and explodes when shot.


 === Glass Shiv ===

  Where: Skurky's Law

  Notes: Can be thrown for an instant kill.


 === Golf Club ===

  Where: Attack of the Saints, Skurky's Law

  Notes: N/A.


 === Hammer ===

  Where: Run for Your Life, Shaving Lenny, Dexter Industries, Fight Night,
    Skurky's Law, Operation Sledgehammer, Countdown

  Notes: N/A.


 === Hula Girl ===

  Where: Welcome to Hope, Attack of the Saints

  Notes: Breaks when used or thrown.


 === Iron ===

  Where: Terminus, Attack of the Saints

  Notes: N/A.


 === Katana ===

  Where: Hunter and Hunted, Blackwater Park

  Notes: Can be thrown for an instant kill.


 === Knife ===

  Where: A Personal Contract, The King of Chinatown, Terminus,
    Run for Your Life, Hunter and Hunted, Rosewood, Shaving Lenny,
    Dexter Industries, Death Factory, Fight Night, Skurky's Law,
    Operation Sledgehammer, Blackwater Park

  Notes: Can be thrown for an instant kill.


 === Mace ===

  Where: Blackwater Park

  Notes: N/A.


 === Measuring Tape ===

  Where: Terminus, One of A Kind

  Notes: Behaves just like the Fiber Wire.


 === Metal Pipe ===

  Where: Run for Your Life, Hunter and Hunted, Welcome to Hope, Birdie's Gift,
    Shaving Lenny, Dexter Industries, Fight Night, Attack of the Saints,
    Operation Sledgehammer, One of a Kind, Countdown

  Notes: N/A.


 === Morning Star ===

  Where: Blackwater Park

  Notes: N/A.


 === Plunger ===

  Where: Terminus, Welcome to Hope, Death Factory, Operation Sledgehammer,
    Countdown

  Notes: N/A.


 === Police Baton ===

  Where: Shaving Lenny, Skurky's Law, Operation Sledgehammer

  Notes: N/A.


 === Power Cord ===

  Where: Run for Your Life, Operation Sledgehammer

  Notes: Behaves just like the Fiber Wire.


 === Radio ===

  Where: A Personal Contract, Terminus, Run for Your Life, Birdie's Gift,
    Shaving Lenny, Dexter Industries, Death Factory, Fight Night,
    Attack of the Saints, Skurky's Law, Blackwater Park

  Notes: The Radio offers a unique blend of melee weapon and distraction.
    Sure, you can reduce it to a pile of base components by smashing someone
    in the head with it, but it'll serve you best if you simply turn it on.
    No-one in Absolution is a patron of the arts, so everyone that hears it
    will rush to turn it off.  It breaks when used or thrown.


 === Screwdriver ===

  Where: Terminus, Run for Your Life, Shaving Lenny, Dexter Industries,
    Death Factory, Fight Night, Attack of the Saints, Skurky's Law,
    Operation Sledgehammer, Blackwater Park, Countdown, Absolution

  Notes: Can be thrown for an instant kill.


 === Scissors ===

  Where: Terminus, Run for Your Life, One of a Kind, Absolution

  Notes: Can be thrown for an instant kill.


 === Sledge Hammer ===

  Where: Hunter and Hunted, Shaving Lenny, Skurky's Law, Operation
    Sledgehammer, Countdown

  Notes: N/A.


 === Statue Bust ===

  Where: A Personal Contract, Terminus, Run for Your Life, Skurky's Law,
    One of a Kind, Blackwater Park

  Notes: Breaks when used, thrown, or dropped.


 === Syringe ===

  Where: Rosewood, Death Factory

  Notes: From the front, the Syringe will incapacitate the target.  From behind
    or when thrown, it will kill the target.


 === Tomahawk ===

  Where: Welcome to Hope, End of the Road, Skurky's Law, Blackwater Park

  Notes: Despite first being seen embedded in a dartboard, the Tomahawk cannot
    be thrown for an instant kill.


