Sunday, February 8, 2009

Hitman - Codename 47

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|***HONG KONG***|
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The Hong Kong missions will ultimately give you a thorough
introduction into the intricacies of being a bonified Hitman.
These missions are stealthy and don't require much weaponry to
complete (at least at the purchasing stage). They seem to take
place over a few days or weeks as you inevitably turn the Triad
world upside down. Have fun... it only gets harder from here

**************************
Kowloon Triads in Gang War
**************************

Mission Objectives
- Eliminate Red Dragon Negotiator

Recommended Equipment
- Blaser Jugowaffen R93 Sniper * You don't need anything other
than the rifle. Save your money and uncheck everything. Do the
mission right and you'll be glad you didn't waste the funds.

The first inhibition people will probably have is that they have
to avoid everyone. Throw that thinking out the window. If nobody
has any reason to attack you, they won't. For all they know,
you're just a guy carrying a brief case. You can walk right up to
the guards if you want to. When you first start out, you'll be
facing a row of buildings, their alleys fenced off. Turn down the
road and follow the street until you see an empty 'lot' with a
dumpster in it. It should be the first alley you can walk down.
When you come out of the alley, keep going straight, following the
street. There are three places you can set up your perch. You'll
pass each one as you continue down the street. On your first open
left, you'll see a construction elevator leading up to the roof of
the building. There are two more just like it. The first one won't
give you a good shot if you've never played this mission before,
so let's take the second one (on the north side of the map). On
the ride up, gi!
ve yourself some room to put together your rifle so that when you
leave the elevator, the case will remain inside it instead of
sitting out on the roof. Head out of the elevator and walk along
the edge overlooking the park. You should be able to see a bell or
sculpture that looks like a big bell. Wait for the negotiators to
arrive. When the negotiators meet at the structure, click fire
once to enter sniper mode if you haven't already. Zoom in as
needed and line up your shot. Not to worry, though, take your
time. They're not going anywhere. >From this vantage point, you
should see only the head of the Red Dragon Negotiator. From the
first or third perch, you should be able to see both of them
standing there. If this is the case, make sure you don't shoot the
blue negotiator. * If you choose the first perch, the blue
negotiator will be in front of you. Make sure you position
yourself so you can get a good angle on the red negotiator without
popping the blue guy. Once you have!
your shot lined up, take out the red negotiator and ONLY the red
nego
tiator. Shoot anyone else and you fail the mission. As soon as the
shot's taken, don't even wait for him to go down. You won't get a
second chance anyway because he'll head for the hills. Get out of
sniper mode and run to the elevator, putting your gun back in its
case on the ride down. * If you dawdle on the rooftop too long, a
helicopter will fly by with a not-so-friendly guard balancing a
not-so-friendly gun on his knee and it will take only a few shots
to take you down. * If you don't put your gun back in your case,
it's possible that a guard near the park will see you with it and
will begin firing at you. Once you've made it back down to ground
level (hopefully without the helicopter pegging your description
on the rooftop), run down a few alleys and make your way back to
your car where you started. Once you get there, you're done the
mission. It only gets harder from here.

*********************************
Ambush at the Wang Fou Restaurant
*********************************

Mission Objectives
- Eliminate Blue Lotus Emissary
- Eliminate All Blue Lotus Triad Members

Recommended Equipment
- You MUST have the car bomb, otherwise you'll be hard-pressed for
success.
- Oyabun knife or piano wire. * If you think you'll need it, you
can also bring along a silenced Beretta 92. just in case. I've
gone through this mission a few times and I've found that as long
as you get your timing right, you'll never need to draw a gun.

This map is pretty small, and the mission is pretty short,
although it provides a good introduction into the usefulness of
changing clothes. The thing that might throw you off guard is the
mission goal to eliminate all the Blue Lotus Triad members. If you
turn to the right before you move anywhere, you'll see some guards
standing around on the street corner. THESE are the guys you need
to kill, but leave them alone for now. Head towards the restaurant
either through the alleys or by following the road. Whatever you
do, don't enter the restaurant. For some reason, they get all
angry and start firing on you, so stay on the sidewalk. There's no
reason to go into the restaurant anyway. * Entering the restaurant
causes everyone to start shooting you. It doesn't make much sense,
but then again, you're a killer, not a philosopher. When you get
there, you should see two garbage cans against a... well, a rail
of some sort. I think it's a bike rack or something. Stay near it,
and don'!
t go too far. Eventually, either before or after you get there,
the limo will pull up. If you're feeling especially rowdy, you can
hit escape to skip the cutscene and try shooting everyone up right
away. Chances are, you'll die. Don't say I didn't warn you. Soon
after everyone's inside the building, the limo driver will walk
around to your side of the street and down into an alley for some
privacy. Too bad. He's not going to get any. Follow him at a close
distance until he turns the corner towards the grate. No matter
how tempting it is to kill him right off the bat, it would be much
wiser to wait. At about the same time the driver begins to relieve
himself on the wall, a civilian will walk onto the scene. Position
yourself behind the driver, but WAIT for the civilian to pass by
and go along his merry way. As soon as you're clear, quickly take
out the guard silently (SNEAK) either with the wire or the knife
and drag his body over the open grate, letting it slip down into
th!
e sewers. Jump down after it and steal his uniform (you can do it
befo
re you drop him, but you risk the chance of being discovered) and
then make your way to the parked limo. REMEMBER TO PUT AWAY YOUR
WEAPON! Make your way to the driver's side of the car (it's on the
left, even though you're in Hong Kong. Must've slipped their
minds). If the guard is there, you might want to wait for him to
move to the other side. If he's already on the passenger side,
then click on the front door and plant the bomb. It -is- necessary
to remove the bomb from your pocket first. (Previous versions of
this document reported the opposite. My apologies.) After all's
said and done, head back toward your car, and if you're feeling
like it, you can stop off in the sewer to get your clothes back
(but you don't need to). Now play the waiting game and face the
guys standing on the corner. I'm not sure what happens if you walk
up to them with the detonator drawn, so if you're not feeling
bold, stay behind the wall near your car and wait for the limo to
drive by. Draw the !
detonator in the meantime. A word of caution, there is a delay
between the click of the remote and the detonation of the bomb, so
you'll need to hit the trigger about half a second before the limo
makes its turn between the four guards on the corner. If you've
timed it right, you've killed the emissary, all the triad members
in the car, and all the triad members on the street in the single
explosion. Turn around and walk to your car and you'll be handed a
success.

******************************************
The Massacre at Cheng Chau Fish Restaurant
******************************************

Mission Objectives
- Eliminate the Red Dragon Negotiator
- Hide the Body of the Red Dragon Negotiator
- Eliminate Chief of Police
- Place a Red Dragon Amulet Inside the Restaurant

Recommended Equipment
- Fibre Wire/Oyabun Knife
- Silenced Beretta 92. (silenced) * A weird thing about this
mission is bringing along the UZI. At a certain point in the
mission, you will be required to surrender all your weapons to a
guard; however, for some reason he doesn't take your UZI. The
following mission layout is based on not purchasing an UZI, but
feel free to do so.

This is a very entertaining mission, straight out of the
Godfather. As you know by reading the briefing, you've got to make
a kill in a restaurant (and just as a reminder, the bartender
carries a powerful gun), but you've also got to make it look like
the Red Dragons did it. Here's how. This map is small compared to
the one coming up, so enjoy it while you can. This is a semi-timed
mission in that you have to replace the Red Dragon negotiator with
yourself before he makes it to the restaurant for the big pow wow.
The mission begins before anyone has arrived on the scene. The man
you're after will arrive from the north-east corner of the map.
Everyone else will be at the restaurant when they need to be. * On
the west side of the map is an alleyway that contains an R93
Sniper. Nobody knows why it's there (complete with two ammo clips,
mind you), but you won't need it. This mission is stealthy, and
the rifle is not. Resist the temptation and leave it alone. First
off, get to th!
e restaurant and talk to the bartender. Don't worry about anyone
attacking you for the moment so long as you don't have any weapons
drawn. He'll give you a key to the bathroom. * You'd think you
could just wait in the bathroom and kick down the door in a
surprise attack, shooting everyone before they even know what hit
them, but the Chief didn't rise in rank by being stupid. If you're
in the bathroom after everyone's entered the restaurant, the Chief
will come and kick you out. You could, of course, just kill him
then, but then the Red Dragon negotiator will take off, thus
causing you to fail the mission. Enter the wonderful bathroom
(small restaurant, ain't it?) and close the door behind you. Draw
your Beretta and then drop it (F on the WASD setup). This is done
because you're a crafty killer who knows how to get things done.
Head back out of the restaurant and run to the north-east corner
of the map. By now, you should have seen an information display
saying that the targ!
ets have arrived on the map. In the distance, where you can't
walk, yo
u should see the Red Dragon negotiator approaching. Now's a good
time to check the map to see the location of the nearby sewer (on
the north end of the map seeing as that's where you want to ditch
him after the kill. When he turns the corner, follow him closely,
but don't make your kill until he's near the sewer. As long as you
are walking, and as long as you are quick, you won't need to enter
sneak mode to get this kill. Ready your wire or knife and use it
immediately. Remember, do not draw you're weapon until the very
last second, otherwise all your efforts are for nothing. Steal his
clothes before or after you drag his body into the sewer, but
remember that you don't have a lot of time to dawdle. Remember to
take the amulet as well. * Killing the Red Dragon right after he
turns the corner means you'll be discovered. There are a few cops
patrolling the outer areas of the map and one comes from the west
soon after you make the kill. If you're too far away from the
sewer, yo!
ur butt is toast. * Hiding the body in the corner of the map is
no good either. Either a cop or civilian will see it and then
report it to the Chief. That's not very professional of you, now
is it? If you're in the sewer, head on up once you've got the
clothes and amulet. Put your weapon away and stroll casually back
to the restaurant. By now, both the Blue Lotus negotiator and the
Chief of Police should be sitting in the restaurant, awaiting your
arrival. Head in the front door and whatever weapons you may be
carrying will be removed from you (except for the UZI, if you've
brought it along). Here's where your thinking-ahead will come into
play. Instead of talking to the Chief, head into the bathroom and
pick up your gun. * If you stand around too long, the Chief will
stand up and attempt to talk to you. At that point, he's
discovered who you are and now every cop on the map will be
looking for you. Furthermore, you'll be without a weapon to defend
yourself. There are two w!
ays to ensure that you pick the Chief off before he knows what's
going
on. With the gun drawn, you can just open the door and walk out,
firing away, but be sure the Chief is dead before you kill anyone
else. If, on the other hand, you're not quite confident in your
quick-aiming, holster the weapon (R in WASD) and walk up to the
door. Open it and line up your shot with the white circle. Wait
for the door to close and then draw your gun. Open it again
without moving your crosshairs and the shot can be taken right
away. * An alternate route is instead of even bothering to enter
the front door (or even planting a gun, for that matter), you can
simply hang around outside after you get the bathroom key and wait
for everyone to gather. You -must- kill the Red Dragon, though,
seeing as his death and the stashing of his body are two
objectives for the mission. Anyways, if you haven't noticed
already, you can enter as well as exit the restaurant through the
bathroom window (just make sure nobody sees you). So, once
everyone's sitting down for their chat!
, hop in the window fully armed and burst through the door. Fun,
ain't it? Once the Chief is down, the Blue Lotus member will take
off like a sissy and the bartender will be quite cheesed. The
bartender is your priority. If the Blue negotiator gets away,
don't worry about it. He's not in the mission goals. Take out the
bartender and quickly ready up the Red Dragon amulet. There's no
actual action to plant it in the restaurant, so just hit the drop
key. * You can also safely drop the amulet before you go get your
gun. I'm surprised I didn't think of it myself. Thanks, Erik.
Now's the time to make your escape. The best course of action is
to head back into the bathroom and leave through the window. Do
this as quickly as you can because the cops will follow you in
there. The good thing about this is that you've led quite a few of
them into the bathroom and that means less of them will be on the
street trying to pick you off. * You can also shoot out one of the
windows and atte!
mpt to sprint back to your car that way (so you don't have to
bother o
pening the restaurant door). *WARNING* Whatever you do, do NOT
shoot any cops. The only cop you're allowed to kill is the Chief.
Kill any more and it's $5000 off of your income EACH, not to
mention that if you kill too many, the Agency gives you a fail and
you have to do it all over again. Once you're on the road, run
back to your car, taking any route you have to to avoid the
bullets that are bound to be fired at you. DO NOT STOP to fight
back. Just head back to your car and you'll get a success.

