THE GUYBRUSH THREEPWOOD (Mighty Pirate) GUIDE TO HITMAN; CONTRACTS ================================================================== Version 0.2 1. FORWARD; READ THIS BEFORE MAILING ME 2. OVERVIEW 3. GAMEPLAY TIPS 4. MISSION 1- ASSYLYM AFTERMATH 5. MISSION 2- THE MEATKING'S PARTY 6. MISSION 3- THE BJARKHOV BOMB 7. MISSION 4- BELDINGFORD MANOR 8. MISSION 5- RENDEZVOUZ IN ROTTERDAM 9. MISSION 6- DEADLY CARGO 10. MISSION 7- TRADITIONS OF THE TRADE FORWARD ============================================================================= All of this content is based on my own observations. If you write in with a useful tip, and I include it in a future version, you will, of course, be credited. I will not give anyone permission to republish this anywhere other than GameFAQs until it's at least version 1.0, so don't ask. I don't mean to be a jerk, but I'm getting a lot of very repetitive emails. Read this before you send me email. Thanks. 1. Check gamefaqs BEFORE mailing me asking about updates. The latest version is always to be found there. If you mail me asking about an update that's already been posted, you will not receive a reply. 2. Do not mail me a carbon copy of somebody else's faq or forum post. 3. There appear to be subtle differences, mostly in the karma engine, between the PC and console versions. If you're on a console, and something is working differently for you than I describe it here I don't want to hear about it. 4. If something is working differently for you than I describe it I don't want to hear about it unless you can tell me EXACTLY what CAUSED that ifference in gameplay. If it doesn't work for ME, it's not going in the guide. 5. I'm not tech support. If I don't cover a bug or oddity in this guide, then I didn't encounter it and probably can't help you. 6. Please note that this addie has gotten onto a bunch of virus spam lists, so I only check it rarely. Make sure your mail has an easily identifiable subject line like, "Hitman 3" and not a generic one like "Hi" which I will mistake for spam and delete. -Guybrush Threepwood, Mighty Pirate (guybrush@nc.rr.com) OVERVIEW ============================================================================= I included a brief description of each map, and some general tips to keep in mind. If you're having trouble, I'd suggest trying a few more times with those in mind, before skipping ahead to the walk-through. I've broken each level down into a number of challenges, and provided different methods for beating each challenge. You can pick and choose which ones suit you best. I've also noted, at the end, what methods you should use if you want to score Silent Assassin on each level. Then, for grins, I included data on what Loot you might want to take with you at the end, for the trophy room. My guide is written assuming you want to play this game the way it was meant to be played. How was it meant to be played? Just look at the title. Hitman. Not "Gunman", not "Shotgun-toting-thugman", etc. Sure, violent sprees are sometimes a viable option, but if you rely on them, and never learn the ways of the Silent Assassin, then you're missing out on a great gameplay experience, and I feel sorry for you. GAMEPLAY TIPS ============================================================================= This game plays very differently from standard 3D shooters, and, in more subtle ways, differently from the original Hitman. The controls are a little odd, but if you play the first mission a few times, you'll be used to them in no time. 1. Sneaking up on people- This is so much easier than the last two games. Everybody seems less supicious in general, and Hitman sneaks MUCH faster than before, even if he does look a bit like a mincing ballerina this time. 2. Disguise- Disguises are a bigger help than they were in 3, mostly because enemies don't automatically open fire if they get into the red. 3. Hiding- Hiding is a major factor in this game. Even a dark corner of a room can be enough to cloak a sneaking Hitman from prying eyes. Look for things to hide behind on levels, like crates or dumpsters. 4. Timing- The patrolling guards in this game have routes that take different lengths of time. Thus if some of my recommendations aren't working for you because a guard isn't where I said he'd be, then you probably arrived earlier or later than I did. All I can advise for those situations is wait in a safe spot until the alignment of the guards turns in your favor. 5. Ratings- At the end of each mission you receive data on how well you did. Your stealth and aggressiveness, as well as how many non-targets you hurt are considered. A perfect score nets you a "Silent Assassin" rating. Typically, this means you need a total of 2 enemies killed, shots fired, and alerts. If anybody shoots at you, regardless of the math, you cannot get SA. 6. Running- Thank goodness the enemies in this game don't suffer from Run-a-phobia as much as the ones in Hitman 2. 7. Knock-out attacks- If you thought the chloroform from the last game was bad, hoo-boy. In this game knock-out attacks can last as little as a minute, and since you don't get to pick your kit for each mission, you basically only get one syrringe of knock-out juice per mission. Also in this game, when someone wakes up, they WILL blow your cover if you're wearing their clothes, EVEN IF THEY HAVE NO ACCESS TO ANY OTHER ENEMIES. Whenever you knock a guy out, if you take his clothes, make sure you've changed into something ELSE before he wakes up. 8. Weapons- There's quite a lot of weapons in this game. Apparently they didn't want to pay for licensed gun names, so everything has a pseudonym. Alas, that's all sort of pointless now since you can't use collected weapons unles you're replaying a mission from the extremely clunky missions menu. So, alas, you get to start each mission with only the ballers, silenced baller, one syrringe and the wire. 9. Bonus weapons from SA ratings- As far as I can tell, every mission has a bonus weapon. Again, it defeats the point when you don't get to select weapons, but, hey, what do I know? 10. Made you look- Stationary guards will turn to face footsteps they here, and will sometimes stay facing that way for hours. Use this to your advantage to divert enemy attention away from the scenes of future crimes. MISSION 1- ASSYLYM AFTERMATH ============================================================================= Hitman enthusiasts will recognize this is a continuation of the last level of the first game. Tips- 1. Don't let this mission fool you. It's REALLY simple. 2. There's tons of fun weapons to collect here, but they don't seem to stick with you, so don't go out of your way to get them. 3. Don't worry about the cameras. They don't seem to do anything. Disguises- PATIENT- You have impunity to wander as you please, but you can't go out the front door. A good costume for learning the level, but you'll need to upgrade. Do not carry any visible weapons. ORDERLY- The orderlies seem to be under close scrutiny by the SWAT guys, so I don't reccomend it. You can carry a stun gun visibly, though. SWAT GUY- You need this outfit to walk out the door and escape. You can visibly carry either the SPAS-12 shotgun or the AUG carbine. FIRST CHALLENGE- Not really challenging ---------------------------------------------- Uh, move through the basement til you can't any more. Notice the guy with the minigun? There IS a way to reach him, but you can't do it on your first go. If you've obtained Orthmeyer's Key, you can get through to him and grab the minigun. Also, if you have the key, there's another door with a key-card reader here which conceals dual golden eagles. Get the the elevator and save. You can kill any patient down here to get a disguise and make life a little easier on yourself, but there's no real need once you're familiar with the layout. SECOND CHALLENGE- The part where you do stuff --------------------------------------------------- The easiest way to deal with the level is to simply go to the 2nd floor, and run to the left. Grab the shotgun and drag the SWAT corpse into the nearby office. Grab his clothes. If you missed the car keys in the very first room, there's another pair on the desk. Now you can simply walk out the front door behind the four SWAT guys who form a barricade, and over to the car. There's a slight variation on that route you can take where you go down the ladder from