 === Toy Robot ===

  Where: Rosewood

  Notes: Breaks when used or thrown.


 === Vase ===

  Where: Terminus, Run for Your Life, Skurky's Law

  Notes: Breaks when used, thrown, or dropped.


 === Warhammer ===

  Where: Blackwater Park

  Notes: N/A.


 === Wrench ===

  Where: A Personal Contract, Terminus, Run for Your Life, Shaving Lenny,
    End of the Road, Dexter Industries, Death Factory, Fight Night,
    Attack of the Saints, Skurky's Law, Blackwater Park

  Notes: N/A.


 ------------------------------------------------------------------------------
      Handguns                                                       05.02
 ------------------------------------------------------------------------------

 === Agency JAGD P22G ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Attack of the Saints
  A ------O-|---------- 4.0
  D -----O--|---------- 3.5   Notes: Collectable.  Can be customised.
  F -----O--|---------- 3.5
  R ---O----|---------- 2.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Aries 24-7 ===

  Where: Run for Your Life, Rosewood, Death Factory, Operation Sledgehammer

  Notes: N/A.


 === Aries Charging Ram ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Rosewood, End of the Road
  A --------O---------- 4.5
  D --------|---O------ 6.0   Notes: N/A.
  F -O------|---------- 1.5
  R --------|--O------- 5.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Pink Aries Charging Ram ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Birdie's Gift
  A --------O---------- 4.5
  D --------|---O------ 6.0   Notes: Has a pink pearlescent handle.
  F -O------|---------- 1.5
  R --------|--O------- 5.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === JAGD P22G ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: A Personal Contract, Hunter and Hunted,
  A ------O-|---------- 4.0     Welcome to Hope, Birdie's Gift,
  D -----O--|---------- 3.5     Attack of the Saints, Operation Sledgehammer
  F -----O--|---------- 3.5
  R ---O----|---------- 2.5   Notes: Can often be found with a silencer.
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Layla's JAGD P22G ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Blackwater Park
  A ------O-|---------- 4.0
  D -----O--|---------- 3.5   Notes: Collectable.  Carried by Layla.
  F -----O--|---------- 3.5   Comes with a silencer.
  R ---O----|---------- 2.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Mustang Snub ===

           4.5
    1 2 3 4 | 5 6 7 8 9      Where: Terminus, Welcome to Hope, Birdie's Gift
  A ------O-|---------- 4.0
  D --------|-O-------- 5.0  Notes: N/A.
  F ---O----|---------- 2.5
  R ---O----|---------- 1.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === SA .44 Auto ===

           4.5
    1 2 3 4 | 5 6 7 8 9      Where: Rosewood, Birdie's Gift
  A -----O--|---------- 3.5
  D --------|-O-------- 5.0  Notes: Collectable.  Comes with a silencer.
  F ---O----|---------- 2.5
  R --------O---------- 4.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Skurky's Mustang Snub ===

           4.5
    1 2 3 4 | 5 6 7 8 9      Where: Must be bought for $1,000,000 in Contracts
  A ------O-|---------- 4.0
  D --------|-O-------- 5.0  Notes: Collectable.
  F ---O----|---------- 2.5
  R ---O----|---------- 1.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Silverballer ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Birdie's Gift, Operation Sledgehammer
  A ------O-|---------- 4.0
  D --------O---------- 4.5   Notes: Collectable.  Can be customised.
  F ---O----|---------- 2.5     Default upgrades are Silencer I and Dual
  R -----O--|---------- 3.5     Wielding.
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Swiss 3000 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: The King of Chinatown, Birdie's Gift
  A --------O---------- 4.5
  D --------O---------- 4.5   Notes: N/A.
  F -O------|---------- 1.5
  R -----O--|---------- 3.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Swiss Derringer ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: End of the Road
  A -----O--|---------- 3.5
  D --------O---------- 4.5   Notes: Collectable.  Carried by Larry.  Has 'To
  F --------|-O-------- 5.0     my son' etched into the handle.
  R O-------|---------- 1.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === The Absolver ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Attack of the Saints
  A --------O---------- 4.5
  D --------|---O------ 6.0   Notes: Collectable.  Carried by Lasandra Dixon.
  F -O------|---------- 1.5
  R --------|--O------- 5.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Travis' Swiss 3000 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Must be bought for $1,000,000 in Contracts
  A --------O---------- 4.5
  D --------O---------- 4.5   Notes: Collectable.  Travis' in name only, as he
  F -O------|---------- 1.5     is never seen with it.
  R -----O--|---------- 3.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Worn Z&M Model 60 ===