**************************
The Lee Hong Assassination
**************************

Mission Objectives
- Find Safe Combination
- Find Safe Location
- Deliver Jade Figure to Herbal Shop
- Eliminate Lee Hong
- Captured Agent Must Survive

Recommended Equipment
- Oyabun Knife
- Beretta 92. Silenced * This is a long mission if you don't know
exactly what to do right away, so you may want to bring an UZI or
the non-silenced Beretta as an extra weapon if you're adamant
against restarting. Timing is everything in this map, so a slip
could mean a firefight. Use your own discretion: Are you a Hitman
or a Gunman?

At first, the sheer size of this mission's map is intimidating,
and rightfully so, because if you don't know where you're going,
you'll be spending a LOT of time wandering aimlessly. I recommend
a walk-around before you attempt anything vital to your plan, but
I'll do my best to tell you where to go. At least study the map.
If at any time a body is discovered, Lee Hong will lock the front
door to his HQ. You do not need to restart the mission if this
happens. This walkthrough will completely avoid the front door so
not to worry. You'll first start off outside the Wang Fou
Restaurant from the second mission. There is nothing to do out
here other than reminisce about missions past. Oh, and that R93 I
mentioned in the alleyway? That's gone now. Head on into the
restaurant. To the left is a stairway leading up to two doors, one
on the right, and a higher one on the left. That goes to the VIP
Area. To the right is a doorway with two (or three) guards in
front of it with no stairw!
ay. This leads to what I'll be referring to as the BROTHEL AREA.
This area is not labeled on the map, so if I refer to it, remember
what I mean. If you walk around the divider, you'll see a door up
ahead with the word "BAR" above it in fake Kanji. Just before that
should be a door on the right with a single guard in front of it.
That door on the right leads to a store room, perfect for stashing
a body. How convenient. Walk behind that guard (easier to approach
from HIS right) and open the door to the store room. Don't walk
too far in. Instead, sit yourself right on the door's threshold
and turn around. This way, the door doesn't close on you, saving
you a bit of time in the very near future. Enter sneak mode and
prepare to make a kill. There is a third guard near the entrance
to the Brothel Area that patrols between the bar and the Brothel
door. Make sure she passes by either way before you pull out your
knife and cut the guard. Since you're standing in the doorway,
simply !
drag him into the store room and stick him in a corner. You won't
have
time to steal his clothes right away, so make sure you stash him
first. Once he's in there, hidden from the unknowing guards, feel
free to relieve him of his suit and his Beretta. Put your weapons
away and leave the store room, heading for the bar. Make note of
the door just right of the bar. This leads to the Restaurant Area
marked on the map, where the Herbal Shop (not labeled) makes its
connection. More on that later. Talk to the bartender and he'll
recommend you go upstairs for a little 'action'. Of course, you
won't be allowed into the Brothel Area without the flyer, which
the bartender conveniently leaves on the bar. * If you want to
explore some more dialogue, talk to one of the waiters first and
he'll recommend you to the bartender. Talk to the bartender a
second time, and he'll let you know of another foreigner locked in
the basement for trying to crack one of Hong's many safes. Pick up
the flyer and return to the lobby, taking the door without the
stairs to the Br!
othel Area. Follow the long ramp down after climbing the short
steps up. Turning to the right reveals another restaurant area
(which you can see through one of the windows at the top of the
ramp), as well as a set of double doors guarded by a fat man.
Approach this door and he'll let you in (funny, he has the same
voice as the guy out in the lobby! How strange...). Climb up the
steps and you'll be in the Brothel (labeled on the map). At the
top of the stairs, you'll see an old lady and a younger lady in
purple. Talk to the old lady and she'll offer you her best girl
(how nice, considering that the girl standing next to her is the
ONLY girl in the brothel). Once Hitman puts the woman's fee on his
tab at the bar, the young woman will head through the door behind
her. Follow her to her room (annoying since you walk faster than
her) and when you get the chance, talk to her. She'll tell you
that she doesn't belong there and wants your help. You have no
choice, but to agree. Besi!
des, she knows the combination to Hong's safe. So, once the
dialogue's
over, she'll begin to... trot, I guess, out of the room to her
shortcut over the rooftops. Follow her, but make sure you don't
run too far ahead of her or fall back too far behind her (annoying
because you walk slower than her, but run faster than she trots).
She'll lead you a short way outside and around a fence to a
ladder. When she gets there, she'll wait for you to climb up
first. Watch the cutscene. * If you're feeling like a big
butthead, you can also shoot Ling and just take the combo from
her. Of course, you'll probably be charged for an unnecessary
kill, so be wary. When you regain control, you should be behind a
dumpster, facing the patrolling guard. Never mind him. So long as
you're still in the guard's uniform, he'll leave you alone. Notice
how he's a Red Dragon, too. Anyways, spin around to the right and
you'll see your lovely damsel in distress making her way to the
gate. Follow her there and she'll wait for you to talk to her.
Watch the cutscene (gotta love t!
he shiver). Don't worry if the guard comes up to you after she's
gone. He doesn't do anything. That's one objective off the list.
Now to free the captured agent. Head back the way you came. You
won't be able to climb back up the ladder, but there's no need to
anyway. You should see a set of stairs leading up to three doors
(your only way out of the back yard). Take the center door and you
should be in the kitchen. Head straight for a bit and you'll see a
skinny passage that leads down to the basement on your left
(second opening in the wall). Head on down. You're still wearing
that guard's uniform, right? Good. You'll see a hoarde of Red
Dragons, heavily armed and guarding the basement. They shouldn't
bother you so long as they think you're a guard. Remember,
customers have no business being there. If you walk around the
guard and avoid opening any doors (and ignoring the guard standing
in a doorway with his back to you), the open path should lead you
directly to a door sun!
k into the ground with a single guard in front of it. This door
leads
to where the Agent is being held. No matter how many times the
guard says, "Leave immediately," sidle up behind him against the
concrete wall and cue up your knife in the inventory, but do not
draw it. Facing the guard's back, the opening to your left is part
of another guard's patrol, so your timing needs to be just right
to pull this off. Also remember to hit sneak mode. The patrolling
guard will either pass by left or right as he backtracks
continuously past the 'dungeon'. It shouldn't matter what
direction he passes by on, but it's best to wait for him to be
walking left (so that as he comes back, he's more likely to not
see you). In any case, after the patrolling guard passes, make
your kill and be quick. * It is important to note that there is a
glitch in this mission. Depending on where you stand when you make
the kill, you may or may not be able to drag the body. * If you're
having too much trouble dealing with the patrolling guard, you can
spend some time following !
him on his patrol. At one point, he'll stop in front of another
guard. His next stop will be in an alcove near a sniper rifle
(which you don't need). You can drop him here if you need to and
put him near the rifle. No patrols pass through this stop. If you
can drag the body, be quick on your feet and drag him toward the
door. Turn around, open the door, and then pick up the body again,
dragging him in and to the left (towards the cot). If you're too
slow, the patrolling guard will see the dead guard's foot and will
come investigate. If you can't drag the body, make sure you're not
there when the patrolling guard passes by again. Instead, just
open the door and head on in. Talk to the bound Agent and he'll
tell you where the safe is. If you haven't noticed already, Hong
has several decoy safes in the building. Opening the wrong one
alerts the guards to your presence and you'll soon be surrounded.
The Agent tells you which safe to go to (one of four locations)
and then runs o!
ff. Head back up to the kitchen and check your map. On your map
should
be a new blip. This is where the safe is in case you weren't
paying attention. Head there and open the safe. It's not necessary
to pull the combination from your suit. The door should open just
fine. I'll go through each location just to be safe (no pun
intended). - If the safe location is in the Brothel, you're in
luck. This is the easiest one to get to seeing as you've already
been there. Instead of going through the door Ling led you
through, turn left and head to the door at the end of the hallway.
You should see the old lady in there as well as a guard. If you
need it, pick up the ammo on the dresser. Head into the next door
at the end (not the one behind the lady) and you'll see your
target (the safe is next to a set of stairs). There are no patrols
through this room, so just sidle up behind the guard and kill him,
dragging him into the corner opposite the safe (so that when you
open the door, nobody'll see his body). Open the safe and take the
Jade Figure. - If the s!
afe is on the first floor, head to the Brothel Area and walk into
the open restaurant area. In the back wall there should be a door.
Head through it and you should be in a warehouse where the safe
is. I haven't seen any patrols come through the warehouse, but
then again, I'm an impatient man, so just to be safe, drag the
body to a safe location behind a few boxes. Head back to the safe,
open it, and take the Jade Figure. - I haven't actually been
through a mission where the safe was reported to be here, but just
to be safe (no pun intended), there is one being guarded in the
VIP area. There aren't any patrols that pass through this room,
and the only two guards are easy to take out. The one standing
next to the safe won't move. The other moves from the octagon
window to the platform next to the safe and back again. When he's
at the window, it's safe to slit his throat. The guard next to the
safe shouldn't hear you, but he may turn around during a stretch
or so, so don't dra!
g the body out yet. Instead, turn around and, while still in
sneak mod
e, fire on him with the silenced Beretta. Make sure you aim for
the head so he can't call out. If, on the chance that you miss,
the guard screams for help, spin around after taking him down and
be prepared to defend yourself from those double doors. Otherwise,
take the first body and drag him into the room below, lest the
guards outside the door see the body and open fire on you. Open
