Hitman: Blood Money - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Hitman: Blood Money - Strategy Guide (Page 02).
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Apparent Suicide:
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This is where you push a target that is standing close to a railing or long
drop over the edge of the fall, making it look as if they committed suicide.
Simply walk up behind the target and press R1 to shove them over the edge
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Using the surroundings:
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Always look to see the ways in which 47 can interact with his surroundings.
Stoves can be broken to cause explosions when used. These are particularly
effective as you can simply rig the accident and then leave the area, not
limited by the detonation range on the rigged bombs.
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2.6 FEATURES
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Hitman: Blood money has several new features outside simple gameplay. The most
notable of these is the use of money to upgrade weapons and bribe guards, and
also the new 'Notoriety' system, both of which reward stealthy hits with little
collateral damage.
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Notoriety:
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First of all notoriety affects how you play. When your notoriety level is at
a minimum (0/100), you can enter levels normally, without being recognised.
The higher your notoriety level, the harder it is for47 to blend in with
disguises and in his suit, until it's nearly impossible to perform stealthy
hits. Notoriety increases when you leave witnesses to your crime alive or
un-sedated, or you get caught on CCTV cameras and don't destroy the evidence,
and generally all the other factors totted up at the end of misisons. Your
notoriety is reflected in the papers you see at the end of a mission. Perfect
kills leave the police with no clues as to your appearance, & the more noise
you make in the hit the more facts they are able to divine.
All is not lost however, notoriety can be reduced by placing specific bribes
at the end of each mission. There are three levels of bribe, one that reduces
your notoriety by 15 points, one by 40, and the last by 100, no matter how
you caused the notoriety level:
--> Bribes: Bribe Civilians - $50,000 - Notoriety decreases 15 points
Bribe the police - $100,000 - Notoriety decreases 40 points
Obtain New identity - $200,000 - Notoriety decreases 100 points
If you repeat a mission, then your notoriety at the end will be the least
you gained on any of your tries. If you replay a level and for example to
collect all the guns, and end up in a situation where you would have a higher
notoriety level, your current notoriety level will NOT increase, which is
definitely a good thing.
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Payment and Fines:
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Money in Hitman is payed at the end of the mission. You'll get the set fee
for carrying out the contract, and bonuses for any of the optional objectives
you achieved. Fines are awarded for leaving the scene of the hit without
your suit ($5000 ... where does he buy these?) and leaving custom weapons on
the scene of the hit ($5000 per weapon I think, I could be wrong).
Fines are also included for killing off innocents on the level. These include
any civilian or police casualties outside of accidents.
Extra money is rewarded depending on how fast you complete the level.
If you replay a mission, you will only recieve the difference between the
payment then and when you last completed the mission, i.e. your highest score
for any given mission.
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Spending the money:
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As mentioned, the money you earn can be spent on new cleaning up after your
last hit, but it can also be spent on upgrading any custom weapons in your
possession. These weapons are standard throughout the game, and can't be
lost (you're only fined if you leave it on the scene). A full list of these
upgrades can be found in the upgrades section of this walkthrough.
During a mission, you can also pay for intel by accessing the briefing screen
with the select button, and then choosing 'Buy Intel'.
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3.0 TIPS & HINTS
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1. Explore the level
If you can't seem to get to grips with a given level, take time just to walk
around. There are never any time limits, even in the Mardi Gras level, so
take the time just to walk around. On most levels there are a few areas you
access in just your suit, but with the right disguise you can wonder freely
almost anywhere. Often exploring rooms presents a simple solution, albeit
stumbling accidentally onto a stove you can saboutage
2. Read the Briefings
While a lot of it is filler, there can be some hints given away in the notes
in the briefing, such as the habits of the target or their possible
whereabouts. You can use this to plan your hit.