the balcony, but since you still have to get past the barricade to get there, and therefore still need the SWAT uniform, there's little point. SILENT ASSASSIN --------------- Um, yeh. Free SA rating! I'd write more about this mission, but it's so straightforward. You need a SWAT uniform to escape. The only way to get one without starting a huge gun battle is to take the one off the corpse. You get dual CZ2000s for it. LOOT ---- Doesn't matter. You don't seem to get to keep any of it. MISSION 2- THE MEAT-KING'S PARTY ============================================================================== Please refrain from making any Fat Bastard jokes or quotes. They were old 4 years ago and they have not aged well. Tips- 1. This is where you'll make your first aquaitance with the short duration of knockout attacks. Sometimes you won't even make it in the front door before a guy in boxer shorts coming running up. 2. The best way to avoid this is to lock him in the truck. There's a green light on the side which closes the door. The good ol' bullet to the face trick works too. 3. You will be frisked at the front door. Exactly what you're allowed to bring in depends on your disguise, but either way, guns are OUT. Drop 'em! 4. After the first challenge, the events of the mission can be done in any order. Disguises- PARTY GUEST- Worth it just for the fun of looking like a Mexican Wrestler going to a wedding. Can't carry a weapon or go anywhere terribly interesting. Isn't allowed ANY weapons at the first check point. They need a VIP Invite to go up to the Meat-king's area. BUTCHER- Can go in the kitchen, and is allowed to carry the meathook past the front door. No visible weapons. Not allowed on the roof. GUARD- The guys in Kato masks. They're allowed to carry MP9 SMGs, and can go pretty much wherever they want, except the kitchen. ELITE GUARD- The guys with jester masks. They don't seem to be much different. WAITER- Really only useful for one task, though it is the only disguise you can get just off the ground. FIRST CHALLENGE- Fitting in ---------------------------------- METHOD A- viva la razza! Leave the butcher where he is, and lock him in the truck. Might as well drop your guns now. Sneak out and stick to the shadows. When you get to the corner where you can see the entrance, you should see one guest walk towards you, then go stand behind a set of boxes with his back to you. In this game, an exposed back is AI-speak for "Please kack me." So let's! Sneak behind him, arcing from left to right to keep out of the line of sight of the front door guards, get behing the guy, and meathook him. Leave him where he lies and take his clothes. Remember to ditch the meathook before going in. If one of the girls spots the body, it's because Hitman did his funky new shoulder-pull kill. Try using the wire and doing it the normal way. PROS- Guests are largely above suspicion, and will be warned away from sensitive areas rather than shot. Plus you get to use the meathook. CONS- Arguably the less-useful initial disguise, and you have to kill an innocent. There's no way to get to another permenant costume in time without having to kill someone ELSE. METHOD B- freeze! Strip the butcher at the start, and lock him in the truck on your way out. Ditch all your guns, but feel free to hang on to the meathook for now. PROS- Really easy, and a handy disguise to have. CONS- None, really. SECOND CHALLEGE- The only good lawyer... ----------------------------------------------- METHOD A- suck on this On the map you will see 3 (!) marks on the first floor. Make your way to the very first one. Eventually, a guy in a red shirt will come in and sit down, and a girl will come dance for him. You need to change into the red outfit lying on the bench, but you also need to make sure the other guy won't show up while you're doing your thing. If you start this challenge just as he's walking in here, it won't be a problem. Alternatively, you can get behind him as he enters the locker room and syringe him, and hide his body around the wall just behind the spare uniform. Don't let him see you change clothes, and if you DO knock him out, don't take his clothes. Once attired, make your way to the southern-most (!) from inside the party room and grab a pipe. Talk to the bartender if you want a hint about this part. Go into the southeastern-most little side room, behind the red curtains, where you will find the lawyer awaiting a pipe. Give it to him, and he will soon pass out. Search him, and find a silenced pistol and VIP invitation. If you've picked up a knife or if you still have the meathook, you can whip them out and whack him with them. One stroke will do the trick. Alternatively, you can shoot him in the face with his very own silenced pistol. Once finished, calmly walk back to where you got this uniform in the first place. Change back into whatever you had on before. If you knocked out the other waiter, he'll be waking up soon, but since you've already changed back into the other outfit, it doesn't matter. You can also bring pipes to the guests in the next room, but it doesn't seem to accomplish much. All you can do is steal their clothes, and they wake up really quickly. PROS- Relatively easy. CONS- Requires a gunshot. If the second waiter comes back before you are finished, people will get suspicious. METHOD B- that's what bathrooms are for While dressed as a guest, go and wait in one of the stalls in the bathroom. After being served a pipe, either by you or by the REAL waiter, the lawyer and his bodyguard will go to use the facilities. The guard checks all the stalls, but if you're in guest disguise, he won't kick you out. When he checks the stall your in, and he starts to leave, quickly sneak, and pounce on him with the close-combat weapon of your choice. Once he's dead, sneak up behind the lawyer and give him the same. If you DON'T knock-out or kill the bodyguard, then after you exit the bathroom, he'll come back in and systematically check all the stalls again, thus finding the body. PROS- None, really. It's both harder and sloppier than method A. CONS- Unless you do it dead last, you're going to have to kill the bodyguard rather than drug him, unless you want him to find the body. Also, you probably had to kill an innocent to get your outfit in the first place. THIRD CHALLENGE- A helping hand -------------------------------------- The goal of this challenge is to find the girl, and there's really only one way to do it. Make your way up the stairs near the first part of the level in any disguise, tho it's probably a good idea if you have a gun by now. The Meat- King's brother (the Meat-Prince?) will spend a long time in the corner room with his back to you, so it's quite easy to simply run into the (!) room, grab the severed arm, and run out. If you're feeling like dispensing a little justice, sneak into the brother's room while he's looking out the window and wire/hook him. If he catches you in his area, he will attack without pause, but a simple bullet to the face can solve that problem. If you do the rest of the mission cleanly enough, you can dispose of this guy and still get silent assassin. FOURTH CHALLENGE- Morbidly obese or obesely morbid? --------------------------------------------------------- METHOD A- chicken gun While dressed as the butcher, walk into the kitchen. If you have a firearm or blade, you will be ordered to take a plate of chicken up to the boss. When you pick it up, a hint tells you that this chicken can be stuffed, and, as you may've guessed, they don't mean with cheese and sausage. Duck into a side room out of the way, and drop the chicken. Pull out a pistol, a knife or the meat- hook, and an option should appear to hide it in the chicken. If you don't already HAVE a butcher's disguise, the easiest place to get one is the large room to the north of the map. Take the guy further to the east, and just make sure the wandering guard isn't looking. Hide his body in the far corner. Make your way up to the VIP area, and into the boss' room. Feel free to run. Once there, Jabba the Scotsman will dismiss his hoochies and demand the food. Press the button on the left-hand wall to draw the blinds, retrieve your weapon, and let him have it. The chicken that is. Once he starts eating, you can either shoot him with the silenced pistol, or walk up beside him and swipe him with the knife or meathook. I prefer