the safe and take the Jade Figure. - If the safe is in the guard's
quarters, you've had a bad stroke of luck. I know that the
location is supposed to be a random pick of the three, but I had
the honor of getting it three times in a row (yes, I failed this
mission quite a few times before I got it right). Anyways, the
quickest way to the guard's quarters is via the elevator in the
VIP Area (the stairway doors in the lobby). I think there are two
there, so make sure you find the one that leads up to the guard's
quarters (there ARE two elevators there, but one isn't marked on
the map. Go to the ma!
rked one and you should have no problems getting there). Once
there, you should be able to turn left and around the wall to see
two or three guards in front of a safe. You'll know the room when
you see an AK-47 on the table. As you can see, there is no way to
knife these guys without the other knowing, and the third guard
(the one who takes his post near the front of the table) patrols
in and out of the room. The best way to take them out is to head
into the closet next to the safe. The guard might hassle you
(Leave immediately) but you'll be able to get in there fine. Turn
around and open the door (you may have to wait for it to close,
but it's the only way to ensure you can open it when you need to)
and line up your shot with your aiming reticle. The shot should be
aimed at the closest guard's head. You may want to open the door a
few more times and lean to the left to see if the patrolling guard
is still there. Better to wait for him to leave. When you're
ready, let the !
door close and then pull out your silenced Beretta. If you've
done it
right, you should be able to open the door with a clear shot at
the guy's head. Take him out, then take out the far guard. Two
things can happen here, either the third guard is confused and
standing around looking for where the noises came from out in the
hall in front of the elevator (exit left to find him) or he'll
come charging in. Take him out quickly either way. If he was in
the hall doing nothing and doesn't manage to get a shot off, no
other guards should be alerted. However, if the tell-tale buzzing
of the warning display goes off, wait by the door way for the
guard(s) to come down the stairs. Take them out and you'll be
fine. No patrols enter the break room so you can now go to the
safe and get the Jade Figure. (If you feel like it, drag all the
bodies into the closet) * It is also possible to follow the
patrolling guard and take him out first so that you'll have a
lesser chance of the guard up the stairs being alerted. He has a
few stops on his short route: in the !
threshold looking into the safe room, on the stairs, and in front
of the elevator. Wait until he walks into that small hallway where
you come out of the elevator and slit his throat. He may not stop
so as soon as you can, jog up to him and take him out. Then
proceed with the two guarding the safe. Put away the figure to
avoid suspicion. Now you have to make your delivery. Remember that
door I pointed out to the right of the bar? Head back down to the
VIP area and to the bar, going through that door. If you walk
straight, you should see two sets of double doors on your left and
a door just ahead in the wall. Go through that and you should be
in the unlabeled Herbal Shop. Wait for the old man to come into
talking range and talk to him. When the conversation ends, there
should be a bottle of poison you can snatch up. You have the
option of not using it and heading to Hong's right away. (Make
sure you pick up a Dragon uniform first... hmm, didn't you leave a
dead guy in the dun!
geon?) You also have the option of trying to cap him in the head
while
he's in the restaurant, but then you'll have to deal with the
guards and his fat sidekick Tzun (remember him from the
surveilance video?). If you do that, it'll be hard to get to the
boat seeing as how you'll probably die before you get there. The
last option is to be sneaky and try to use it. Let's do that. Go
on and pick up the bottle. You know you want to. First, you need
to make like you're a waiter. Head over to the restrooms and wait
in the left one. The two waiters (yellow and purple) frequently go
there to check on their makeup or something and you'll need one of
their uniforms. When either one of them are in there, pull out
your knife and take him out when he stops to look in the mirror.
Drag the body to the back and take the uniform. If the second
waiter comes, don't worry. He'll run to check on his buddy before
he screams, so kill him too if you wish. Put away your weapon when
you're looking silly. Head back out and to the kitchen (thorough
the beige double doors!
in the dining area) and the cook should request you to take the
soup to Hong. As long as the chef's not standing next to you, put
the poison into the soup and you'll automatically pick it up. Head
back out to the dining area and you should see Hong and his
bodyguard, Tzun, at the far end of the restaurant. You can't give
the soup directly to Hong, so just head towards Tzun. Hong will
begin to reach for it when Tzun decides to taste test. Observe. *
Not trying to poison Hong means you'll have to deal with Tzun at
Hong's headquarters on the north end of the map. The problem with
this is that Tzun can see through your disguises no matter what
you're wearing and there are a LOT of guards in the HQ. If you're
feeling more bold and less sneaky, then you're welcome to try. Be
quick about this, because you CAN get away scott free for killing
Tzun. As soon as you regain control from the cutscene, you'll be
carrying a Hardballer. PUT IT AWAY and then RUN out the way Hong
went. If yo!
u make it out there before the guards discover what you did to
poor Tz
un and aren't carrying a weapon, the guards outside won't attack
you, and you won't be held under suspicion for the killing. If you
don't, be prepared for one heck of a shoot out. No matter what,
the front door to the HQ is locked from now on. * Another
interesting way to take out Hong (as delivered by tipster MOFO),
is to instead head up to the rooftop where you led Lei Ling while
he's sitting down in the restaurant. When there, you should be
able to see a skylight that you can look through and pop him that
way. Since you're outside, head out to the garden and cross the
bridge at the bottom of the valley, following the path up the
side. There should be a single guard there who won't let you in.
Oops, you're still dressed as a waiter. Stand behind him and take
him out. Don't worry, nobody will see you and there's no patrols
up on this side of the garden. Steal his clothes so you're in a
fresh guard uniform. The waiter's clothes are of no use anymore.
If you look across the g!
arden, you might see a few guards running around. They've just
found Tzun's body. What fun! Okay, head back down to the basement
in your guard's uniform and back to the dungeon. If you were
discovered killing Tzun, then chances are the guards in the
basement will open fire on you, so if you went the way of the
noisy cricket, then be prepared to fight back. If not, and I know
you were successful, then stroll merrily past the guards back to
the dungeon and pick up a Red Dragon uniform from the dead guard
you either left outside or inside the chamber. * If you attempt to
enter Hong's HQ in the guard's uniform, you'll be attacked.
Somewhere in the basement is a raised platform with a few crates
on it. On top of a crate are two AK-47's and some ammo for it.
Pick up a gun and all the ammo. Not to worry, this is one of the
few times you can walk around with a weapon showing. You'll note
that every guard in the basement is showing a weapon, so why
should you be any different? >From!
the AK-47's, check the map and head towards the long hallway
leading
north. This leads to an elevator that goes right up into Hong's
HQ. You'll know you're on the right path when you see a set of
stairs leading down a short way and two guards standing in a
cement room that bends off to the left. Take the elevator on up.
Once you're out of the elevator, you should be facing some stairs
and, not to mention, a lot of guards. The rest of the HQ on the
first floor is the training dojo and there's of interest there.
Head on up the stairs. When you come out of the stairwell, you
should see a bunch of openings. One of them leads to an office
(which should be straight ahead when you come out of the stairs)
and you'll see Hong pacing away, wondering when the killer is
coming. Feel free to chuckle maniacally to yourself. Head into the
office and turn around. Just behind the doorway is a tiny alcove
hidden away from the door's view. Stand in it and wait for Hong to
walk into the office. When he's at the desk, fire away and make
sure he goes down. The gua!
rds in the hall/room outside will begin rushing in one by one.
The fun part of this is that the guards will rush to Hong's body
to see what's going on, and their backs will be turned to you. Cap
'em all! Sooner or later, they stop coming. So long as none of
them fire at you, the guards downstairs (and, subsequently, ON the
stairs) won't have a single clue as to what just happened.
Remember to re-load between guards ;) Once the guards stop filing
into the room like lemmings, walk up to the pile of bodies and rob
Hong of all he's got. It's not necessary since it's not in the
mission goals, but why the heck not? Oh, and no need to drop the
gun either. Just hang onto it in case anyone wants to surprise
you. * If you want to read the letter, simply select it from your
inventory. Make sure there aren't any guards coming, otherwise the
letter will be blocking your view when they come. Once you're
finished upstairs, stroll on down. Nobody should give you any
problems, but if they d!
o, you've got an AK-47, right? Anyways, downstairs, against one
of the
walls (the west one) is a metal grate with a guard in front of
it. Walk around him and open it, head to the elevator and take it
down to the docks. Walk up to the boat and ride off out of Hong
Kong.

----------------
|***COLOMBIA***|
----------------

Welcome to Colombia. These three missions all take place on the
same map and may prove to be your most frustrating time. You'll
try to find ways of getting through them without getting shot at.
You'll try to be like the Predator, taking what you wish and
leaving without a trace. You will ultimately fail in this task.
Unlike the Hong Kong missions, your stint in Colombia will consist
of fast-paced, noisy action in the mists of the jungle. Be
prepared to bring along the biggest, baddest gun you can get your
hands on. You -will- need it.

*******************
Find the U'Wa Tribe
*******************

Mission Objectives
- Secure Religious Idol
- Bring Idol to Indian Village

Recommended Equipment
- Kalashnikov AK-47
- Oyabun Knife
- Kevlar Body Armor
- Binoculars * You may wish to take a handgun as well. Because
this mission requires you to do a lot of gunfighting (as well as
the handgun being quite handy in the missions after), you may run
out of ammo before you know it and a handgun will be a good backup
until you find more. * This map is huge. Bring a compass if you're
adamant against constantly checking the map.