  Where: Terminus, Welcome to Hope, Birdie's Gift

  Notes: N/A.


 === Z&M Model 60 ===

  Where: The King of Chinatown, Terminus (worn), Run for Your Life,
    Welcome to Hope (worn), Birdie's Gift (worn), Shaving Lenny,
    Operation Sledgehammer

  Notes: N/A.


 ------------------------------------------------------------------------------
      Assault Rifles                                                 05.03
 ------------------------------------------------------------------------------

 === Agency ARZ 160 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Attack of the Saints,
  A --------|-O-------- 5.0     Operation Sledgehammer, Absolution.
  D --------|-O-------- 5.0
  F --------|-O-------- 5.0   Notes: Collectable.  Can be customised.
  R --------O---------- 4.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Dexter's Ultramax ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Countdown
  A -----O--|---------- 3.5
  D --------O---------- 4.5   Notes: Collectable.  Carried by Blake Dexter.
  F --------|--O------- 5.5
  R --------O---------- 4.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === HX AP-15 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Birdie's Gift, Blackwater Park, Countdown
  A --------|-O-------- 5.0
  D --------|-O-------- 5.0   Notes: Comes with a silencer.
  F --------|---O------ 6.0
  R --------|-O-------- 5.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === STG 58 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: End of the Road, Death Factory,
  A --------|-O-------- 5.0     Skurky's Law, Operation Sledgehammer
  D --------|-O-------- 5.0
  F --------O---------- 5.0   Notes: N/A.
  R --------|--O------- 5.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === STG 58 Elite ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Dexter Industries, Death Factory,
  A --------|-O-------- 5.0     Fight Night, Skurky's Law,
  D --------|-O-------- 5.0     Operation Sledgehammer
  F --------|-O-------- 5.0
  R --------|--O------- 5.5   Notes: Collectable.
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Ultramax ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Birdie's Gift, Blackwater Park
  A -----O--|---------- 3.5
  D --------O---------- 4.5   Notes: N/A.
  F --------|--O------- 5.5
  R --------O---------- 4.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 ------------------------------------------------------------------------------
      Submachine Guns                                                04.04
 ------------------------------------------------------------------------------

 === Agency Dynamics CPW ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Attack of the Saints, Operation
  A ---O----|---------- 2.7     Sledgehammer
  D ---O----|---------- 2.5
  F --------|-----O---- 7.0   Notes: Collectable.  Can be customised.
  R ---O----|---------- 2.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Agency HX UMP ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Must be bought for $1,000,000 in Contracts
  A -----O--|---------- 3.5
  D ------O-|---------- 4.0   Notes: Collectable.  Can be customised.
  F --------|--O------- 5.5
  R -----O--|---------- 3.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === AH 74U ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Dexter Industries, Death Factory,
  A -----O--|---------- 3.5     Blackwater Park
  D ------O-|---------- 4.5
  F ------O-|---------- 4.5   Notes: N/A.
  R ------O-|---------- 4.5
    1 2 3 4 | 5 6 7 8 9
           4.5