3. Use the Map wisely
The Map is an essential tool. On Normal mode, it displays the whereabouts of
all the guards, and some of the environmental devices, such as the utility
boxes. When in doubt, locate the '!' points and see if there is anything
you can use. If you're on normal mode, you can watch the map from a safe place
to learn the patrol routes of the guards, and where your target is likely to
be or where he is going.
4. Use the saves properly
On normal difficulty, you have 7 saves, on harder ones either 3 or none. If
you save at the right place, it'll stop you replaying the entire mission
again just to experiment with the next bit. By saving first, you can try out
one method, and then reload if it fails. Simple but can be overlooked.
5. Take your time
While it may seem easier just to walk in and blast away, in the long run
you'll end up losing the stealth bonuses at the end of the level, and then
having to continue with a notoriety level 10 feet tall. As well as this, even
from the earliest levels the guards are armed with powerful weapons, and two
or more of them can easily take down Agent 47.
6. Accidents are key
Thanks to the new accident system, it's possible to kill off a load more
people on any given level without affecting your rating and how well you come
away from the level. If you push guards or civilians off ledges, then this is
counted under the 'accident' total at the end of the level,
and not under 'kills' or even 'bodies found'.
7. Don't Underestimate distractions
Distractions are very useful in either relocating a guard to a more helpful
out of the way place, or used so that you have the oppurtunity to sneak up on
them. Light switches in particular are useful, as someone will come to turn
it back on, and they'll always have their back to the room when they do,
giving you the chance to sneak up behind them and sedate or wire them into
oblivion. Tried and tested.
8. Beware civilians
Try not to take any guns that you won't need or are going to get confiscated
with you on any mission. While it seems like you can just drop them and come
back to pick them up later, if you try it you'll find that some citizen
picks them up for you. On this note if you kill someone in an open gunfight,
civilians often pick up their guns and continue where they left off. It's
hard being a Hitman ...
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4.0 WALKTHROUGH
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Here I'll provide a walkthrough of each level as I saw it. This is not to say
that I'll cover every single possibility and method of the kill, as Eidos
have pretty much ensured that this is impossible! However, I'll provide a
method that is sure enough to finish the level, and where possible to get the
Silent Assassin rating and the bonus cash. On most levels there is a place
where your weapons will be confiscated, so generally I've completed the level
without bringing anything more than the Silverballers with the upgraded
silencer function for quick and stealthy kills. Most often there could be
an easier method than mine involving the sniper rifle, but I'm only human!
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4.1 TUTORIAL: DEATH OF A SHOWMAN
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---> Weapons: Not carried forward
---> Rating: n/a
---> Briefing: n/a (Assassinate the Swing King in Southland Park)
This is perhaps the most in depth tutorial mission around, so there should be
little difficulty here. Neither weapons nor ratings count towards the rest of
the game, so don't feel the need to try and collect them. There's only 1 way
to do this mission, though don't feel you are obliged to follow the guidelines
as you can just stroll through the mission killing people anyway you want.
You won't fail as far as I know
First scroll through the tutorials, and then turn left and head south towards
the upraised pier. Climb the ledge, then walk up the tilting bench to the
pier. Proceed towards the main gates ahead of you, and wait for the guard to
approach.
After the scene, check the photo in you inventory, then turn left and head in
the gift shop. Follow it round to the right, and when prompted, select the
coin from your inventory and throw it through the open window. The guards
shouldn't be able to see you inside the gift shop, so no need to sneak. When
the guards have turned their backs, walk across the square to the theatre
opposite.
On entering the theatre, hold the L1 button and sneak up to the guard with
the fibre wire at the ready. Kill him and take his gun (SLP.40). Leave the
lawyer and climb the red trellace that is to your right. Jump across the
balcony and approach the door.
Next you have to clear the room. Pick the lock, but be ready to draw your
newly acquired pistol, as the door will open automaticall and the gangsters
will start firing. Drag their bodies and dump them in the two foot lockers
found in the room, after picking up what ammo they had on them and was on
the table.