After playing this mission through several times, it took a
friendly tip from M.P. (thanks!) to show me the light of this
otherwise incredibly tough mission. You may die, it's true, but if
you -do- die and it's late in the mission, then there's no need to
restart. You'll smack yourself if you do, I promise. I only
recommend restarting the level only if you've totally pooched the
mission, as it can happen. Don't despair, though. It -is- possible
to complete this mission without losing a life. First off, before
you even go into the mission, check the map thoroughly. You will
notice that there are quite a few gun-n-ammo icons on the map.
Don't be fooled by the default view of the map. Zoom in on each to
see how far apart they are from each other. These are ammunition
crates that have been dropped in the jungle. The big thing you
should notice on the map is the hashed circle with a green blob in
it. That green blob is the crash site you're looking for, not the
edge of the circle!
. Ready? Make sure you take what you need at the start of the
mission. Sorry, folks, but what you take is what you get for three
missions. This includes what you bring along with you in the
purchase, and what you pick up in the mission. This is what makes
part of this mission so damned frustrating, but that's what you
get for trying to do an op in one day. Silly agency. Now, it must
be mentioned that in previous write-ups of this mission, I
recommended the M60 and the M16A2 (depending on your preference).
The reason I've changed this is because, on M.P.'s recommendation
(and I seriously can't fathom why I didn't think of this in the
first place considering what I'd been through in the Hong
missions), once you're in uniform, guards won't attack you if
you're carrying the AK-47. The AK is standard evil bad-guy issue
and so long as you fit the bill, they'll think you're one of their
buddies. Carrying the M60 or M16A2 however, can attract some much
un-wanted attention and make !
the mission much bloodier than it has to be. When you first hop
into t
he mission, you'll be treated to a cutscene. As soon as it's over,
turn on your compass if you've got one, and ready up your AK-47. I
don't mean cue it up in the menu either. Bring it out. Do all of
this while you're running if you can, and head eastward, moving
south from time to time every now and then. You're heading for the
crash site. Check your map every now and then to make sure you're
heading in the right direction. Dodging trees can put you off
track. Don't forget to turn on sneak mode so that when you stop,
you'll crouch for cover. Eventually, you will come up to a group
of soldiers. There are several in this jungle. Heading directly
east without moving south right from the start will let you catch
one of these groups off guard. Heading slightly south has the
possibility of having you avoid them, but more often than not, you
will run into them. Shoot first, ask questions later. These
soldiers will shoot at anything that isn't in uniform, so you
might as well start !
the fight. Be careful not to get too close. The fog is a
hinderance, but you should see some silhouettes before you hear
the tell-tale "hey!" There may be up to six soldiers. The strategy
here is to stay near a tree and pick them off. Be watchful of your
targets as some will try to flank you. As they begin to fire at
you, move backwards so nobody can run past you without you
knowing. * Sometimes, as mentioned above, you won't run into a
single group of guards (which makes getting the idol all the more
easier). If you've got time to try it out, bring up your compass
and head south-east, but angle very shallowly to the south. If you
look close on the compass, you'll see that there are ticks in
between the letters. Aiming yourself with the tick just right of
the "E" usually gets you there without any problems, but you'll
still need to pick up a uniform eventually. Now that you're in
uniform, nobody should give you any lip for being in the jungle
uninvited. The only caution her!
e is that if you do run into a group of soldiers, make sure that
you'v
e cleared everyone in the immediate area so that nobody will see
the one guard in his boxers. If they do, you'll be under suspicion
and you'll need to find yourself another uniform. Funny enough,
the uniform can look exactly the same. It just needs to be fresh.
Head on over to the crash site. You should be able to run in and
out without a problem if the soldiers haven't secured the site
yet. The idol rests in front of the open door of the plane (the
side with the wing still attached). Just pick it up and move
along... er, wait. Put it away first, and THEN move along. * If
the soldiers have secured the crash site before you arrive (you'll
see an info display), then there's a bit more of a problem. So
long as you're in uniform and nothing is visible on you (the
exception, of course, being the AK-47), you'll need to take one of
the soldiers down to get the idol. On your way into the crash
site, they shouldn't give you any trouble, but you will find the
idol in front of the open!
door of the plane sitting next to a guard. He doesn't take too
kindly to you trying to pick up the idol in front of him so you'll
need to take him out first. You'll notice that every soldier
occupying the site faces outward. Sneak up to the idol's guard
from the tail of the plane and situate yourself behind him.
Quickly bring out your knife and drop him where he stands, putting
away your knife right away. Don't worry about dropping the AK-47.
So long as you don't look the part of a killer, nobody will be
alerted to who you are if, in the unlikely event that the others
hear a death scream, you're not standing there with a knife in
your hand and a dumb look on your face. * However, if on the
chance that the guards do see you, don't bother to put away the
knife. You'll drop the AK-47 and you'll need it if there's going
to be a firefight. You'll need to watch out for the guy standing
on the wing above you as he'll be your primary threat. Head around
the tail and run eastward a!
way from the site, but not too far away. Spin around and you
should be
in prime position for easy pickings. Take out whoever's chasing
you and the rest will mainly file towards you from the site, so
keep cover and let loose on them. Whatever you do, don't move
until you see nothing else moving in the distance. Patience will
be the key to your survival in the assault. When it's clear, walk
around to the other side of the plane and pick up the Idol. There
may be a few stray guards so be sure to keep your guard up. Now
you can relax a little bit. There are no more sequences in this
mission involving time, so you're free to do a little exploring
now. If you're running low on ammo, head to the north-eastern most
ammo crate. It's the only crate on the map that has machine gun
ammo, and you'll get about 250 rounds or so. The other crates
contain ammunition for AK-47's, pistols, and the M16. If you don't
have a pistol, the crate just north of your start point should
have two Berettas for you. Otherwise, there's no need to pick up
the M16 since you hav!
e the AK-47. Otherwise, re-check your map and look at the eastern
side. All those little dots in the east represent the location of
the U'Wa tribe. Head towards it. Before you enter the village,
though, take the Idol out from your pocket and hold it out in
front of you. If you don't, the villagers will most likely attack
you, especially if you're in a soldier's uniform. Otherwise, head
on in and one of the tribe members will tell you to see the chief.
He is located on the south-eastern side of the village. If you're
having trouble figuring out where he is, remember that the village
is mainly two parts (north and south). Head to the southern part
near the river and you should find him among his council. Watch
the cutscene. It would have figured that a mission this huge can't
possibly have just two measly objectives. Now you have to save the
chief's brother. Bah. Ready up your AK again and follow the river
west-ward towards the new blip on the map. If no guards have found
any!
dead soldiers (you did take out all the stragglers from each
group yo
u fought, right?), then nobody should be attacking you on your
way. You'll see two sentries chatting it up, and after a long,
boring run, you'll reach the bridge. So long as you're in uniform,
the guards at the bridge will leave you alone. The chief's brother
is being held captive in the center of the bridge. There should be
three guards on your end of the bridge, two guards with the
prisoner, some more at the other end, and a guard in each tower
(north and south). You'll be on the north side of the bridge,
where a guard tower stands tall. Climb on up and sneak up to the
guard standing there. You'll see a sniper rifle leaning against
the wall with some clips below it. Remember that the sniper rifle
can only hold one round at a time so leave it for now. However,
you may want to pick up the sniper clips seeing as you'll need
them in the very near future. In any case, take out the guard. You
can take him out silently with the knife if you want to get the
drop on the three guard!
s below, or you can shoot him. Either way, take him out because
he's got one powerful gun under his arms (an M60). * If you take
out the guard with the knife, make sure you put it away before you
spin around. Otherwise, the guards will see you with it and begin
firing. Once he's down, spin around. What you want to do is gun
down the three guards just below the tower. Once they're down,
either one or two more should come running to their aid from the
other side of the bridge. Take them out, too, but be sure not to
shoot randomly into the mist. You don't want to hit the prisoner.
Whatever you do, stay in the tower. If you approach the bridge,
the sniper on the other side will pick at you and those bullets
can seriously make it a bad day. When the machine-gunning starts
from the other side, be quick and pick up the sniper rifle. There
is a guard with an M60 who will fire at you from the bridge.
You'll want to take him out first. The rest carry AK's so you'll
be able to take a !
few more hits from them first. * If you die here, don't bother re-
star
ting unless you don't want to spend the three grand it takes to
continue. In any case, if you die on the tower, simply make your
way back to it. Chances are that the guards will still leave you
alone, especially if you stop along the way to pick up a fresh
uniform. Climb back up and resume your firing. If you stay in the
tower, the sniper on the other side of the bridge should be
completely clueless. Take him out anyway because you know he did
something bad before he came here. I mean, just look at him. I bet
he's thinking about horrible, evil things to do once he's done his
shift. In any case, the one guy you want to be sure to take out is
the bearded man by the Chief's brother. He won't move to join the
fight. Taking him out frees the tribesman. When all's said and
done, the Chief's brother will run back home. Not once have I
followed him all the way back, and each time I've been able to
pass the mission, so there shouldn't be any need to follow. Take
your time and pick up!
whatever you need. Make a decision here: bring the R93 or bring
an AK (or, if you're feeling bold, the M60). If you don't miss a
shot with the R93, you should have more than enough ammunition for
the beginning of the next mission. If you've only got a few rounds
left, then take the M60 or an AK as the rifle will do you no good.
* I lied. I managed to follow the guy home once and funny enough,
he runs straight through the crash site. Nobody opens fire on him,
though, so you won't need to defend his slow-running butt. When
you're done, drop down from the tower and head back to the
village. The two sentries you passed along the way may or may not
open fire on you. If you've got the sniper rifle and don't want to
waste any rounds, then take the safe route and enter a little way
into the jungle so you run behind them. If you've got the M60 or
the AK, light them up if they give you any lip. ^_^ When you make
it back to the village, walk up to the chief. You may have to
circle ar!
ound him to find the right position to trigger his speech as
there's n
o action menu to talk to him. When all's said and done, the
mission will end.

**************
The Jungle God
**************

Mission Objectives
- Find the Secret Passage to Pablo's Camp

Recommended Equipment
- Whatever you brought along with you from the last mission.