 === HX UMP ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Run for Your Life, Hunter and Hunted,
  A -----O--|---------- 3.5     Welcome to Hope, Birdie's Gift, Shaving Lenny,
  D ------O-|---------- 4.0     Skurky's Law, Blackwater Park
  F --------|--O------- 5.5
  R -----O--|---------- 3.5   Notes: N/A.
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Zug TMP ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Rosewood, Fight Night, Skurky's Law.
  A ---O----|---------- 2.5
  D --O-----|---------- 2.0   Notes: N/A.
  F --------|----O----- 6.5
  R --O-----|---------- 2.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 ------------------------------------------------------------------------------
      Shotguns                                                       05.05
 ------------------------------------------------------------------------------

 === Agency SP 12 ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Attack of the Saints, Absolution.
  A --O-----|---------- 2.0
  D --------|-----O---- 7.0   Notes: Collectable.  Can be customised.
  F ---O----|---------- 2.5
  R --O-----|---------- 2.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === M590 12GA ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Rosewood, Birdie's Gift, Shaving Lenny,
  A --O-----|---------- 2.0     End of the Road, Skurky's Law
  D --------|---O------ 6.0
  F 1-------|---------- 1.0   Notes: N/A.
  R --O-----|---------- 2.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Police M590 12GA ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Run for Your Life, Hunter and Hunted,
  A --O-----|---------- 2.0     Welcome to Hope, Blackwater Park
  D --------|---O------ 6.0
  F 1-------|---------- 1.0   Notes: Collectable.
  R --O-----|---------- 2.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Worn M590 12GA ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Terminus, Fight Night
  A --O-----|---------- 2.0
  D --------|---O------ 6.0   Notes: N/A.
  F 1-------|---------- 1.0
  R --O-----|---------- 2.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 ------------------------------------------------------------------------------
      Sniper Rifles                                                  05.06
 ------------------------------------------------------------------------------

 === Agency Kazo TRG ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Must be bought for $1,600,000 in Contracts
  A --------|---O------ 6.0     (standard variants can be found: The King of
  D --------|-----O---- 7.0     Chinatown, Birdie's Gift, Dexter Industries,
  F O-------|---------- 1.0     Operation Sledgehammer [Black and regular],
  R --------|-------O-- 8.0     Blackwater Park [Black and regular]
    1 2 3 4 | 5 6 7 8 9
           4.5
                              Notes: Collectable.  Can be customised.
                                Black versions always come with silencers.


 === Black Kazo TRG ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: Operation Sledgehammer, Blackwater Park
  A --------|---O------ 6.0
  D --------|-----O---- 7.0   Notes: Always comes with a silencer.
  F O-------|---------- 1.0
  R --------|-------O-- 8.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 === Ilyon R700 ===

  Where: Shaving Lenny, End of the Road, Fight Night.

  Notes: N/A.


 === Kazo TRG ===

           4.5
    1 2 3 4 | 5 6 7 8 9       Where: The King of Chinatown, Birdie's Gift,
  A --------|---O------ 6.0     Dexter Industries,
  D --------|-----O---- 7.0
  F O-------|---------- 1.0   Notes: N/A.
  R --------|-------O-- 8.0
    1 2 3 4 | 5 6 7 8 9
           4.5


 ------------------------------------------------------------------------------
      Explosives                                                     05.07
 ------------------------------------------------------------------------------

 === C4 Block ===

  Where: Fight Night

  Notes: When thrown, a timer starts and the C4 automatically arms itself.
    After fifteen or so seconds, it'll detonate.  The C4 Block can also be
    armed with the square button while it's on the ground.


 === Proximity Mine ===

  Where: Dexter Industries, Death Factory, Operation Sledgehammer,
    Blackwater Park, Absolution

  Notes: While on the ground, a Proximity Mine can be armed by pressing the
    square button.  An armed Mine will emit a high-pitched beeping sound when
    someone comes into range.  That beeping will gradually get higher until the
    Mine eventually detonates.  If you shoot a Proximity Mine, armed or not, it
    will detonate.  Enemies, when alerted to your presence, have a tendency to
    arm any Mine they come across, often blowing themselves up.