Hide in the closet, and when the chemist enters, either jump out and shoot
him, or sneak up behind him and fibre wire him if you're worried about ammo
(you shouldn't be). Take his clothes and keycard, no need to hide his body
though.
Leave the room by the door the chemist entered with, and use your keycard on
the door on the left. Cross over the walkway until you reach a door on your
left. Your threat meter may be in the yellow after the fight, so it would be
a good idea to walk this bit. Anyways, enter the room half way around the
walkway, and choose the option to stash your guns in the green crate, as the
guard at the next door will be frisking for any weapons. Walk up to him, you
should pass inspection. Enter the door behind him.
In the control room, retrieve your guns, and then watch the scene that
follows. Drop onto the elevator right in front of the door you entered by,
and take out your fiberwire. Perform the elevator kill with your fiberwire as
it suggests, then drop into the elevator itself and walk forward
In the factory, break the utility box right in front of you, then sneak
through the main room, following the wall on your left, you shouldn't be
seen. When you see the sign for the men's room, hang a right and head for the
toilets. In this next room, there is one guard going to the loo with his back
to you, and three around the corner in the main room. Again, as the tutorial
suggests, grab the guard as a human shield, then walk into the next room and
let loose on the gangsters. They shouldn't fire. Knock out the sap you were
using as a shield, no need to waste bullets on him, and grab all their
weapons. There's a TMP in the sink by the entrance if you want it.
Climb the ladder besides the table, and enter the round room ahead with a
suitcase in it. After the scene has played through, unpack the suitcase by
selecting it from the inventory, and position yourself by the window on the
left. Your task now is to snipe the 3 gangsters in the courtyard. There is 1
patrolling on the ground, one is on the building opposite between 2 turrets,
and the final one is on the lower left of the ferris wheel to your right. It
doesn't matter what order you do them in.
Enter the door to the right of the sniping room, hang a left, and climb down
the drainpipe. Head to the office (follow the left wall). Upon entering, pick
up the syring on the black desk opposite, and walk up the stairs. When the
gangster has stopped talking to the girl (didn't hear the sniper fire?), push
him off the balcony (again you can just walk up and shoot them if you want).
Sneak into the office with the syringe readied, and poison the bottle of
brown liquid on the left of the desk in front of you. Hightail it to the
closet at the back, and watch as the secretary is taken care of. Enter the
swing king's office, and after the scene, execute him in whatever manner
suits you best.
Now to escape. Climb through the window to the left end of the office. Grab
the RU-AP mine and detonator, and continue around the walkway until you get
to the next window. Climb through. Directly ahead of you is a mechanism with
the rope holding up the lights attached. Walk up to it and place the mine on
it. Try and wait until the main gangster you saw in the clips is under them,
and detonate the bomb. If you miss some gangsters, clean them up with
whatever ammo you have left. The reason you should kill the main guy is
because he has a desert eagle which could quickly make mincemeat of you, and
to die now would mean you had to repeat this level, something to be avoided
here unto eternity I feel.
Escape through the door in the far corner of the ground floor of the
building. You have successfully performed your first hit of the game ...
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4.2 MISSION 1: A VINTAGE YEAR
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--> Weapons: Shotgun, SAF SMG, Snub nose, TMP, Hammer, Fire extinguisher
--> Ranking: Silent Assassin
--> Briefing: The target is in Chile, a one Fernando Delgado, a wine maker cum
drugs manufacturer, and his son, Manuel Delgado, who likes water-
skiing ...
---> Kill Don Fernando Delgado
---> Kill Manuel Delgado
---> Escape via the Water Plane in the Hanger below.
--> Intel: 1. We heard that Manuel likes to entertain friends and enjoy
merchandise in the wine cellar.
2. A guided tour of the wine cellar might prove useful, especially
when looking for potential traps.
3. The entrance to the secret lab is hidden somewhere in the wine
cellar.