the meathook, for irony's sake. PROS- Pretty easy. Also, it makes a funny story. CONS- The guards find the body when the girls come back in. METHOD B- rsvp After you take out the lawyer, you'll have a VIP invitation. If you're dressed as the guest, drop ALL your firearms and bladed weapons, and head on up. You'll be searched, but let past. Now, how to get a weapon. Go out onto the nearest balcony, and keep jumping over them til you come to the one furthest right. Sneak, and open the door, and you'll find a guard's back. Wire/drug him, and go inside and get the knives. If he sees you pick them up, he will shoot you, hence the need for his removal. Make sure the chicken man isn't on his way, and head into the Meat-king's room. Lower the blinds with the switch, and sneak up to him. Slash him in the face with your knife or cleaver, then run like hell. The girls will wake up, which means finding the body is inevitable, but if you got out of there quickly, nobody will be on to you. PROS- No bullets fired. CONS- Does cost you an alert because the body is found very quickly. If you do it right at the end of the mission, you can drug the guard by the balcony, so he at least won't impact your record at all. METHOD C- death from above After you've gotten a firearm, and are dressed either as a guard or guest, go onto the roof from the stairs at the end of the hall you first enter. Climb up the ladder and run all way around the rail to the other side. Open the skylight, and shoot fatty in the head. If you don't use a silenced gun, the guards will be alerted, which means TWO alerts when they find the body. PROS- It can take quite a while for them to find the body if you use the silenced pistol, since the girls don't wake up. They won't discover it until the guy with the chicken comes in, so if he's just been, you can easily beat the rest of the mission before anyone finds the corpse. CONS- Requires a gunshot. SILENT ASSASSIN --------------- To start, use the butcher's uniform and lock him in the van. Get the arm before you do anything else, and make sure you avoid a confrontation with the brother. Do the lawyer using the opium pipe and the meathook, and then the Meat-king using the chicken and the meathook. It's clean but for one alert. Doing this, you can afford to kill the brother with a melee weapon if you so choose. Dual micro-uzis will be your reward. LOOT ---- Meathook- Start the level with it. Kitchen knife- Kitchen. Also upstairs in the VIP area. Cleaver- Kitchen. Also upstairs in the VIP area. CZ2000 pistol- On some guards. Baller.S- On the lawyer. SMG- On most guards. MISSION 3- THE BJARKHOV BOMB =============================================================================== This mission can be tricky, because you'll need to change costume frequently. It's also HUGE, so expect to do a lot of running. Tips- 1. You might want to brush up on your sniping in the training area. 2. Spend some time getting cozy with the map before trying to do well on it. It's just too big and complicated. 3. You should make contact with the mole (he's the guy in the mess hall kitchen) at least once so you know what to do, but it's not required to beat the mission. 4. The sniper rifle is inside the hangar in the first area. You can retrieve it while disguised as a Russian soldier. 5. After the first challenge, the rest of the mission can MOSTLY be done in any order. Disguises- RUSSIAN SOLDER- Carries an AK74 or the SVD sniper rifle. Can move pretty much with impunity, except onto the boat. FUCHS' BODYGUARDS- Carry AUG SMG's. Works pretty much exactly the same as the soldier outfit. CIVILIAN- Can pretty much go anywhere, but doesn't get to carry a gun. Also, the sniper on the boat sometimes will start shooting at you. I don't know why. RUSSIAN ELITE- The guys with the black berets. They can go anywhere, including on the boat. RADIATION SUIT- Fun to waddle around looking like a giant talking peanut M&M. Useful for going onto the sub, where it's the only outfit that won't cause an alert. I haven't tried going anywhere else in it, but I don't imagine it works out so well. FUCHS- The best disguise for a good rating on the second part of the mission. See below. FIRST CHALLENGE- Deplane, boss! -------------------------------------- METHOD A- eskimo die We need a disguise. Wait behind the spools for the guy to come get the crates, and shoot him with the silenced pistol. You just killed an innocent, but it's the easiest disguise to get. PROS- Easy. CONS- A gunshot and a dead innocent. Good-bye silent assassin! METHOD B- is that a real parka or a Sears parka? Run back through the boxes to the far end of the plane, but don't go down the ramp. Move near the right hand wall, and you can see one of Fuch's men (in the purple) patrolling that side of the plane. When he has his back to you, sneak out and drill him with the silenced pistol. You can pretty much leave him where he is, after you take his gear. PROS- He's not an innocent. CONS- Still a gunshot + a dead guard. METHOD C- run, Hitman, run! Run back through the boxes, and down the ramp. Turn 45 degrees to the right and run along the fence to the control tower. If you were quick, you should've made it without being spotting by the guy mentioned in method B. Climb down the ladder, and you'll find a guard and a civilian with their backs to you. You wire or drug your choice of either. Sometimes the guard doesn't load in his chair correctly, making it impossible to wire him. PROS- Possible to get a disguise with no kills or gunshots. CONS- If you drug them, you'd better find another outfit really quickly. SECOND CHALLENGE- Another Fuchs bites the dust ---------------------------------------------------- METHOD A- BORSHT! Go into the kitchen in the mess hall and grab the laxative. Talk to the contact, and then taint the borsht when he leaves. Sometimes he'll blow your cover when he sees you doing this. The key to this seems to be tainting it just as he starts to walk toward the double doors. I advise saving before you try it, and restoring if you're busted. Once this is done, go into the bathroom. If you're dressed as the civilian, grab the fireplace poker from next to the furnace and take it in there. If you are dressed as anyone else, they will shoot you when they see you pick up the poker. I guess that's their way of saying that it's already warm enough in here. Anyway, wait in the bathroom and Fuchs will come to you. Once he's in, you have three choices to kill him. You can either shoot him in the face will the silenced pistol, or you can hit him twice with the poker, if you carried it in there in civilian garb. The third option is to wire him as he's walking in, but for some reason he notices and it counts as an alert, even if you kill him. PROS- The cleanest way, especially if you use the poker. CONS- Tainting the borsht is a little sketchy. Probably pretty smelly too. METHOD B- sniper of the century Acquire a soldier's uniform, and get the sniper rifle from the hangar. Run back to the tower, and go all the way up. Using the binoculars, you'll be able to see that if you zoom all the way in on the mess hall's right-hand window, you just barely see the back of Fuch's head. Carefully snipe that corner of the window, and he'll die. PROS- Makes you feel like a sniper-stud. CONS- A gunshot + an alert. Plus, it means using Fuch's clothes as a disguise is out of the question. THIRD CHALLENGE- Much running ------------------------------------ Okay, if you talked to the contact, you should know what to do, and this is boring, so I'm going to gloss over it. In any disguise, run through the tunnel or ride the train. At the other end, run to the big warehouse in the far corner of the area, passing behind the barracks. Go into the first little room on the right and change into the radiation suit. Remember to drop any visible weapons. Run to the sub, and pick up the 3 bombs inside. Place them at the 3 points around the hull. Run back to the warehouse. Change back into your last outfit, and retrieve your rifle, if you had one. FOURTH CHALLENGE- Bjarkhov ------------=-------------------- METHOD A- the direct approach Obtain an elite uniform. There's an elite who wanders near the entrance to the sub who is easy to take out unobserved. Alternatively, after you detonate the bomb, you can simply run to his corpse and take his clothes without having the kill count against you. Once