Map-check. You should see two icons on the map (zoom in). One to
the west and one to the south. Make note of these as I'll tell you
what they are when the need arises. The Jungle God is in fact just
a hungry jaguar. Sure, you could just kill it, but you'll get a
fail. The tribe is your ally and killing their sacred animal won't
be a good thing. The reason why you need to avoid this janguar is
because it stands in front of the passage that the Chief
mentioned. What you need to do for this relatively easy mission is
to find the correct sacrifice for the god. You'll start out on the
bridge that the Chief mentions in the final cutscene in "Find the
U'Wa Tribe". * If you've brought along a sniper rifle, carefully
make your way past the middle of the bridge and up the slope until
the edge of the other side is just under your eye line. Bring out
the R93 and pick off anyone nearby. If you do it cleanly, you
won't alert the guards remaining in the ruins up ahead. Keep on
moving down !
into the ruins. Up ahead will be some more guards. Take them out.
If you get a scream instead of a kill, be prepared to swing right
and take out the few guards standing on hills. Continue in this
manner until you are out of ammo. If you have some ammo left,
check all the hills and creep along until you see cute little
soldier heads peeking out at you ripe for shooting. If there are
still some guards remaining, pick up a dropped AK-47 and continue
the hunt, all the while moving toward the west "!" icon on the
map. * If you've brought along the M60, then you need to head
across the bridge and take out the two/three guards standing on
the other side. Once that's done, the other guards should be
alerted to your presence. Take out any guards that come running.
When all's silent, it's likely that any remaining guards are a
little bit further away. Make sure you keep your eyes on any
raised areas and hills. Proceed cautiously as most guards are
armed with AK's. Make your way to th!
e west "!" on the map. * If you've brought along an AK, then
nobody sh
ould bother you. You'll only need to kill one guard near the pigs,
so cheers! You should eventually see some pigs running around. It
might seem cruel to do this (like anything else you've done thus
far hasn't been cruel), but you'll need to shoot one of them down.
Hopefully you took all the guards in the area out so that nobody
will come surprise you while you're chasing the little hog. Aim
for the head. The pigs can take quite a bit of damage and you
don't want to waste too much ammo. Once the pig's down, head on
over to it and pick it up. Yes, you'll have to drop any heavy
machinery you're carrying, but forget about it. You'll find more
later. Once you have pig in arm, pull out a handgun as you can
still hold the pig with it drawn. If you run into any straggling
soldiers in the area, shoot them down. They will fire on you
regardless so shoot first. Take the pig to the southern "!" icon
on the map. This is where the jaguar and his sacrificial altar
lies. Once there, you'll !
see lots of blood stains on the altar. Stand on it without
getting too close to the cat and put your weapon away (otherwise
you'll drop it). Drop the pig and step back. Wait for the jaguar
to leap up and munch away. * If you really, really want to bring
your heavy machinery along, or at least an AK-47, take out all the
guards you can and plant one of the guns near the altar.
Afterwards, go and get the pig. When you step away from the altar,
pick up the gun and pass the jaguar. You should be able to bring
it with you. * If you really, really don't want to bother planting
a gun, you can also put a guard on the altar (they're of the pig
species, too, aren't they?) and that way, you won't have to drop
your gun. Of course, you will have a lot of fun (not) getting a
body there since there are no guards near the altar. I recommend
using the strafe-drag trick to shorten the time it takes to get
there. * Finally, if you want a more suitable weapon than the AK-
47 or if you're out of !
ammo for the M60 (and I don't recommend bringing that particular
gun t
o the next mission), there is an M16A2 hidden on the map with
plenty of ammo to go along with it. If you zoom in, you'll see a
building that looks like a W with a square in between it. You will
know you've got the right place when you see a raised area with
stairs heading up. This is an old temple, I guess, and there's a
pit in the center you can fall into where you'll find the gun. Be
wary of the two guards chatting behind the walls. Head past the
jaguar as it's eating and you'll crawl into that little cave. Make
sure you have a uniform on, or you're in for a world of hurt in
the mission ahead. Otherwise, proceed into the cave.

*****************************
Say Hello to my Little Friend *****************************

Mission Objectives
- Eliminate the Drug Lord
- Blow Up the Laboratory

Recommended Equipment
- Whatever you brought along with you from the last mission.

No, the title for this mission didn't come from a (bad) comedy. It
comes from one of the best gangster movies of all time: Scarface.
Just a little trivia for you. Anyways, do a little map-check.
There's not much to see, but if you look southward, you'll see a
"!" icon blinking away at you. Here you'll find some 7.62mm rounds
and two AK-103's. Also note that you start off on the north side
of the compound. The only entrance is on the south side, so you
might as well make the trip to the crate to get your own "little
friend". That long strip on the east side of the map is the air
strip where you'll make your escape back to civilization. The
building just west of it (past the hangar) is where Pablo has
holed up for the day, sniffing cocaine. The north-western area of
the compound is the laboratory. **As a side note, if you look in
the very north-west of the map, you'll see another "!" icon. I
don't know why it's there. You can't get to it. If you take the
trip to the bridge, an!
d I highly recommend you don't waste your time, you'll find it
blocked off. I guess it's there to cheese you off. First off,
you'll be in uniform so there's no need to be sneaky. The guards
here are obviously lacking in the intelligence department compared
to their comrades in the previous missions so you can even pull
out your weapon and strut your stuff near them. When you come out
of the cave, there will be a crate near by. If you decided not to
bring a knife, or if you lost your vest in the last two missions,
it's your birthday. The crate contains 5 knifes (you only need
one, greedy pig) and a Kevlar vest. Take what you will and run
right (west) around the compound, which is the shortest way to get
to the south side of the map. There really isn't a need to go to
the south "!" icon on the map (as it will take a bit of more
torturous running to get there) to pick up the AK-103's. You'll
find everything you need inside the compound. Of course, if you
really want to go down!
there, be my guest. As you enter the south gate (read: the ONLY
gate)
, note the towers if you haven't already. Every single one, except
the one directly south of the gate, contains a deadly soldier.
They'll leave you alone for now, but man, you'll hate them soon
enough. But I'll get back to that. If you continue straight north
from the gate, you'll reach another gate. This is where the
laboratory is, but you can't blow it up yet because, well, you
don't have anything to blow it up with. You won't see anything
because the lab is underground, but if you head east from the gate
past the tower, in the tent you'll find a silenced Beretta and
some ammo, as well as a fresh vest. The other tents and buildings
scattered around the area don't have anything to offer, so just
head on eastward until you see the big "mansion". You should see a
cutscene of your target in front of a big - and I mean BIG - pile
of cocaine. * Also, in one of the towers just south-west of the
entrance to the lab should be a sniper rifle. Once again, it's
there to tempt you, but!
it isn't of much use due to all the firefighting you're about to
endure. A better gun can be picked up along the way. You should be
approaching from the west. On the south side of the house is the
front entrance with two guards there. On the north side is the
back door. On the west side (the side you should be facing) is a
straight hall with doors on the north and south that you can enter
from. There is only one guard in that hall and is your best (and
safest) means of entrance. Once you've got your bearings, take a
small detour to the south of the mansion (where the front doors
are). Directly south of the mansion is a tent with a tasty treat
inside for you. I bet you'd like to know what it is, wouldn't you?
I bet it just itches all over, wondering what can be considered a
'tasty treat' for a Hitman of your caliber. I bet you've probably
skipped all my taunting and just gone into the tent. Inside of the
tent are two M16A2's propped up against a barrel with quite a bit
of a!
mmo sitting neatly on a crate just waiting to be picked up. This
is wh
at I like to call SGI (Standard Goon Issue) because since some
other folks in the compound have one of these, it's okay for you
to have one, too. Pick it up and head back to that oh-so-safe
door. * South-east of the mansion is an angled tent where you will
also find your first Minigun. There's a lot of ammo laying around
for it and the gun itself just screams, "take me with you!" I,
however, suggest you leave it alone because it really isn't worth
the trouble. The Minigun is -not- SGI and thus if you want to take
it into the house for the fight against Pablo, you'll need to take
out everyone outside first. And then, ho hum, taking those guys
out will alert the tower guards, and then you'll have to take them
out, too (yawn), and then you'll also probably have to take out
some of the patrollers along the fence... Only the bold need
apply. Of course, you may want to take a little time and pick up
the machinegun ammo. There should be one guard standing in the
hallway in a little!
alcove, out of sight from the guard in the larger hallway
outside. Slip past him first and drop your M16 behind him. You can
take him out with a knife and the guard in the next room won't
notice, but be quick about it and make sure you have sneak mode on
(how many times have I reminded you of this?). Once he's down, you
can take his clothes for fun or just move into the next room. No
patrols come this way, so knife this guy, too. Turn left
(northward) and follow the hall to the single door. There's the
kitchen. There should be a guy standing in front of the sink or
stove, and he's just minding his own business. Slit his throat and
move back into the hallway. Whatever you do, don't open the door
directly behind him. There is a sentry there that will see him. If
you absolutely must toy with that sentry, then pull out your
silenced Beretta before hand and wait for him to run to the body.
You can then plug him in the back of the head. * Actually, getting
the sentry into the ro!
om and killing him off is a good thing, but only if you can
manage tak
ing him out without him making any sound. Guards are in the very
next room and you won't have much to defend yourself (unless, of
course, you brought the M16 along). In the hallway, the double
doors on your right (again, northward) contain two guards. Before
you go there, though, go back and grab your M16. There is no way
you can take them out silently, nor is there any way you can
continue without letting some bullets fly. If you can, get behind
them (they'll annoy you with 'find somewhere else to hang out')
and take them out with your silenced Beretta. If they make too
much noise, quickly get out your AK-103 seeing as the rest of the
guards from the main room will come rushing. If no guards are
alerted, pick a spot in the house where you can create a killzone,
preferably in a room where nobody can run around you from another
door. There are only three guards outside the house that will come
in when they hear the noise (the kitchen guard and the two door
guards) so the best!
place is probably the kitchen. You can now take out the guard
outside the door and then be prepared to get into a huge gunfight.
The single door on the left is where most, if not all, the guards
will come rushing in. Simply light them up with your M16A2 and you
should have no problems surviving. What's funny is that the few
guards on the second floor won't have any idea of what's going on.
Anyways, mow down the lot of them and make sure you pick up the
two or three Desert Eagles lying around. In fact, the guys who are
firing with the Desert Eagles (you can't miss 'em) are your
priority in the firefight if they're up front. They're awfully
good shots and magnum bullets hurt... a LOT! As far as I know,
this is the first time you can get the Desert Eagle in a mission.
* This is why you do the silent kills at first. It means less
guards to kill and thus, less guards to worry about coming up
behind you. * If you choose to fight in the kitchen, but you
didn't take out the sentry!
, be sure to swing your crosshairs over his way as soon as he
runs in.
He'll take some pot shots at you while you're occupied with the
hoarde rushing in from the main room. * If you don't want to
bother fighting in the kitchen, you can also head upstairs and
look for a ladder that leads upward. There is a single guard there
that you can take out quickly. Once you have, position yourself
over the hatch and (if you took out the guard silently) fire a few
rounds to let everyone know where you are. They should come
rushing into the room, but silly soldiers can't climb ladders so
they'll just try and pop you from below. Pop them first (this tip
came from... uh... I honestly can't remember. Eep! In any case,
thanks to the one who gave it.) If you do it this way, you should
be able to skip the next paragraph. After you're done marvelling
at the piles of bodies you've left in the fountain room, head
upstairs and get any stragglers you may see. Check the single
doors first. One room has another silenced Beretta sitting on the
couch (the west rooms meth!
inks) with some ammo, and the other side has a ladder that leads
up to a single guard. There should also be another guard standing
in one of the rooms, but if there isn't, don't worry about it.
Sometimes he hears the firefight, sometimes he doesn't. In any
case, take out all the guards on the second floor as well (before
you open the double doors at the top of the stairs, as that's
where Pablo is). This ensures that they don't come and take pot
shots as you're fighting Pablo. Once everything's clear, stand as
far to the side as you can (against the wall) from the double
doors at the top of the stairs and open them. Pablo will go crazy
on you with an M60, so stay behind the wall and lean. He's a good
shot for someone shooting wildly, and he can take a lot of
bullets. Aim for his head. When you do enough damage to him, he'll
taunt you (endlessly). Sometimes it takes four bullets, sometimes
it takes one. The best way to kill him is to take out your Desert
Eagles and aim for hi!
s head. The handgun is incredibly effective even if you hit his
body,
so be sure to use them up before switching back to the M16A2. If
he's in prime position to fire on you, don't waste time trying to
aim at him. Run to the other side of the doorway. The good thing
about Pablo is that he won't run out of the room even though he
frantically runs IN the room. Just be patient and line up your
shots, sit through each taunt, and eventually, you'll cap him. *
If you die, you should be in one of the tents. Just make your way
back to the mansion. Nobody should be giving you any trouble yet,
so stroll along all you like. What's funny is that if you approach
the mansion, you can hear that Pablo's still firing away at you.
That guy's crazy, I tell you. * There is also a guard tower just
east of the mansion that offers you a view of Pablo's room. You
can snipe at him from here and it will take less shots to kill him
(one if you're really good) than if you open the door inside to
fight him. However, getting the sniper rifle there will be a task,
and second!
ly, alerting the whole compound for a good sniping opportunity
may not be what you want to do. The only interesting thing about
doing this aside from the single shot is that Pablo ducks from
behind the window and back again to take shots at you. Those guys
at IO thought of everything. The good thing about this is that you
don't have to deal with those stupid taunts. Oh, and I haven't
tried doing this -after- going inside. Only before. (Tip from
LDavid8) When Pablo falls, a fresh batch of guards will enter the
house through the front door. Rush into Pablo's room and wait for
them to come up the stairs. As they do, drop them quickly so they
don't swarm you. You can also hide behind the door if you're
feeling nervous. If you have enough time, picking up Pablo's M60
will help you cut them down. Once they stop rushing up the stairs,
approach the balcony and look down into the fountain area
(straight outta Scarface) to see if there are any strays that
didn't get the idea. Down an!
yone standing there and then drop the M60 if you picked it up,
trading
it for the M16. There is some machinegun ammo in the tent just
south-east of the mansion, but walking around with the M60 will
get you noticed. On that note, the M16 is better for you to take
along. Head back into the room and pick up the bomb on the desk.
You now have all you need to destroy the lab so head west out of
the mansion and enter the second gate to the lab. You can approach
the lab from two ways, either the ramp on the left or the stairs
on the right. The ramp offers many guards in prime position to
fire on you when the fight begins. The ramp on the right only has
two or three. The rest of the guards inside the lab will be behind
two closed doors as opposed to one big open door. Make your
choice. Regardless of whatever choice you make, the guards inside
the lab will see through your disguise and alert the entire
compound. Pick a position where you'll get the least resistance
from behind as there are many guards inside the lab. Best to back
into the wall and pick!
away at them or, if you entered from the stairway, stand in the
doorway. Once they're all down, take the bomb out of your pocket
and place it on one of the crates in the lab (next to the center
table). This is a remote-detonated bomb, so you have plenty of
time to get away. Now comes the hard part. The whole compound
knows you're here now. Their boss is dead and so are several of
their friends. You can't possibly fight every single one of them
unless you're some sort of superhero, so get ready for the sprint
of your life. Ready your M16 and head out of the lab, out the gate
and east. Run like your life depends on it ('cause it does) and
make your way to the hangar. Don't stop to fight anyone. The only
people you should be firing at are people in your way. Strafe left
to right as you follow the road to the hangar or you'll get hit.
As the bullets whiz by you, about when you're passing the mansion,
pull out the remote and set off the bomb. The lab will be
destroyed in a cuts!
cene, so be ready to run once you regain control. As soon as you
can,
re-ready your M16 and mow down anyone you have to so you can get
to the plane. Run to its left side and approach it from behind the
wing. If you're being fired upon, it doesn't matter. Get to that
plane! Once you get there, open up your action menu and select
"fly plane" as soon as it becomes available. Don't stop to do the
gunfight unless you've got some health to spare. The soldier's
can't down your plane once you're in it, so just fly on out to
safety and you'll have completed the three most annoying missions
in this game. Enjoy the huge reward. If you're on easy mode, you
won't get any penalties for dying (at least if you only die once).
Wave goodbye to Colombia. * There are those who have done this
mission without the uniform. Sure, it can be done if you're good
enough, but I'm not recommending it unless you're out for some
pain.