Reasonably easy mission to start with. Perhaps save just before each of the
two hits, and afterwards, if you're on normal mode. The only tricky bit is
hiding the evidence on the 2nd hit, and then escaping. Nigh on impossible I
found to escape with the suit, but maybe I'm just being dense. The outside
guards carry shotguns, the 'VIP guards' carry SAF-SMGs. The Hacienda is
offlimits to all except the VIP guards, the drug factory also allows workers,
and the Eastern compound allows everyone except civilians. You can enter the
wine cellar as a civilian however.
--> Kill Fernando Delgado
Do the hit on Fernando Delgado first, so to get to him you'll need to
access the guard compound (eastern courtyard), and to do that you'll need a
disguise.
There are two ways; Either cross around to the Eastern side of the map where
there is a solitary guard patrolling, and when he stops at either end of his
patrol, sedate him and nick his clothes and shotgun. Then find the truck next
to the wall (Eastern '!'), climb onto the roof and drop into the warehouse.
The other way is to enter the wine courtyard straight ahead from the start, &
then enter the building on the left when noone is looking. Right in front is
a utility box, break it, and then hide in the closet at the end of the
hallway. When a guard comes to fix it, exit and sneak through the guards
quarters to the end room just vacated by the guard that walked past you.
There is an outdoor guard uniform on the chair in front of the door you enter
by. Only use this if you want to look clever and save a syringe, as it means
you don't get a shotgun, and the guard patrolling the outside will sometimes
spot you in the next bit.
The easiest way to get to Fernando Delgado (2nd floor of building marked
Hacienda), is to cross the courtyard to the far south eastern side, and climb
the drain pipe next to the unguarded door. Shimmy onto the roof (careful not
to be seen by the guard if you didn't take him out to get his clothes) and
enter the window to your right. Fernando is either playing cello (thanks
zadok13!) in the room you just entered, or next door on the balcony. If
you're not bothered, wait until he's playing the oboe, and sneak up and wire
him. Grab his Snub Nose.
To make it look like an accident, hide in the closet, then follow him next
door. When he's on the balcony, sneak up behind and give him a shove over the
side. Don't worry about the guard here, he's sleeping. If you want to trade
for a VIP guard uniform though, you can use your other sedative and take his
clothes and SMG-SAF
I'd not advise entering the house from the ground floor. You won't have the
right uniform, and when you access the 2nd floor you'll find all the doors
are locked, and you can't pick them without attracting unwanted attention. If
you really are determined to do this though, there is a uniform in the far
Eastern room of the 1st floor with a SAF-SMG next to a sleeping guard.
If you're feeling lazy, just go around the South face of the house and wait
until Fernando comes onto his balcony. Let loose with your 'Ballers. This
isn't be advised, as you probably won't have the silencer for them yet, and
the shotgun isn't accurate enough.
--> Kill Manuel Delgado
If you killed Fernando first, then exit the Hacienda the way you came or via
the drain pipe from the Eastern second floor balcony, and make your way to
the wine cellar. There are two ways to do this hit.
If you want to make it look like an accident, wait until the guard at the top
of the stair leaves, and plant a bomb where the platform of boxes are
tethered, or just sneak up and do it while the guard is there, he rarely
notices. When Manuel is below the boxes, detonate the mine. !WARNING! If you
want the SA rating, make sure the guard isn't by the bomb when it detonates
or he is royally dead. Throw a coin at the door to the wine cellar to make
him leave, and then detonate.
The other way is good if you're quick on your feet. Go downstairs and hide in
the first room to the right. When Manuel arrives, either sneak around and wire
him, then drag him to the foot locker in the same room, or wait until starts to
leave and wire him as he goes past. Either way he should be unguarded, and hide
the evidence. Manuel is holding a TMP if you're interested.
--> Escape!
Again two ways to do this. Either (if you still have a sedative syringe)
go right around the outside of the compound and go down the path inset in
the cliff. When you get to the bottom, wait until a worker comes out to have
a smoke, and then sedate him. Take his clothes, and walk around the hangar to
the sea plane. Note melée weapons don't carry over missions, so you don't
need to pick up the hammer.