attired, run to the boat, and amble inside. Make your way up top, and by now the target will have gone into his office. Walk to the door, and open it. He'll start yelling at you when you come in, and will eventually open fire, but drop him with the silenced pistol before he gets the chance. Take his stuff and exit. PROS- Relatively simple. CONS- A gunshot to count against your total, plus a kill unless you let the explosion take out the elite guard you disrobed. METHOD B- further adventures in sniping In a soldier's uniform, with the sniper rifle, climb up the tower near the train depot. You can see and snipe the target on the boat. PROS- Very straightforward. CONS- The problem is the sniper who guards the target. He'll shoot back. I don't know it counts as an alert, because I've never survived his wrath. You can snipe him as well as the target if you want, but that puts you way over budget for Silent Assassin. METHOD C- let's make a deal Remember back in challenge 2 when you killed Fuchs in the bathroom? Open the door to make the guard leave, then change into Fuchs clothes. Remember to drop any visible weapons. Go to the boat and the guards will let you in. You'll be frisked up on deck and relieved of any guns you might have. Go into the targets office, and before long, he'll go to pour some vodka, standing with his back to you. Wire him. Or, grab the gun off the desk and shoot him. PROS- Very clean. CONS- You really only have one chance to kill the target, and you don't have your guns to rely on if things go sour. SILENT ASSASSIN --------------- The key here is Fuch's clothes. It's the only way to get a permenant disguise without an unnessecary kill, and it's the only way to do Bjarkhov cleanly. Use method C to get a disguise, and DRUG the CIVILIAN in the tunnel. RUN to the mess hall, and kill Fuchs using the borsht and poker technique. Open the door to get rid of the guard, and change into Fuch's clothers. If you were fast, you'll have ample time to do this before the civilian wakes up. You'll get a message that your cover has been blown, but it really hasn't. Do the rest of the mission in Fuch's clothes (with the obvious exception of changing into the radiation suit.) Zeroes across the board, unless you get unlucky and they find a body at the site of the sub explosion. Dual silenced ballers are your reward. LOOT ---- SVD sniper- In the warehouse. Poker- In the hanger. Not sure if it's possible to keep this. Not sure why you'd want to. AK74- On most soldiers. AUG SMG- On most bodyguards. CZ2000- On a few soldiers. SG220.S- In the final target's room, and I don't really care. The lack of ability to select weapons for missions unless you've beaten them really makes weapon collecting pretty pointless. MISSION 4- BELDINGFORD MANOR ================================================================================ Another big, confusing map. The real trouble with this one is that getting around inside the house is very convoluted. Tips- 1. Don't go near animals. They will give you away with noises. 2. Running makes the guards a bit more suspicious inside the house. 3. Keep a decent amount of space between you and other guards, especially inside. 4. After the first, the challenges can mostly be done in any order. Disguises- OUTDOOR GUARD- The easiest diguise to get, and it's certainly eays enough to do the whole mission in it. They carry shotguns or enforcer sniper rifles, and the inside guards get a little suspicious of them inside, especially if they run. INDOOR GUARD- Roughly the same as the outdoor guard uniform, but no shotguns for the most part. It's a little easier to move around inside, but not much. The only place it's harder to get by is in the stable. STABLE BOY- Useful for one purpose, otherwise blech. BUTLER- See stable boy. HUNTING PARTY MEMBER- Hard to say. They seem to see through this pretty quickly no matter where you are. FIRST CHALLENGE- Blending in ----------------------------------- METHOD A- be vewy quiet When you start, there are two hunters just on the opposite side of the ruins from you. Turn around, and go left along the outer wall of the ruin. Wait here until the hunter walks past, and follow him. If you time it right, you can catch up with him just as he stops under the lamp, and wire him. If not, shoot him with the silenced pistol before he sees you. Tuck his body into the reeds and take his kit. PROS- Pretty easy. Arguably the best disguise on the mission. CONS- Ugly hat. Tricky to pull off without using a bullet. METHOD B- amazing At the very start, turn around, and run left, sticking to the edge of the lake. When you get to the end, turn right (south) towards the maze. You should see a guard ahead walking away from you in front of a door into the hedge maze. Sneak, and go through it. Use the map to navigate to the (!) mark in the maze, and drop into the basement. Run up ahead to the door. You'll eventually see a guard enter the basement. When he passes in front of your door, sneak out and wire him. Make sure he's not visible from the whisky caske area where the butler will come down. PROS- Also pretty easy. Best way to get a costume without firing a shot. Also this guard can be a pain later, but he's already taken care of! CONS- Can't think of any, really. SECOND CHALLENGE- Getting the stable key ---------------------------------------------- METHOD A- All this sex on the telly! I keep falling off! Head over to the stables and go around the back. You'll find a switch controlling the satelite TV. Turn it off, and three guards come to investigate. Depending how much you get in their faces on their way out, you shouldn't have any trouble with them. Walk into the room they were in and take the key off the wall. PROS- Pretty easy. CONS- The guards might get suspicious when they see you. METHOD B- an unstable boy Watch the stable boy on the map. When he's done futzing with the horses, he move to the supply closet, then up the stairs into the loft. Follow him up the stairs and syringe or wire him. Take the key. PROS- Doing it this way means you've already solved the next challenge. CONS- Either another innocent kill or you have to deal with him waking up. METHOD C- I'll take that If you're wearing the outdoor guard uniform, just walk in and take it. They'll get pretty suspicious, but it won't blow your cover. PROS- Very easy. CONS- Raises suspicion. THIRD CHALLENGE- Freeing the hostage ------------------------------------------- METHOD A- an unstable boy part 2 Take out the stable boy as described in the above challenge; method b. Change into his clothes. The horses won't make a fuss when you walk by them, because you smell like someone they're used to. PROS- Ties in nicely with solving the above challenge. CONS- You have to drop the stable boy. If you knock him out, you should have plenty of time to free the prisoner, then change back into your prior outfit before the stable boy wakes up. METHOD B- just don't beat them afterwards In the supply room you'll find a can of weed killer. In the back room you'll find the source for the horses' automatically refilled water trophs. Let's put two and two together and make nine dead horses, shall we? Put the weedkiller in the tank and very quickly drop the can. You can now stroll with impunity to the prisoner's stable. PROS- You don't have to deal with knocking out the stable boy, or any trouble he causes when he wakes up. CONS- 9 dead horses. It doesn't count against you, but still... Sheesh! FOURTH CHALLENGE- The Lord of the Manor --------------------------------------------- METHOD A- since we're in the stable already... Upstairs in the front stable loft there's a window marked with a (!) If you've got one of the two sniper rifles on the level, you can shoot the old coot from here. The trick is that you can only shoot him as he gets in and out of bed, so the window of opportunity can be quite narrow, but nobody finds the body. They will, of course, hear you fire, but it's easy enough to act innocent and avoid blowing your cover. PROS- Quick, and pretty easy if you're good at sniping. CONS- 1 shot fired + 1 alert is more than you can afford on this challenge. METHOD B- up and over Most of this and the next method involve REACHING the Lord in his bedroom, rather than methods for killing him. Once you GET there, all the same tricks apply. From inside the house, on the bottom floor, enter the corner spiral stair on