 === Remote Explosive ===

  Where: The King of Chinatown, Run for Your Life, Hunter and Hunted,
    Shaving Lenny, Dexter Industries, Death Factory, Fight Night,
    Attack of the Saints, Operation Sledgehammer, Absolution

  Notes: Once you've dropped or thrown the Explosives, you'll automatically
    equip the Detonator.  Press R2 to detonate the Explosives.  The Explosives,
    while equipped, will draw attention to you, but the Detonator will not.
    Remote Explosives that you come across can be armed on the spot with a
    press of the square button.  If shot, they will explode.


 ==============================================================================
      Cheats, Codes, and Easter Eggs                                 06.00
 ==============================================================================

 === Easter Eggs ===

 --- Allan, Please Add Details ---

  Where: Gun Shop (Birdie's Gift)

     If you score 666 on the target shooting game, a message saying: "Objective
Complete - 666.  Allan, please add details" will appear on screen.  This refers
to 'A Dance with the Devil,' a mission from Bloody Money.  In the kitchen in
the heaven party, you could find a food crate with a place-holder note asking
Allen, one of the developers, to add the description.


 --- Atomic Suntan ---

  Where: Factory Compound (Dexter Industries)

     Inside the Dexter Industries building at the end of the level, there
hangs, high above the lobby, a fully-functional nuclear warhead.  If you shoot
it enough, it'll detonate, killing you horribly and providing a unique mission
failure screen.


 --- Bone to Pick ---

  Where: Desert (End of the Road)

     There are three Dog Bones to be found in the desert: one that's in Lenny's
grave, one just up from it, and one by the marked grave at the top of the area.
Leave the first Bone alone, and go get the other two and drop them into the
grave with it.  Once you've done that, the music and audio will speed up and
everything will be tinted blue.


 --- Boogie Nights ---

  Where: Run for Your Life (Shangri-La)

     If you enter the disco and start the music, the cops will come in and take
to the dance floor.


 --- Dirty Dogs ---

  Where: Shaving Lenny (Barbershop)

     In the area with the barbecue (i.e. near the start), there's a dog cage
with two dogs in the middle of, well, you know.  They're married with kids now.


 --- Double Rainbow ---

  Where: Absolution (Crematorium)

     As you enter the area, look up in the sky to your left to see a rainbow.
If you destroy all the statues in the area, it'll morph into a double rainbow.


 --- Ice Scream ---

  Where: Desert (End of the Road)

     If you shoot all five vultures while they're airborne, an ice cream truck
will appear from nowhere and run Lenny over.  I couldn't have made that one up
if I tried.


 --- Kane and Lynch Cameo ---

  Where: Various

     Kane can be found in Great Balls of Fire (Welcome to Hope), by the window.
He's mostly minding his own business, but he will participate in the bar fight.
Kane appears for a second time in Skurky's Law (Holding Cells).  Head into the
sub-basement and climb through the vent.  If you peek through grate as you make
your way along, you'll find him monologuing.

Lynch can be found on the outdoor range in the Gun Shop (Birdie's Gift),
committing gnome genocide, much to the chagrin of the nearby member of staff.
He also appears during the game over sequence caused by shooting the warhead
(Atomic Suntan).


 --- Lochness Monster ---

  Where: A Personal Contract (Mansion Ground Floor)

     Open the shutters using the switch on the first floor, then shoot the two
conch shell statues.  The first one is over to the right of the piano on the
ground floor, while the second one is on the same floor as you, also to the
right.  Once you've done that, you'll hear a sound, and the Lochness Monster
will appear in the lake (visible through the left window).  To get the best
possible view, you'll have to kill everyone and shoot the shells from the
ground floor.


 --- Mini Ninjas Cameo ---

  Where: Rosewood

     You'll find several statues of the titular Mini Ninjas throughout the
level.  Mini Ninjas, of course, being one of IO's more forgettable creations.


 --- Mortal Chipmunk ---

  Where: Old Mill (Dexter Industries)

     The game the Guards are playing is a parody of Mortal Kombat, and features
someone in the Chipmunk costume fighting a character dressed as The Patriot.