----------------
|***BUDAPEST***|
----------------

Welcome to your one-mission stint in Budapest. It's relatively
simple considering what you had to do in Colombia. Prepare to
cheer because you're back to being stealthy again. A major relief,
if I do say so myself.

***********************
Traditions of the Trade ***********************

Mission Objectives
- Eliminate Frantz Fuchs
- Secure Terrorist Bomb

Recommended Equipment
- Fiber Wire * You don't even need body armor if you do this
right, but if you wish, take it along. * Take no other weapons
other than the fiber wire. The hotel is littered with metal
detectors and the guards will shoot first and forget about
questions altogether.

A map-check will show you many things. First off, every major room
is labeled. The smaller, unlabeled rooms are guest rooms, and you
don't need to go into them, making the map much smaller than it
seems. Second, you should see red icons strewn about. These are
all metal detector points. If you're carrying a weapon, avoid
these points. Finally, three blue blips appear on the map. Two in
front, and one in back. Those are your possible escape routes. You
start off on the street after the Agency limo drops you off.
Approach the hotel and you will see two metal detectors with an
accompanying guard each. Bringing any metallic items (guns and
knives) means that you'll set off the alarm. The guards won't even
bother to collect your change and make you walk through it again
if you set it off. They'll just open fire on you. The only thing
you can take through the detector is the fiber wire (funny, I
coulda sworn it makes a metallic sheen as you stretch it out) and
any non-weapons like!
the compass or binoculars. * If you somehow manage to get a
security guard uniform, you should be able to carry a gun through
the detectors without setting them off. Must be those futuristic
clothes-scanning detectors. Enter the lobby. On your right, you
should see a desk. Ahead of you, you should see a large set of
stairs that bend off to the left and right. They lead to the west
and east sections of the hotel respectively. You'll also see that
the hotel is littered with civilians and security guards. Killing
civilians and security guards is a no-no. * A lot of this mission
is optional. You can blow through it in about ten minutes if you
skip everything, but I'm assuming you want to see all there is to
see. It will also help you get the storyline of the game. * Once
you're actually inside the hotel, you needn't walk through any
more metal detectors. All of the detectors in the hotel can be
circumvented, but there really isn't need. Do you want to be
efficient or lethal? I!
n any case, if you wish to hang onto all the weapons you may find
duri
ng the mission, check the map. There are two elevators, one on the
east tower, and one on the west. Also in the east tower, you
should see some stairways in the upper-left corner. Ignore the
west-tower elevator because it opens up to a metal detector on the
third floor and also goes only to the casino. More trouble than
what it's worth, really. The east elevator and stairway, though,
are extremely useful if you want to keep a low profile. If ever
you need to cross from the east tower to the west, or vice versa,
there is a balcony on the second floor that runs along inside the
lobby on the south wall (where you come in). It will bring you to
the other side without danger. First off, talk to the clerk at the
desk and check in under that horrible alias. You'll see that a
Heinrich Wulff is conveniently checked in in bold in room 202. If
you read your mission briefing, Heinrich Wulff is Frantz's own
clever alias. Funny, I thought you checked in. I guess you don't
get a key or a r!
oom assigned to you. Oh well, you're not there to relax anyway.
You've got a job to do. It's time to pay a visit to Frantz. Head
on up the grand stairway and hang a right (east) through the metal
detector. If you turn around after walking through, you should see
a set of double doors just behind the guard. That way leads to the
east elevator and to Frantz's room through another set. If you go
there now and speak to the guard, he decides he won't let you in
unless you have an appointment. Since there's no actual way to
make an appointment, you're just going to have to improvise. There
is a room right next to his, room 201, that has a balcony
adjacent, ripe for hopping (finally putting that training to use).
The only problem is, the door's locked. You need to get a key. You
may or may not have noticed, but there is a cleaning boy going
from room to room. In fact, it seems like there are hundreds of
them. If you can't find one, try some halls and listen for a
vaccuum. At any r!
ate, you'll note when you follow him that he uses the same key to
open
every door. This would be the master key, which is exactly what
you need right now. So, once the bumbling idiot enters the room
and leaves the key in the door, don't be afraid to snatch it up.
Even if he's looking at you, it shouldn't matter. Make your way
back to the double-doors near the metal detector where you came
up. If, when facing those doors, you turn left and look down the
hallway, you'll see a service closet. You now have access to it,
and inside you'll find a bellboy uniform. Whatever you do, don't
pick it up. Even if the door is closed when you change, the guard
outside, for some reason or another, will come to shoot you. I
don't know why this happens, it just happens. Instead, pass
through the double doors and the next set just beyond and you'll
be in a hallway. In this hallway, you should see a guard standing
in front of a door. That's your target's room. If you wish, talk
to him and get sent away. He'll pay for his rudeness in due time.
Walk away from him so!
uthward to room 201 (it's on the same wall). Stroll into the room
and head to the back. There's a door there that leads to the
balcony. Once you're out on the balcony, turn to the left and you
should see room 202's balcony. Sometimes there's a guard standing
on it, sometimes there isn't. If there's a guard standing on it,
just wait for him to go in. He's probably smoking or something.
When he does, hop to the other side where he was standing. In mid-
flight, pull out your fiber wire and hit sneak mode. Either run or
sneak to the door, but once you open it, run no more. You should
be able to see the guard standing to the right with his back
turned to you. I don't see what's so interesting about staring at
a dresser, but hey, if it means he's easier to kill, I'm not
complaining. Do the old choke routine and take his clothes. There,
now you're cruisin' in style. Just in case, drag his body close to
the... armoire or whatever you call those. Turn toward the dresser
and pick ever!
ything up (the letters, the card, the sign, and the gun). If you
wish,
take the time to read the letters. One is from Pablo, stating his
desire to 'split the fruit', and one is from Fritz, Frantz's
brother, stating a similar desire. Whatever that means. Anyways,
if you check the business card, you'll see that Fritz's name is on
it. Looks like he's a dentist... isn't there a dentist's office in
the hotel? Pablo's letter tells you of his special delivery at the
florist... isn't there a florist in the hotel? Looks like a job
for a hitman... isn't there a hitman in the hotel? (Sorry) When
you're ready to take out Frantz, head toward the bathroom door and
approach it from the dresser against the wall. Bring up your menu
before hand so that you can creep up and wait for 'open door' to
go green. From here, you can open the door and get a clean shot at
Frantz's fat head while he's showering without him causing alarm.
Bring out your new, silenced Luger (not the Desert Eagle the guard
was carrying) and get ready for the kill. Face the door at a
slight a!
ngle and open it. As soon as you can, shoot Frantz in the head.
He should go down without a problem and nobody should be alerted
to what just happened. You don't have to do any cleanup so head on
out of the bathroom and toward the front door. Ready up your fiber
wire (you can bring it out as long as you're in sneak mode) and
open the front door. Ice the fool and drag him into the room.
That's what he gets for being rude. Now that everyone's down and
out, you might want to take a look near the front of the room.
That's one nifty bomb case lying there. Might as well pick it up
and lug it around with you. * If, at this point in time, you are
avoiding metal detectors, drop all of the guns you have in the
hotel room before leaving. Once you're finished admiring your
work, head on out the front door and turn around. Either close the
door or wait for it to close. Bring out the sign that you lifted
from the dresser and hang it on the knob. That way, any cleaning
boy won't go in and!
find the little present you left behind. * Interesting fact: you
can
also pose as a cleaning boy, but not by taking one of the uniforms
in a closet (or at least not the closet at the top of the stairs),
to get into Frantz's room. The best way to get a uniform without
any guards pulling guns on you is to follow one of the cleaning
boys around a room with your wire cued up and just choke him. Take
the uniform and head to Frantz's room. You'll say that you've got
clean towels for Mr. Wulff and the guard will let you in. However,
there's no way to kill the guard inside if you go straight there.
He'll be facing you the whole time and I haven't been able to
manage shimmying in behind him to get the wire around his neck.
Walking past the dresser to pick up the Luger will get you tossed
out of the room and you'll have to do it the old-fashioned,
balcony-jumping way. If you think you can do it, you might be able
to get a gun (non-silenced) from one of the patrolling security
guards in the hall, but make sure you have enough time (and the
master key) t!
o drag him into a room. The problem with this is that firing an
unsilenced gun alerts the door guard, who in turn alerts the
security guards nearby with his gunfire. Only for the crazy. If
you read the letter from Fritz, you'll know that he's got the bomb
and that it's locked away safe and sound in his office in the x-
ray room. So now what you need to do is go hunting for Fritz. If
you wish, cross the balcony leading to the west tower of the hotel