the northeast corner of the house, and go all the way to the attic. Go through the attic, and down the ladder on the other side. This will put you in the study adjacent to the bedroom. When the old man is either in the potty, or sleeping, sneak into the bedroom and hide either on the balcony, behind the secret door down to the maid's room, or behind the screen. The Lord periodically gets up to use the bathroom, and also to have a glass of milk. Your options are to either shoot him with the silenced pistol, sneak behind him and wire him while he's up and about, smother him with the nearby red pillow, or poison his glass of milk. All of these options should work without waking his lady friend. When done, you will have to exit the way you came in. PROS- Enables you to snuff him without a gunshot. CONS- None, really. METHOD C- under and around Most of this and the last method involve REACHING the Lord in his bedroom, rather than methods for killing him. Once you GET there, all the same tricks apply. Go into the servants quarters though the door on the front, near where the laundry is hanging up to dry. In the rain. At night. Hang a left into the room with the furnace, and turn it off. You can grab the gas can here if you want too. Quickly head out, through the next room, and into the room with 2-3 guards. They will get suspicious, but if you walk you should be able to make it by them up the stairs. On the way, the girl in the absurd outfit (anyone else think they look like some weird hentai version of Mrs. Potts from Beauty and the Beast?) should pass you on her way downstairs. You can grab the poison from the nearby room if you need it, if you haven't already gotten it by climbing in and out the window. Go through the room with the running shower, and open the secret door behind the mirror. At the top is a door into the target's room. The Lord periodically gets up to use the bathroom, and also to have a glass of milk. Your options are to either shoot him with the silenced pistol, sneak behind him and wire him while he's up and about, smother him with the nearby red pillow, or poison his glass of milk. All of these options should work without waking his lady friend. When done, you will have to go out through the attack as described in method A, as the girl in the shower will be back by now. PROS- Enables you to snuff him without a gunshot. CONS- None, really. FOURTH CHALLENGE- The son and heir ---------------------------------------- METHOD A- the old standby Get the poison from the far side of the house. The easiest way is to simply climb in the window near the hanging sheets, and climb back out. Alastair keeps repeatedly ordering more whiskey, so at some point, make your way to the southeastern corner spiral stair, and go down to the basement. Make sure the guard on the other side of the basement isn't looking, and that the butler isn't right behind you. Now poison the caske. You can now go about your business, and eventually, Alastair will snuff it. PROS- Enables you to snuff him without a gunshot. CONS- Takes a while. It's surprisingly easy to be caught poisoning the whiskey. METHOD B- the butler did it. Make your way to the same spiral stair I describe above, but this time, wait for the butler to come past, and pounce on him. Either syringe or wire him, and take his clothes and the caraf. Fill the caraf and poison it, and then go uptairs. You'll have to stand behind Alastair and his friend for a while, and wait for him to ask for more whiskey. Don't let them get a good look at you, because the subterfuge won't last. Pour him his drink when asks, and make your exit. Assuming you only knocked the butler out, change back into your prior outfit before he wakes up. PROS- Faster and more hands-on than above. CONS- Sometimes guards wander in and see through your disguise. METHOD C- where there's fire... Grab one of the two gas cans from either out front by the car, or the room with the hot water heater. Make your way up to the attic. The best route is probably that described in third challenge; method C, since few people will see you lugging the can around. Once in the attic, huck it down the chimney. PROS- It's fun! It's also the best way to get Alastair's friend's gun off him without ruining your rating. CONS- They find the body really quick, and the guards tend to run around frantically for a while afterward. If they bump into you, they may blow your cover. SILENT ASSASSIN --------------- I got SA my first time through. I shot a groundskeeper for his uniform, then poisoned the horses, poisoned the Lord, and poisoned Alastair. After planting the last poison I ran to the exit, so the mission ended before anybody found the body. You can make it cleaner by using the wire to get a disguise at the begining. Just remember that if you knock-out the butler or stable boy, to change back into your original disguise before they wake. You get dual Magnums for your trouble. LOOT ---- Enforcer- A nice sniper rifle. There's one on an enemy and one in a cabinet. You can leave with it by wearing an outdoor guard uniform. Shotgun- All over the place. You can leave with it by wearing an outdoor guard uniform. Sawed-off- On the Lord and his son. Gold D.eagle- On the son's friend. Use the gas can to acquire it. GK17- On the inside guards. Seems to be an analog of the 9mm pistol from 2. Pool cue- Upstairs. Not useful, and I dunno how to go anywhere with it. And again, I don't really care. MISSION 5- RENDEZVOUZ IN ROTTERDAM ================================================================================ Bikers, bikers, and more bikers. Tips- 1. You can tell the difference between fully-fledged bikers and the junior biker scouts by their jackets. The big boys have the full logo on the back, but the prospects are missing the word, "flaming." 2. Nobody seems to be allowed in the counterfeit printing room. In fact, just avoid any room on the first floor of the factory with people in it. 3. These guys all walk a bit faster than you can sneak, so forget sneaking up behind anybody who isn't standing still. 4. The REALLY big bald guys with the tattoos guard doors. Usually, you won't be able to get past them dressed as a gang member. 5. Making your exit is pretty easy. If you take out the guy in the booth near the gate, you can open the gate there and get out that way. Otherwise, make your way back through the factory without getting too close to anybody. It's really not hard if you use the map to keep track of the enemies. Disguises- BIKER PROSPECT- Good enough, but you can't go inside on the second floor. The one advantage of this disguise over the real biker get-up is that you seem to attract less attention when trying to slip into the basement. BIKER- There's a couple variations, but the best seems to be one with a helmet. Although some bikers carry visible AK74's, the best weapon to sport is none at all. REPORTER- The reporter is completely above suspicion in the few places he's allowed to go. FIRST CHALLENGE- Getting a disguise ------------------------------------------ METHOD A- stealth Get out of the hideout and run over toward the truck. You'll see two bikers walk around it and go inside. Follow the last one, and start sneaking when you pass the doorway. Break right, and go through the door, then turn left and go up the stairs. You're now basically following the first of the two bikers that walked inside. Take a look at the map at the top of the stairs, and you'll see your path is clear of to the (!) point. Make your way there, and sneak, hugging the shelves in the center, and change into the clothes lying on the floor. PROS- Completely clean. CONS- None. METHOD B- violence Of the two bikers who walk inside from near the truck, shoot the second one with the silenced pistol. Drag his corpse way back into the alleyway, otherwise the bikers will find it when they come back out to walk near the truck. PROS- Easy. CONS- Costs you a gunshot and a kill. SECOND CHALLENGE- Killing the prisoner -------------------------------------------- When disguised as a biker, make for the basement entrance. This part works a little funny. If you're dressed as a PROSPECT, it's easier to get past the guy who guards the top of the stairs. If you're dressed as a BIKER, you can move around IN the basement without being shot. Either is workable. If you're having trouble sneaking past the guy at the top of the stairs, you can