 --- The Laughing Pig ---

  Where: Death Factory (Test Facility)

     From the elevator, head straight down the main path and around to the
left, through the last gap in the houses.  Around to the left, you'll find a
pig sitting in a storage crate.  If you're a heartless soul and kill the pig,
you'll be treated to a dancing, laughing exclamation mark that sounds
suspiciously like Ripper Roo from the Crash Bandicoot series.


 ==============================================================================
      Frequently Asked Questions                                     07.00
 ==============================================================================

 === General Questions ===

 Q: How do I unlock the Play Styles?

 A: Needle Pumper: Syringes only appear twice in the game, and out of the
    levels they appear in, you're best off choosing the Orphanage (Rosewood).
    Grab the Syringe from the room with the first Fuse, then go to work
    injecting people.  You'll need to kill people to unlock it, so you won't be
    able to attack from the front.  Throw kills count.

    Undertaker: Pick a level with lots of hiding places, or an infinite hiding
    place (like laundry chutes or open sewers), and start hiding bodies.
    It doesn't require you to kill anyone, but it's probably easier if you do.

    Piano Man: Load up Cornfield (Attack of the Saints) and grab the Scarecrow
    disguise.  With it, you won't have any trouble dancing about the cornfield,
    garotting any enemies that you come across.

    Reaper Man: To unlock this, you have to accumulate kills in Point Shooting
    mode.  Any level with a high concentration of people and opportunity enough
    to boost Instinct is viable.

    Sandman: Pick a level where it's easy to isolate people, then sneak around
    subduing them until it unlocks.  A Radio and a secluded corner will work
    wonders for you.

    Dynasty Warrior: The earliest place you can acquire a Katana is from
    Chinese New Year (Hunter and Hunted).  It's behind the stall in front of
    the tattoo parlour (the one visited by Larry Clay).  The are dozens of
    people around, and if you go crazy, it'll unlock before anyone can shoot
    you dead (yay).

    Dynamite Harry: Pick any level where you have access to Remote Explosives
    or an ample supply of Proximity Mines, then go target a crowd.  Hope Fair
    (Operation Sledgehammer) has a plentiful supply of both if you're looking
    to have a little fun while trying to unlock it.

    Gunslinger: Mustang Snubs and Worn Z&M Model 60s are common amongst the
    armed patrons in Great Balls of Fire.  Once you've done the rounds amongst
    the armed patrons, you'll have more than have enough ammo to go on a spree.

    Bartender: Great Balls of Fire has a large concentration of Bottles to play
    with, and the bar is full of people that won't mind if you batter their
    fellow patrons to death with them.  Work it out.

    Champion: Great Balls of Fire is a pretty great place to unlock this.
    Just participate in the brawl, using only unarmed attacks.

    Berserker: Guess where you're going.  Go on.  If you said Great Balls of
    Fire, you'd be correct.  Remove the armed patrons from the equation, then
    go grab the Tomahawk from the dartboard to the left of the bar, and go on
    the warpath.

    Brutus: Load up Cornfield again and go grab the Scarecrow disguise.
    The idea here is to stroll around the field, using the Agency Tanto Knife
    to back-stab anyone you come across.

    Viking: Back to Great Balls of Fire it is, then.  At the back of the area,
    mounted on the wall beside the toilets on the right, is a Baseball Bat.
    Like with Berserker, this will be a helluva lot easier if you eliminate
    anyone highlighted in yellow first.

    Tank: The aim is to take lots of damage.  Sucks, right?  Either pick a
    higher setting and hope that it unlocks before you die, or set the game to
    Normal and retreat to a first-aid box when you need healing.

    Pitcher: Remember when you were walking through the Cornfield, dressed as
    Wurzel Gummidge, killing people with the Agency Tanto Knife?  Well, repeat
    the process, but make sure all your kills are performed by throwing the
    knife.  Just make sure you're not spotted, otherwise it won't count.