If you're down two sedatives, go to the secret door to the drugs factory in
the bottom of the wine cellar (the door that is like a wine barrel) and enter
when noone is looking. Quickly cross over to the room opposite and change
into the workers clothes, or if someone is coming, hide in the closet to your
left until they have left. Calmly walk through the factory, and take the lift
down to the hangar. Proceed to the sea plane and escape.
MISSION COMPLETE
Kills: 0 OR Kills: 1
Accidents: 2 Accidents: 1
Bodies found: 0
An alternative route was suggested if you want to keep the suit. Head around
the South side and go down into the hangar, push in the worker that's by the
water's edge (this counts as an accident), and when there are no other
workers around, sedate the VIP guard near the lift, take his clothes, and
hide the body. You can now carry out the two hits with that disguise, and
when you escape, pick up the suit again. The guard next to the water plane
is asleep, so you can get past him without fuss.
Thanks to sam_vere for this contribution
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4.3 MISSION 2: CURTAINS DOWN
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--> Weapons: MP5, SLP.40, Real WWI Pistol, Prop pistol, Nailer, Hammer
--> Ranking: Silent Assassin
--> Briefing: Off to Paris to kill both the famous tenor Alvaro d'Alvade and
an American ambassador, Richard Delahunt, an avid fan of the
tenor, and both of whom are apparently involved in prostituting
small children ... hmmm ...
---> Kill Alvaro d'Alvade
---> Kill Richard Delahunt
---> Escape
--> Intel: 1. The content of toolboxes will not be searched when you are
frisked
2. There is a lift shaft from the backstage area to the stage.
It's closely observed and only actors are permitted.
3. Lead actors go to their private rooms to rehearse during breaks
4. The large chandelier is attatched with bolts to the floor of
the attic
5. Only actors are allowed on stage
6. Light technician have keycard to Light Control Room.
Seemingly hard on the surface, but made much easier as soon as you realise
there is no time limit to setting up the accidents, and as soon as you have a
disguise. If you have a builders uniform (worker etc.) you can go pretty much
anywhere in this level. You can obtain a police uniform by going to the light
control room on the second floor and sedating the patrolling officer, but
there is no real need. I havn't found a way to get a bodyguard's uniform or
gun and successfully hiding the body, you can sedate the bodyguard that is
on duty outside the dressing rooms by going into the toilet and turning off
the light, and sneaking up behind him, but someone always enters here later.
Note that it will generally be offlimits for you to enter the stage dependant
on disguise. You don't need to go on anyway.
--> Kill Alvaro d'Alvade
First thing's first, to get a disguise, otherwise you're not going anywhere
on this level. As you enter, on the left there is a door leading to a set of
stairs South of the wooden shack (the cloakroom), and a door leading to a
toilet north of it. You can either go down the stairs and wait for the
builder to return, before stuffing him in the nearbye locker, or you can go
to the toilet and wait for the worker to enter here. The latter is easier,
and means you can also get a toolbox, and easily regain your suit later.
Disguise ready, go to the cloakroom (the odd construction left of the entrance)
and give the guard the ticket that is automatically in your inventory, and was
mentioned in the briefing. Agent 47 will take a loaded WWI pistol out from the
pocket.
Either hide the pistol in the toolbox and proceed north and then round to the
door guarded by two policemen, or go down the stairs south of the cloakroom
I mentioned before. Either way you end up in the basement. If you want a
nailer, there is one lying around at the '!' point in the basement, but
otherwise carry on through and go back up the stairs to arrive in the
dressing room corridor. It doesn't really matter which route you take through
the basement, as you'll end up in roughly the same place in the end.
You should now be in the western most corridor on the first floor. There are
two rooms along the western edge of the corridor with a star outside them, go
into the smaller one that has the '!' symbol, and jump into the closet.