distract him by shutting off the crane in the garrage, or shutting off the power to the crane. The downside to this trick is that it causes an alert. Once you go down the stairs, peek through the keyhole to see if anybody is coming your way. If not, you should be able to safely pick the lock as long as the guy at the top of the stairs isn't looking. If someone IS coming, either before or AFTER you pick the lock, hide to the left of the door. If a biker has walked out from the basement and gone up the stairs, do NOT pick the lock until he goes back inside. Once in, it's a good idea to stay out of sight, regardless of your disguise. Turning off the power in the first room causes the biker in the room with the target to come to you. It's not really useful, though. Three bikers walk through here, although one frequently walks upstairs, so you should be able to pretty easily use the map to get around. I reccomend stopping only in the rooms with the (!) and the room with the power switch. Wandering patrollers sometimes go into some of the other rooms. When the coast is clear, run from the power room to the room with the dead bodies. If you do not yet have a proper biker disguise, you can take one off the corpse here. Again, when the coast is clear, run into the room with the prisoner. You can obviously either shoot or knife him, but both of these options cause an alert when the guard comes back and finds the body. Instead, turn on the electric chair, and just leave. Again, on the way out. use the map to make sure the coast is clear and hide in the side rooms if you need to. THIRD CHALLENGE- Upstairsification ----------------------------------------- METHOD A- sneaky pete Go into the large open warehouse area on the left. It doesn't matter which disguise you are sporting. In here, you'll find a power switch, and a large goon guarding a door. Throw the switch, and the goon will come to investigate. Run around behind the boxes so that you don't bump into him on his way to the switch, and go out the door he was guarding. Right beside the door is a ladder for you to scale. At the top there's a door into the third floor. PROS- Sneaky, and doesn't require any particular outfit. CONS- None, really. METHOD B- a mild mannered reporter Once you're clad as a full-fledged biker, head in through the garage where the blue car is up on the crane. See the above challenge for the stealthiest way to get a proper biker disguise. Also, there's a guy in the booth by the gate in the fence who is quite easy to take out, and nobody finds his corpse. Gon through the garage, and head past the bar to the bathrooms. A biker will occasionally go into the stall on the left, so just give him a wide berth if he's there. The reporter will come and throw up in the stall on the right. Make sure there's no bikers on the way, and sneak in behind him. Jab him with your syringe and take his clothes and envelope. Drop all blades and guns that you might have on you. Go and talk to bartender, and he'll lead you upstairs to the boss's office. Remember to go back to the bathroom and change back into your prior outfit before he wakes up. PROS- Stylish and sneaky. CONS- Timing is tricky, and you run the risk of the reporter waking up before you're done. METHOD C- the old fashioned way If you have a proper biker costume, you can get to the third floor by simply taking the stairs up from the basement. Don't try to go from the second floor because the big bald guy is guarding the door. PROS- Direct! CONS- It's surprisingly easy to run into a biker in the stairs and blow your cover. FOURTH CHALLENGE- Killing yourself a biker ------------------------------------------------ METHOD A- deep cover When disguised as the reporter, you will be led to the target's office. You can either sneak behind him and throttle him as he goes to the safe, or simply complete the buy, and then use one of the other techniques below to kill him. PROS- Pretty cool, and one of the cleanest ways to do it. CONS- None, really. METHOD B- some seriously powerful poison Thanks to Chaknor for finally helping me find the actual poison. It's in the alley between the factory and the yard, between the two dumpsters. Just a small box of rat poison. Once you've got it, make your way to the corner room with the tattoo equipment and poison the small pot of ink on the table. Eventually, the leader will come in here to get a tattoo, and he'll be killed. If you came up disguised as the reporter, it works out very well if you complete the buy with the leader, then run over here and poison the ink. PROS- Nonconfrontational. CONS- Sort of silly. Plus, the tattooist brings up the bartender, who runs around the floor for quite some time looking for you. It's also pretty tricky to get the combination off him and then get the photos afterward. METHOD C- interception The leader occasionally strolls around the top floor to get some tattoo work done. He walks a bit too fast to sneak up behind, but if you hide in the side room with the chain-link fence, you can step out and drill him from behind with the silenced pistol. Remember to hide him, in case the bartender comes up look- ing for him. Don't forget to take his combination and go get the photos. PROS- Relatively simple. You don't have to worry about timing issues. CONS- Costs a gunshot. It also only works if you get to the top floor with a weapon, and pretty early. Too late and the reporter will make the buy. SILENT ASSASSIN --------------- Pretty easy, really. It's possible to get your first costume without any alerts or kills, and then get the upgrade costume off the corpse in the basement. If you then knock-out the reporter and replace him, you can throttle the leader, grab the photos, and make a quick exit. You get dual silenced SG220s for it. LOOT ---- Druganov- In the basement. VERY hard to get out with it. AK-74- In the basement and on a few guards. Despite the fact that some guys have it, they seem to go ape if they see you carrying it. Magnum 500- On most bikers, in the basement. Sawed-off- On some bikers, in the basement. Knife- In the basement. Gold d.Eagle- On the target. MISSION 6- DEADLY CARGO ================================================================================ Tips- 1. If the stuff hits the fan too early, the cops will storm the boat, and Boris will arm the device. From then, you have what seems like 5-10 minutes before the cops give him a get-away copter. 2. If you disarm the bomb before the copter arrives, it never seems to land. Disguises- BIKER- Helps you blend in around the bar, but ultimately pretty useless. DOCKWORKER- Pretty good. You'll be allowed into the guarded area after being frisked, but the boat seems to be off limits. A good transitional disguise. COP- Makes life pretty easy in the early part of the docks, but obviously can't go near the boat. Can, however, move with impunity in the two ware- houses occupied by SWAT guys. SWAT- Much like the cop disguise, but you get to carry an M4. More on this later. BORIS' GUARDS- If you make it to the boat without setting off the SWAT ambush, this is the disguise to have if you want to move about on board. You can carry an AK visibly. FIRST CHALLENGE- GPS --------------------------- At the start, simply walk into the bar and find your way to the dancer standing in the front room. Talk to her, and she'll distrct the guy out by the car. You can place the GPS on it while she's dancing. This is actually OPTIONAL based on how the rest of the mission goes. SECOND CHALLENGE- The art of disguise ------------------------------------------- METHOD A- because we haven't poisoned anyone in a couple hours Watch the upstairs map and you'll see a couple bikers in the halls up there. When the coast is clear, run up to the bathroom upstairs and grab the rat poison. The bikers here will shoo you away if they see you, but may open fire if you dilly-dally. Take a look at the basement map, and you'll see a biker down there who some- times walks into a side room. When he's going in there, go down the stairs and poison the bottle of whiskey on the shelf. Eventually, the bartender will serve it to one of the dockworkers, who will go upstairs to an unused room to die. When the upstairs hall is clear of bikers, head up and grab his clothes. PROS- Keeps you bsuy. CONS- Kills an innocent. Plus, it's quite a lot to go through for a relatively weak disguise. METHOD B- officer hitman