    Spook: Still in the Cornfield?  Good.  Traverse the fields, killing enemies
    via Elimination with the Silverballers until it unlocks.

    Jinx: It's all about accidents, baby.  Chinese New Year works quite well
    for this one.  When Larry Clay enters the alley behind the tattoo parlour,
    you can shoot the crane to crush both him and the Store Clerk.  From there,
    you can lure people into the ally and push them into the open sewer.

    Maestro: Spend a full clip with a sniper rifle without missing a headshot.
    There's a silenced Kazo TRG and an awesome vantage point at the start of
    Factory Compound (Dexter Industries) that will serve the purpose nicely.

    Glass Cannon: Take the M590 12GA from the security room in Great Balls of
    Fire and start shooting the place up.  This tends to take awhile to unlock,
    so you might want to remove anyone capable of fighting back first.

    Bank Robber: Pick a level of your choice, preferably a crowded one, and
    then start taking people as human shields and knocking them out.  If a
    shield is shot dead, they won't count.  It doesn't take long to unlock.


 Q: How does the scoring system work?

 A: Incapacitating someone will give you a score penalty, but it can be
    mitigated by hiding the body.  Killing someone that isn't a civilian or the
    target, providing you score a silent kill and hide the body, will also
    remove any penalties awarded.  Killing a civilian, either purpose-like or
    by accident, will award a massive penalty - minus several thousand.
    Headshots will award bonus points, as will signature kills (Fiber Wire and
    accident kills against the target only), and completing objectives.
    Being spotted will not only give you a sharp immediate penalty, but it
    will also cut your score roughly by half.


 Q: Why can't I get a Silent Assassin rating?

 A: Sometimes, there quite simply aren't enough points for you to collect in a
    given mission, and that's down to that mission having no target.  If you
    can't get a Silent Assassin rank on a non-target mission on the default
    difficulty setting, despite doing everything correctly, then you were never
    likely intended to be able to.


 === Questions About Trophies/Achievements ===

 Q: I have all the Evidence, but 'Information is Power' didn't unlock.  Why?

 A: It's not the physical act of collecting the Evidence that counts towards
    the trophy, it's whether or not collecting it completed that level's
    Evidence challenge.  On Easy, completing challenges doesn't count, so
    collecting the Evidence won't be counted either.  In short, play on a
    setting higher than Easy.


 === Questions About This Guide ===

 Q: Can I use your guide on my site?

 A: As of this moment, no you cannot host my guide.  Why?  Because I believe
    that the number of sites that I'm allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ-reading public.


 Q: I have this guide, would it be okay if I used a part of yours?

 A: *Chokes* part of mine?  What would be the point of that?  You can use my
    guide as reference for all the things that I can't own (i.e. facts), but
    you can't go lifting entire paragraphs, even if you credit me for it.
    Just read the copyright notice at the top of this guide, and then think
    twice before 'borrowing' anything from me.


 Q: If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

 A: You could take it, turn it sideways and shove it... *ahem* just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, youll
    win a cookie, a kudos cookie (great on calories, lousy on taste).


 ==============================================================================
      Credits and Outro                                              08.00
 ==============================================================================

     That was great!  My favourite part was when you did that thing to that
guy, and then he died from it.  Oh, the guide is over, you say?  You were fun,
and you can come back any time you like, just remember to turn the lights off
when you leave.


 === Special Mentions and Thanks ===

  The layout of this guide is based upon the layout used by Dalez in his Breath
    of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html].

     If for some strange reason, you would actually like to thank me, feel free
to pay me a visit and leave a comment [http://mikepenance.tumblr.com] and
pledge to serve as my vassal - too far?  Well, just sign it and leave out the
"serving me for all eternity" bit (if you like).


-------------------------------------------------------------------------------
No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes, sir, understood.
-------------------------------------------------------------------------------

===============================================================================
     Hitman: Absolution (C) 2012 IO Interactive
          Hitman: Absolution - FAQ/Walkthrough (C) 2012 Mike Penance
===============================================================================