You can also pick up the note lying against the mirror.
Wait until the actors take a break, and the man who plays the executioner
should enter the dressing room you're in. As soon as he leaves again for the
toilet, climb out the closet and replace the fake pistol he left on his table
for the real one you got from the cloakroom at the start. This is all you
need to do, eventually, they'll go back on stage, and in the execution scene
the actor will fire the real gun and kill Alvaro d'Alvade, which counts as an
accident.
Alternatively if you start the mission with a sniper rifle, you can follow
the same procedure to get to the dressing room, corridor, but then enter the
room behind the stage and climb into the scaffolding. At the top exit through
East door and then climb down the ladder. Go around the dome until you see
another ladder. If you go down this you can find the perfect position to
snipe the stage from. Do so when the executioner fires his gun, and the sound
will be masked
--> Kill Richard Delahunt.
Once you've plotted the downfall of the famous tenor, quickly mount the
scaffolding in the room behind the stage. You'll arrive at the platform
suspended way above the stage. Look on the map for the '!', and you can plant
a bomb here. Note there's a civilian worker that often wanders around here,
so if he gets in the way, wait until he stops, facing a long drop, and then
shove him off. This counts as an accident, so you can still get the SA
rating.
If you successfully took care of Alvaro d'Alvade, you'll see a little inset
of Delahunt panicking and running out of his box. Wait until he arrives at
the stage to examine Alvaro's body, then detonate the bomb, dropping the
lights onto him. Two for two.
Note a lot of policemen will start running around after the assassinations,
but they shouldn't bother you if you walk calmly and still wear the builder's
disguise.
--> Escape
Make your way back to the entrance any which way, stopping only to pick up
your suit to avoid the $5,000 fine.
MISSION COMPLETE
Accidents: 2
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4.4 MISSION 3: FLATLINE
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--> Weapons: SLP.40, Stun Gun
--> Ranking: Silent Assassin
--> Briefing: Off to a rehab clinic in North Carolina now. The hit is one of
three mobsters staying there, but you have to find a CIA agent
to identify just which one it is. Bonus objectives are hitting
the other two mobsters, so there we go. You've been given a
fake death syrum to smuggle the CIA agent out with.
---> Find the CIA agent
---> Kill Carmine De Salvo
---> Kill the HUman Trafficker (OPTIONAL)
---> Kill the Las Vegas Mobster (OPTIONAL)
---> Protect the CIA agent
---> Escape
--> Intel: 1. Admission Papers are required to check in. Future patients
often wait in the park outside.
2. Troublesome patients are often confined to the medical wing.
3. The brochure lists some interesting facilities such as a
library, a gymnasium and a large spa area.
4. Therapists occasionally get contacted for private sessions
5. Some guests hide stashes of alcohol in quiet places, let's hope
they don't get alcohol poisoning.
6. Weight lifting can be fatal
7. Some guests cheat the spa's diet by smuggling camping stoves
into their room, sounds dangerous.
8. Deceased patients are taken straight from the medical wing to
the morgue.
This mission requires skipping around a lot of disguises to finish subtley,
but is easy once you realise how to get them. The Stun Gun is an awesome
weapon, just like having unlimited sedation syringes, but you don't get to
keep it after the level. The hits themselves are no trouble, and can all be
arranged as accidents, so no worries there. It's often been put to me that
there are actually CCTV cameras in this level (GodFather, Bluedevil99). This
one is found above the garden gate East of the main entrance. For where to
find the video tape, see below.
--> Find the CIA agent
Although the CIA agent is in the medical wing, you need to first gain entry
to the rehab centre, then go through it to get to the medical wing, where the
so-called troubled patients are kept. There are many ways to do this.
The easiest is to walk to the northern '!' on the map outside the front.
Here there are papers that admit47 to the rehab clinic. Make sure their owner
has his back turned before you steal them, if he's really being annoying
feel free to fake his suicide by pushing him off. Walk into the clinic and
place the papers at the reception, change into the patients clothes as
directed, and enter the door beside the police officer after being frisked.