and head toward's the dentist's office. You can't lose your way as
there are signs all over pointing you in the right direction, as
well as it being conveniently labelled on the map. If not, skip to
the next part. When you get there, talk to the receptionist and
she'll tell you where Fritz is. It's weird how criminals always
have good-looking receptionists. Oh, well. There are a few main
stops that Fritz hangs out in, as he frequently moves about the
hotel. The guy never works. Anyways, she'll either tell you he's
in the casino, i!
n the restaurant, or in the thermal bath (that's the pool and
sauna).
Go and find him. * On your way, be sure to stop and give the
receptionist at the front desk 'your' room key (Frantz's). This
will get you some mail that's not yours (I think this is the most
horrible thing you can possibly do in this game. Remember, kids,
opening other peoples' mail is a federal offense... pfft). Another
piece of the puzzle, it seems. Wherever Fritz is, he'll eventually
end up in the sauna near the pool. If you run into him in the
hotel, you'll recognize him by his tell-tale white lab coat.
Following him around will take you all over the hotel, and there
are a few tempting places to kill him, like in the bathrooms.
However, the surefire way to kill him without anyone noticing is
in the sauna. Everywhere else runs a huge risk of being
discovered. In the restaurant, there are too many civilians
walking around, and in the casino, the mean ol' bartender and his
guard won't stand for trouble. Head to the pool... on the men's
side, you perverts. * If you find him !
at the casino or restaurant, you can initiate a conversation with
him to see what type of man he is and also to hear some cool lines
delivered by your man. "Always bet on black." * If you're feeling
bold and kill him in the casino/restaurant, you'll miss out on an
entertaining cutscene. You can get to the pool by going back to
the lobby and heading to the door on the right side of the stairs
(east). If you're carrying weapons, the elevator you passed on
your way to Frantz's room will take you down to the lobby,
bypassing the metal detector. In any case, the towel boy won't let
you into the pool area wearing a suit. Go ahead and try. He'll
direct you to the changing booth on the far-right where you'll
find some complimentary swimming trunks. If you wish, you can pick
up your weapons after changing clothes (and magically stuff them
into your chest, mind you), but it's not necessary. Afterward, the
towel boy will switch his post so you can't run around the hotel
half naked. He!
ad into the shower room and through the next door to the pool.
Sometim
es you may see Fritz in the pool (he's the one floating on his
back staring up at the ceiling...it's a nice ceiling). Killing him
here means you're in for a world of hurt. There may be several
swimmers around just itching to rat you out, not to mention the
big... and I mean BIG... woman guarding the women's change room.
If he's in the pool, just wait for him to get out. Also, because
Fritz moves around, you might not see him in either the pool or
the sauna. Oh yeah, the men's sauna is on the east side of the
pool through a little doorway. Never seen a sauna that can't be
shared, but who knows how they do things in Budapest. ;) Anyways,
head toward the sauna and you should see Fritz relaxing in there.
Talk to him and he'll give you a great hint as to how to kill him
without laying a finger on him. He'll tell you he has a heart
problem and that the heat of the sauna can kill him. Head
innocently back out the door and swing on over to the right. Looks
like a tasty valve to me. !
It begs you to twist it. It says, "please, Mr. Hitman, sir, use
me as a tool of destruction." Erm... ahem, where was I? Turn the
valve and you should see an entertaining cutscene. For those of
you who missed it, Fritz will try to run out of the sauna to cool
down, but you'll be holding the door shut. Kinda looks like he
slipped and fell, doesn't it? After poor Fritz is dead, bare the
horrors of seeing that purple g-string one more time and take his
key. It opens up his x-ray room where he's stashed the chemical
bomb. There's no need to hide Fritz as he's the only one who goes
there, so head on back to the change room and get your things.
Once you're in the lobby, head east to the elevator and ride it up
to the second floor if you're carrying weapons, or up the stairs
to the left if you're not. Regardless of how you get there, make
your way to the florist's shop (weapon holders need to use the
balcony). Make sure you read Pablo's letter and then talk to the
florist. He'll gi!
ve you a box of roses with a nice surprise inside... he's even
nice en
ough to give you some extra rounds for your new Mossberg. Don't
worry about dropping the case. * Weapon holders can completely
bypass the florist and just take the elevator to the third floor.
The point of getting the shotgun, other than making like Arnie in
Terminator 2, is to make a kill. If you've got a weapon and don't
particularily care for seeing roses fly around in the air as you
blast a hole into someone, then by all means, skip it. Now that
you've got yourself a gun in a box (don't take it out yet,
otherwise the guards will try to kill you... duh), head on up to
the third floor, avoiding all the metal detectors. Taking the
elevator from the casino will do you no good, so you'll just have
to cross to the east tower using the balcony in the lobby and then
take either the elevator or the stairs up to the third floor. Make
your way to the nearest metal detector once you're up there, but
don't walk through it, of course (in general, to the center of the
hotel). Near the !
metal detector should be a green door with a sign over it saying
"exit". This leads out to the rooftop, which is exactly where you
want to go. You'll know you're in the right spot when you see a
catwalk moving across the roof to the other tower. Head on out
there, but don't enter the other tower. Instead, turn your eyes
northward (away from the wall) and you'll see a raised part of the
roof blocking off the dome which is in fact the ceiling of the
pool area. Climb over it so that you're on the left side of the
dome (west) and you should see an open window a ways in. This
window leads to the dentist's office. * If you try to enter the
dentist's office through the front door, you'll be blocked off by
a guard. Turn your eyes back to the catwalk to make sure that the
security guard isn't patrolling across and then climb into the
window from the open side (climbing up directly in front of the
window causes you to fall back down). Hit sneak mode and walk on
in, drop off the table!
and face the guard with his back to you. No matter what weapon
you ha
ve, you can completely destroy him and nobody will hear a sound. I
guess they soundproofed the office. So, if you've got the box, a
simple click will cause you to remove the shotgun. Make sure
you're close or the shotgun won't be effective. Once he's down,
you'll need to go back and get your bomb case. If you didn't bring
the shotgun along, you probably brought the case in with you.
Regardless, leave the guard slumped on the window and exit the
office. * If you brought the shotgun, the case is right where you
left it in the florist's. Just make your way back (you'll have an
easier time of it if you ditch any weapons you're carrying in the
office) and pick it up. Return to the window and be sure to check
for the secuirty guard before you re-enter. As long as you're not
still carrying your weapon, the guard at the door won't do
anything to you. Just walk right on past him to the x-ray room and
open the door. The bomb is sitting neatly on the ground just
waiting to be picked up!
. If you've got the case in your hands, you'll automatically put
the bomb in its rightful place. If not, you can pick up either the
bomb or the case first and then pick up the other. Don't worry,
you won't be contaminated. * If you attempt to carry the bomb past
any guards or civilians without a case, they will be alerted to it
and will begin to hunt you. Now that you've got the bomb safely in
hand, you can push aside the guard at the door and walk away. Your
job now is to get it out of the building without getting killed
first. Remember those pick-up points? They're all accessible from
the first floor, so pick your way down avoiding all the metal
detectors. At this point, just find the stairway or the elevator
on the second floor, east tower and you should be fine. You now
have two choices for making your escape. - Escaping out the front
door offers you an adrenaline-rushing escape as once you hit the
metal detector, all the guards will come out as you sprint past
it. A cu!
tscene will play of the limo screeching up towards you to pick
you up
and you'll get a nice view of all the guards who showed up to wish
you farewell. In fact, if you don't want to even bother finding
the stairway, make your way to the second floor and you can run
straight down the grand stairs in the lobby through the metal
detector and out the front door. Sure, you'll get more damaged,
but all that training in Colombia should assure you that guards
can't hit anything that's moving from side to side. - Escaping out
the back is easier and doesn't require anyone to shoot at you. You
get a cool, classy cutscene to go along with it. Once you're in
the lobby without setting any alarms off, head into the restaurant
(west doors) and then north to the kitchen. It's a very long
kitchen, but run past the cook even if he gives you hell for being
in there and then past the freezers. You should end up at a door
with the stairwell sign on it, but it actually just leads out to
an alley. Hang a left and walk into the opening in the wall and
you'll be picked !
up by the limo. At any rate, you're now out of Budapest, safe and
sound with an incredibly clean hit. Good work. * The optional bits
in this mission are talking to the clerk, talking to the
receptionist, and so on and so forth. If you really want to do
this quickly, head straight for the sauna and wait for Fritz. Then
head over to Frantz's room from 201 and make your kill, keeping
your gun (or picking up another if you haven't the rounds). Then
head up to the roof, grab the bomb, and make your way out. You
miss a lot of stuff, but you still get credited with a success.