Two ways to go here. The first is run to the power symbol and shut off the tv signal. The cop in the booth by the gate will come to investigate, and you can either knock him out or slip by him. Alternatively, go down to the basement of the strip club, and out the side door. This takes you to an open area, and then to a bypass hallway that puts you out by the trucks. Hang a left behind the truck and sneak toward the side door into the police station. The only real problem is the cop who sometimes comes out of that very door. I strongly reccomend using the bypass hallway, and saving at the other end. With luck, you can get to the side door and park yourself to the right of it before he emerges. Sneak inside as he walks away. If you're lucky with the timing, the other cop will be in the bathroom, so run to the locker room and take the spare uniform. PROS- Nice and stealthy! CONS- Kind of tricky, since the main cop you have to worry about isn't even on the same map as you. METHOD C- dock dock goose Two ways to go here. The first is run to the power symbol and shut off the tv signal. The cop in the booth by the gate will come to investigate, and you can either knock him out or slip by him. Alternatively, go down to the basement of the strip club, and out the side door. This takes you to an open area, and then to a bypass hallway that puts you out by the trucks. There's a cop who likes to stop right near where you are, so make sure he's walking away or not there, and run down the dock. As you get away from the first few cops, move left and duck around behind the back of the little shack, so that the cop down here doesn't see you. Inside the shack, you will find a spare dock-worker outfit. Remember not to let the cop see you on your way out either, or you'll be asked to leave. If you plan to go directly toward the ship, leave your guns here. PROS- Stealthy and pretty easy. CONS- Still not the greatest disguise. METHOD D- TV rots your brain Run to the power symbol and shut off the TV signal. When the cop comes to turn it back on, knock him out. Just be sure you can make it to one of the free disguises before you wake up. PROS- Probably the easiest option. CONS- You won't be able to get a SWAT outfit without killing someone, but you can make it to the free thug or dockworker disguise with ample time to spare. For info on reaching the thug disguise, read method A of the next challenge. THIRD CHALLENGE- Boaties is fun -------------------------------------- METHOD A- looking good in black If you're disguised as the cop, go out the other end of the station, and into the back door of the middle warehouse. If dressed as the dockworker, go into the area near Boris' ship (warning; you will be frisked!) and down the sewer/ tunnel entrance. From there, emerge in the middle warehouse. Either way, hide from the thug who patrols the small room, and get to the stairs north of him. Up those stairs, you should find a suit of their clothes lying on a box. If you're having trouble sneaking past the Don them and sneak back out. You won't have an AK, but you'll be able to pass for a guard anyway. Simply stroll onto the boat and head for the kitchen. Hide yourself behind the counter, and pick up the knife if you want. Eventually, Boris will come stand in here, primed for the slicing or wiring. Alternatively, he also stops in a room on the second floor. He's somewhat easier to ambush there, so if nothing else, you can just trail him up from the kitchen. The upstairs room does a better job of concealing the corpse. Now simply walk back off the boat and off the level. PROS- Very, very clean CONS- None, really METHOD B- squad-based tic-tacs Once disguised as a cop, make your way into either of the warehouses with SWAT guys in them. They'll get a little suspicious of you, but not so much that they'll open fire, unless you try to go up on the roof, or into the room marked (!) in the first warehouse. There's no spare uniform, so you'll have to make one. Take your pick of SWATies and stand right where they stop on their short patrols, in the stealth position. It's damn near impossible to sneak up on the SWAT guys, so you'll have to do it this way. When your target walks up to you and turns his back, jab him with your needle and take his kit. Tuck the body behind a convenient box, too. As soon as you don the disguise, you'll hear over the headset radio that the SWAT teams are about to move in. If you're out for silent assassin, hang back from your squad and let them take care of all the guard. However, if you're just out for fun, try keeping up with them and shooting any guards that get in the way. A little while after the SWAT teams "initiate phase two", Boris will arm the device and make his threat. When this happens, make your way quickly to the cargo container with the car, and disarm the bomb. You will get a message that your cover is blown, but it won't be. Once the bomb is disarmed, go to the northern cargo hold, and through the door at the north end. Up the stairs, then up the ladder, and you'll find a set of stairs with a SWAT guy at the top. Go up them, and turn left. You'll find a set of stairs and a ladder up to the bridge. Go up the LADDER, and you'll be able to sneak into the bridge and get behind Boris. Wire him, and make your exit. If something goes wrong, and you hear "we're been infiltrated", grab Boris' detonator, and nobody will mess with you as you run to the exit. PROS- Very cool. The best part is you can be as stealthy or aggressive as you want to be while still maintaining your cover, plus walking out with the detonator held high is just awesome. CONS- Things can get hairy if you run into live thugs onboard. SILENT ASSASSIN --------------- Either of the plans I present can get Silent Assassin, both with zeroes across the board. A pretty easy SA, really, once you learn how to get to all the free disguises. A silenced M4 is your reward. LOOT ---- AK-74- On Boris' men. Sawed-off- On some bikers. Magnum 500- On some bikers and Boris. M4 carbine- On the SWAT guys, and in the northern warehouse. GK17- Cops, also in the police station. R93 sniper- On the SWAT sniper MISSION 7- TRADITIONS OF THE TRADE ================================================================================ Tips- 1. The western elevator only has a metal detector at the 2nd floor. The 1st and 3rd floors are clear. 2. There's a balcony skirting the outside edge of the lobby connecting the two wings of the hotel which is also clear of metal detectors. 3. The northeastern staircase in the east wing is clear of metal detectors on all floors. Using these three avenues, you can move anywhere you want in the hotel, carrying whatever you wish. 4. You can get a knife from the crime scene by going down the northeastern stairs and sneaking behind the cop guarding the door. If you need a cop uniform, this is also the easiest place to get it. There is a cop outfit lying on the bed in the nearby room, but I've been unable to reach it without being spotty. 5. If you really want the shotgun, you can get it via methods E and F of the first challenge. 6. The two kills can be done in any order. 7. There's really no need for a gun on this level. Disguises- NONE- Really the best disguise for this mission is none at all. SECURITY- You can walk through metal detectors while armed, and enter the security office. Probably the best way to use this outfit is to knock out the victim, turn off the detectors, then change back into what you had on before he wakes up. THUGS- No discernable difference from your own suit. BELL-HOP- Semi-useful for one purpose. FIRST CHALLENGE- Death of a dentist ------------------------------------------ METHOD A- notice there is no p in it Unlike last time, the bath area is locked off. The door on the right is guard- ed, but the one on the left if clear. A guard does occasionally come to look at it, but if you wait until he's just been, you can pick the lock safely. Head on in, and through the locker area. The guard here should have his back to you, so sneak out and jab him with your syrringe. Bring out your wire, and sneak up behind the target floating in the pool. Use the wire to drown him, and grab the x-ray room key. You don't need to worry about the unconscious guard being found, and he doesn't seem to find the corpse when he wakes up. PROS- Floating in the pool is what Fritz does for most of the mission, and this is