=============================================================================== HITMAN: ABSOLUTION (PS3) FAQ/Walkthrough (C) 2012 Mike Penance ([email protected]) 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.... GameFAQs http://www.gamefaqs.com NeoSeeker http://www.neoseeker.com Super Cheats http://www.supercheats.com If this document is posted on an unlisted website - please let me know, so I can dispense my own brand of over-stylised justice (clue: it involves angry ferrets and their pants). --------------------------------------------------------------------- If you liked this guide, then please feel free to show appreciation and hit the rate/recommend button at the top of this page. It only takes seconds to show your support, and it only takes a few minutes to send a thank you via email, my blog [mikepenance.tumblr.com], or Twitter [@MrPenance]. --------------------------------------------------------------------- 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 ===============================================================================