Alternatively you can sedate the patient smoking at the southern '!' out the
front and hide him in the dumpsters he's next to. If you want to sneak in,
you can climb the gutter next to the locked door to the West of the main
entrance. Wait until the patient body guard comes out for a smoke, and then
sneak in past him (don't bother taking his clothes). You can finally pick the
locked door next to the gutter, and then pick the door in front of this until
you're out tha back. Lure the policeman out by breaking the utility box
marked on the map, sedate him, and steal his clothes. There is a nearby
dumpster you can stash him in.
Either way, once inside, climb to the second floor and go to the eastern wing
of rooms. Enter the only unlocked room (the door should be open), and don the
therapist's clothing on the table to the right. If you stole the policeman's
clothes, this isn't necessary, but the therapist has more freedom than the
patients. Head down to the 1st floor, and head west until you see a bodyguard
standing outside two doors. Take the left one, that leads to the guard's
room. On the desk is a keycard, and near the back door a stash of weapons.
You can take the video tape for the CCTV here as a precaution if you want.
Use the keycard on the door, and go through the next keycard door to enter
the medical wing, note that neither the therapist nor policeman is allowed in
this area, so don't get seen. Straight ahead of you should be an office. Wait
until there is only one person in the office, and then climb through the
window (the door will be locked), sneak up behind him, and sedate him.
Quickly take his clothes and then hide him in the freezer behind. Take the
cell key from the left end of the desk the guard was sitting at. Enter the
cell block, and locate the one containing the agent (the person with a white
designation on the map). Enter his cell and talk to him. After the scene,
make sure noone can see you, and use [X] to sedate the agent. Diana will
inform 47 of the two optional targets ($50,000 each). Make your way back to
the main building.
--> Perform the hits
There are three hits to do, and they are always the same people, although the
main target often switches around, so I'll tell you how to kill all of them.
First go to the second floor, and enter room A in the West wing. Go onto the
balcony, and enter the room next door when there's noone there. Approach the
gas stove and use the [X] button to rig it. When the target comes back to his
room he'll be blown sky high.
For the second hit, stay on the second floor, and find the '!'. You'll find
yourself on a landing overlooking a room with a globe in the centre. Plant a
bomb on the right where the lights are secured, and wait until the next
target starts to take his sneaky drink before you detonate the bomb.
Alternatively wait unti noone else is looking, and poison the wine bottle in
the globe. Two down.
For the final target, all you do is wait until he comes to the 'gymn'
in the East of the main building. He'll start doing weights. Wait until he's
finished, and use the [X] button to drop the weights onto his neck. There'll
be noone else around, so don't worry about that. Job done.
If you used the Admission Papers to get in, change back into your suit in the
changing room, and leave the clinic. Go down to where you started, and enter
the building marked 'morgue' on the map to the East. Revive the CIA agent,
and escape laughing.
MISSION COMPLETE
Accidents: 3
-----------------------------------------------------------------------------
4.5 MISSION 4: A NEW LIFE
-----------------------------------------------------------------------------
--> Weapons: Air rifle, Bull. 480, SLP.40, MP7, Nailer, Hedge-cutter,
Baseball bat
--> Ranking: Silent Assassin
--> Briefing: Target this time is a gangster turned state witness in the FBI
witness protection programme. There is a birthday party in the
house he lives at, so entry should be easier. You also need to
steal a microfilm of hard evidence before you escape.
---> Kill Vinnie Sinistra
---> Retrieve Microfilm
---> Escape suburb
--> Intel: 1. Garbage trucks can dispose of waste
2. The surveillance team have an unhealthy appetite for donuts
3. Vinnie has complained about the nieghbour's son taking potshots
into the garden with an airgun.
4. Vinnie lives close to a veterinary surgeon. Sometimes a vet
needs to tranquilize wild animals.
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