the cleanest way to get him while he's there. CONS- None, really. METHOD B- old school Unlike last time, the bath area is locked off. The door on the right is guard- ed, but the one on the left if clear. A guard does occasionally come to look at it, but if you wait until he's just been, you can pick the lock safely. Head on in, and through the locker area. Wait here until Fritz gets out of the pool. This could take a LONG time, especially if you come here first thing on the mission. The guard here should have his back to you, but unlike the last method, we can simply sneak past him. While he's looking northward, sneak out and go around toward the sauna room marked with a (!). Fritz should already be in there, but it doesn't matter if he sees you. He doesn't seem to react to your presence. Turn the handle to give him a lethal overdose of steam. Those things can be dangerous to guys with heart conditions. Grab the key when you're done, and retrace your steps to get out. PROS- Has that old-skool flavah! Actually a little cleaner than method A, since you can save your syrringe for elsewhere, and nobody will EVER find the body. CONS- Hard to time since the target spends SO long in the pool compared to the amount of time he spends in the sauna. METHOD C- slippery when dead Follow method B's plan, but instead of sneaking into the sauna, sneak into the western changing room. In here, you can ambush Fritz from behind when he's in the shower, or changing, or just walking. It's quite easy since he doesn't seem to mind your presence at all. Bonus points if you kill him in the shower with the knife. PROS- Can be as clean as method B, and it's easier to sneak in here than to the sauna room. CONS- Again, hard to time unless you don't mind waiting for him to get out of the pool. METHOD D- beware of falling bullets Once you have a firearm, go onto the roof from the third floor eatern wing. The easiest way is to get the gun in Franz's room and go up the northeastern stairs and out the door to the roof. There's an open skylight here through which you can see Fritz if he's still in the pool. Plug him with the firearm of your choice, but be advised the guard down there will hear anything that isn't silenced. Using the silenced pistol, he doesn't seem to notice, and never even finds the body. PROS- None, really. CONS- Messier than other methods, and you still have to break into the pool area via method A to get the damn key. METHOD E- drink with the fishes Go onto the roof, and over to the windows leading into the dentists office. Sneak through the one on the right, and grab the poison. Sneak out again, and make your way aaaaaaall the way around to the bar. Talk to the bartender, and he'll decide to take a break. When the cop here has his back to you, slip into the back room and poison the whiskey. If you want to get the shotgun, now is your chance. Sneak, and pick the lock on the door through to the flower shop. Grab the box, and sneak back out. You DO need to sneak back here, or sometimes the cops develope psychic powers, and see you through the walls. Anyway, eventually, the good dentist will drink his fill and keel over. The only hard part is getting the key. I went out next to the body, and crouch- ed down innocently next to it like I was tying my shoe, and waiting until no- body was looking, and grabbed it. It is possible to do without being seen. PROS- Something different. Relatively clean, too. The nice part is you can just drop the poison and get on with the rest of the mission, and not have to worry about timing. CONS- Getting the key is tricky, and it's pretty round-about to have to go all the way up to the office, then back down to get the key. METHOD F- drink with the fishes 2 Go onto the roof, and over to the windows leading into the dentists office. Sneak through the one on the right, and grab the poison. Go out to the area in front of the flower shop, and you'll see a cop guarding the entrance to the conference room. Eventually, the woman on the cel phone will walk up to him and talk to him, taking him a few precious steps away from the door. You can use this chance to sneak to the door, pick the lock, and make your away around to the room with the bottle of whiskey. Poison it. If you want to get the shotgun, now is your chance. Sneak, and pick the lock on the door through to the flower shop. Grab the box, and sneak back out. You DO need to sneak back here, or sometimes the cops develope psychic powers, and see you through the walls. Anyway, eventually, the good dentist will drink his fill and keel over. The only hard part is getting the key. I went out next to the body, and crouch- ed down innocently next to it like I was tying my shoe, and waiting until no- body was looking, and grabbed it. It is possible to do without being seen. PROS- Something different. Relatively clean, too. The nice part is you can just drop the poison and get on with the rest of the mission, and not have to worry about timing. CONS- Getting the key is tricky, and it's pretty round-about to have to go all the way up to the office, then back down to get the key. SECOND CHALLENGE- Death of a man in a thong ------------------------------------------------- METHOD A- old reliable Find yourself a bell-hop and start trailing him. When he goes into a room to clean it, he leaves the master key in the door. Sneak, make sure nobody is looking and grab it. Go to the room to the LEFT of Wulff/Fuchs' room, and let yourself in. Go out on the balcony, and you'll most likely see a bodyguard on the next balcony over. If you don't, wait until one appears. When he goes back inside, jump over to his balcony, and sneak in through the door. Wire/knife/syrringe him, and take whatever booty you desire. As long as you were quiet enough, the target should still be showering with his back to you. Sneak in and wire/knife him, then grab the bombcase and get out the way you came in. PROS- Classic. Clean, too! CONS- A little boring. As cool as this hit is, I've done it before. METHOD B- a towel obstruction Near Fuchs' room is a supply closet. You can get in either by picking the lock, or using a bell-hop's master key. Change into the bell-hop uniform and grab the towel. Walk up to Fuchs' room and bring up your map. As soon as the guard inside goes onto the balcony, talk to the door guard. Once inside, sneak into the bathroom and wire/knife Fuchs. You probably won't get the time to do anything else before they throw you out. PROS- It actually works for killing the target, unlike in the first game. CONS- There's no way to get out with the bombcase. You have to go get it via method a, thus defeating the entire point. THIRD CHALLENGE- Death of not having the bomb ---------------------------------------------------- Once you have the case and the key, go up to the third floor and out onto the roof. Watch the third floor map to see what the 2 guys in the dentists' office are doing. As soon as the one in the nearer room stops, climb in through the left-hand window, and make for the door on the left, into an empty room. If you still have your syrringe, or you simply don't care, feel free to dispose of these two guys in the manner of your chosing, so long as it's quiet enough not to attract attention. Once in the empty room, watch the map again, and when the next guy is looking out the window, sneak into his room, and into the x-ray room. Once you have the bomb, retrace your steps out. It's not TOO hard to sneak past both these guys without shooting them. Either the bomb isn't made of metal, or the case somehow shields it from the detectors. Feel free to simply run out the front door with it. SILENT ASSASSIN --------------- Try NOT to get it. You can get straight zeroes by killing the dentist in the sauna and using the balconies to get to his brother. It's really pretty easy. LOOT ---- SPAS-12- In the flower-shop. As with most of the guns on this level, you can't really take them with you at the end because of the damn metal detectors. GK17- On the security guys and in the security office. SG220.S- In Fuchs/Wulff's room. Magnum 500- On the thugs. Knife- Murder scene. WA-2000- Start with it. To keep it; run to near the exit at the very start of the mission, and unpack it. Drop it, and then pick it up again at the end. Hitman will drop the case, but you can just grab it again, and he'll put the rifle under his arm. (c) Copyright 2004 Gareth Bowler