-----------------
|***ROTTERDAM***|
-----------------

Rotterdam is the beginning of the home stretch. It's two missions,
one to relax you, and one to frustrate the crap out of you. Enjoy
it as you can, because after Rotterdam, there's just one little
thing you've got to take care of.

********************
Gunrunner's Paradise ********************

Mission Objectives
- Place GPS Transmitter in the Gang Car
- Move GPS Tracker to the Money Suitcase
- Give the Suitcase to Ivan

Recommended Equipment
- Heckler and Koch MP5 (silenced)
- GPS Receiver (duh)
- GPS Transmitter (duh, again)
- Kevlar Body Armor * If you want to conserve your MP5 ammo (and
you may just want to do that), then take along a silenced Beretta
92. so that you can do your necessary kills with one shot. * You
may wish to bring binoculars along as this map is very open and
dark, but it's not necessary. Couldn't hurt, though.

Ignore the loading screen. You're not after him...yet. Instead,
you're looking for Ivan, the criminal with the weirdest bio. How
many criminals do you know of who run circuses? Gyeh. First, you
need to plant your transmitter on a car so you can find out where
the buy is going to take place. Second, you're going to crash that
meeting and turn it into a blood bath. Third, you need to clean it
up before Ivan gets there. Check your map. Just below your start
point (you'll need to zoom in), you'll see an arrow icon. This
tells the train running amuck in the harbor which track it's got
to go on. Remember this point. You'll start off just behind or
under a crane tower. This is a great sniping point if you want to
play it high and dry, except that there are just too many people
you need to take out with it once you start, so don't bother.
Instead, stroll on straight (south) right off the bat and you
should see a guy walking perpendicular to you from the right. As
soon as he passes, !
start following him until he turns in between two small
warehouses. At that point, quickly hit sneak mode and put a bullet
in his head before he passes out of the alley. It -is- possible to
take him out with a knife if you're quick enough, but most of the
time, he'll turn around and open fire on you before you can get
close enough. Better to just put a silenced bullet in his head and
get on with it. I haven't seen any other patrols come through this
alley, but if you want to be safe, just drag him into the dark
spot against the wall and take his clothes. Spiffy gang jacket,
no? Now check your map. You should see a yellow blip. This is
where the car is. Put your weapon away and head on over to it. Be
wary of getting trapped behind fences. You won't have to fight
anyone, but you'll have to walk a long way back around once you
know you're stuck. The best way to get there is to go back to the
crane tower and follow the tracks west (away from the alley where
you made your kill) !
and you should see an open fence with three guys gathered around
a bar
rel fire. There's an opening in that fence you can pass through
and just head on south. You can't miss it. In front of the bar is
the car you need to plant the transmitter on, but just past it is
a guy who's watching it. Don't make the mistake of killing him. He
and a guy inside the bar are the ones who need to be in the car,
so killing him gets you a fail. Instead, head on inside the bar. *
If you don't pick up the gang jacket at the beginning of the
mission, the guy at the door (who's watching the car) won't let
you in. I guess it's a territorial thing. * If you try to put the
GPS Transmitter on the car while the guy is there, he will open
fire on you, forcing you to kill him, and thus, failing the
mission. Watch the dancer if you wish (of course you wish... wait,
that's 'you WISH'). After you're through doing that, talk to the
bartender and he'll tell you that he can arrange a private session
for you. How thoughtful. But, being the efficient killer you are,
know that the !
private session would be better used to get that transmitter on
the car. After the dancer heads to her dressing room, you can
either run up the stage and follow her, or take the easier route
and use the door just left of the stage (near the bar entrance).
She should be waiting for you in front of her mirror. If not, just
wait for her to finish her routine again and she'll come strolling
in. Give her a little chat and she'll meet you outside. It doesn't
matter if you get out there before her, so head on out ahead of
her or follow her. She's more than happy to lead the doorman away
down to the alley (using the lamp post for a grinding pole, no
less) which is the perfect opportunity to plant the GPS
Transmitter. You shouldn't have to take it out of your pocket to
plant it, but if the action menu isn't working, then bring it out
and plant it. Once the private show's over, the guy with the hat
from inside the bar will come out and collect his buddy, get in
the car and head on ov!
er to one of the warehouses in the harbor. If you wish, you can
pull o
ut your GPS Tracker and follow the red blip, or you could do the
better thing and head on over to that first arrow icon you passed
from the start (very north of the map). Once you get there, open
up your map and you should see the blip stopped off at one of
three general locations (east, west, or south). If not, close up
the map and wait a few minutes and try again. Each warehouse is
blocked off by a locked gate, so you'll need the train to smash on
through it for you. Once you know which warehouse the car stopped
off at, you can go ahead and turn the switch so that the train
turns southward at the bend. Regardless of which warehouse the
meeting is taking place in, you'll always have to flip this
switch, so go ahead and do it. Now, examine the tracks on the map.
Head down south to where the tracks split off into three
directions. Don't worry if the train passes you along the way. It
will loop back. - If the warehouse is to the south, just pass the
two switches and wait for t!
he train to smash the gate open. - If the warehouse is to the
west, flip the first switch and follow the tracks (be sure not to
stand on them) and let the train smash the gate open. - If the
warehouse is to the east, flip the second switch just further
south of the first and then follow the tracks left (east) and wait
for the train to smash the gate open. Regardless of which
warehouse you lead the train to, there should be some vicious
guard dogs waiting to take a bite out of your butt. Sometimes they
don't attack (possibly out of some AI glitch), but they're more
likely to leap at the chance. Search with the binoculars, if
you've got 'em, but otherwise, you can stroll up carefully and
listen for the barks. If you hear any growls, the dogs are close,
so be sure to take them out before they get to you. They can take
20% off your health bar before you know it, so don't be squeamish.
Sure, you may feel like a bum killing dogs, but it's either you or
them. Whatever. * Be carefu!
l. If you start shooting too close to the entrance, which is more
than
likely, sometimes a patroller will pass by and open fire on you.
He's relentless, so take him out quickly. However, the dogs are
your priority, so if any are attacking you when the patroller
comes by, take the bullets instead of the bite. Once the threats
are gone (there should be some dogs behind the warehouse, but
there's no need to take out what isn't going to attack you so
don't go giving them a reason), head on over to the car and pick
up the GPS Transmitter for later. Ready up your MP5 and pick a
door. The left one offers less people to confront right away, but
more surprises. The door on the right should show you the majority
of the people in the warehouse, but hides a guy in the corner as
soon as you come in, so don't miss him. Whichever door you pick,
let loose with the gun. There's no doubt that you'll need to re-
load, so when that time comes, hug the wall. You might not be
completely covered, but most of the guys on the other side will
get stuck by the barrels. T!
ake everyone out. Most of these guys are bad shots, but if you
get killed, you can restart or just make your way back. Just
remember that if you decide to make your way back, put your weapon
away until you get back there. Once everyone's down, you'll
receive a message that you've got three minutes until Ivan
arrives. These three minutes are not for farting around. If Ivan
sees any bodies on the floor (but he doesn't care about blood,
fancy that), he'll take off. The safest place to drag every body
is in between the boxes in the center of the warehouse. Be quick
about it. * If you're having trouble getting people where you want
them fast, you can hold down the strafe button and tap run to
quickly speed across the warehouse. (Thanks for the tip, Canil)
The dragging should take most of the three minutes, but once
you're done, rush over to the briefcase (sitting in the middle of
the floor somewhere near the first gap before the center support)
and pull out the Transmitter. You !
-did- pick it up from the car, right? In any case, you should
automati
cally put the transmitter in the case. Wait by the door on the
right (facing the direction you came in on, or, if it makes it
easier, the left door from the outside) and Ivan should come in.
He'll pause for a bit and then come in. Hopefully he doesn't see
any feet sticking out or something and he'll approach you, snatch
the money and then run off to his limo. Once the limo drives off,
it's the end of the mission. * Warning: Do not wait too far back
in the warehouse as Ivan will follow you wherever you go until he
gets in range for the cutscene. If you do, he might pass some
bodies and that won't do you any bit of good. * Also, to avoid
doing any dragging at all, instead of using one of the doors on
the ground, you should be able to take some stairs up the side of
the building (watch out for stray dogs) and you'll end up on the
catwalks above everyone's head. Open fire and they should start
filing up the stairs. So long as everyone dies on the catwalk,
there should be no prob!
lems with Ivan seeing them. C'est la vie. (This tip was offered
by several people, too many to mention)

********************
Plutonium Runs Loose ********************

Mission Objectives
- Eliminate Boris
- Disarm the Nuke
- Take the Ship to International Waters

Recommended Equipment
- Beretta 92. (silenced)
- Heckler and Koch MP5 (silenced)
- Walter WA2000 Sniper
- Pentagon Knife
- Kevlar Body Armor * If you want one last chance at using the
wire, just for old times sake, then bring along the Fiber Wire
instead of the knife. You'll only need it once and via this
walkthrough, you could blackjack your target if you wanted to.
Hmm, maybe blackjacks are just the thing to put in the sequel, no?
;) * You may want to bring a pair of binoculars. This mission is
dark and wide open, making it kind of hard to see what you're
after.

This mission is definitely the hardest mission in the entire game,
at least from my point of view. Others may say that the Colombia
missions are harder, but the difference here is that this final
Rotterdam mission is not only a matter of survival, but a matter
of absolute stealth and precision. It's long, it's frustrating,
and I have not managed to "session" this mission (that is to say,
play it in one sitting) and complete it on one try. The map is so
large that it's easy to forget a few minor details and pooch the
whole mission. The first thing you must know is that if you let a
single guard find a body and not take him out at the scene of the
crime, you can pretty much kiss the mission goodbye. First you
will see, "a dead guard has been found" and then soon after, "a
guard is running to report to Boris" or something close to that.
At that point, Boris will arm the nuke, and then make his way to
the limo and take off, failing the mission for you. This is why I
think it's h!
arder than any mission in this game, but this is also why I think
it's so much fun. Due to the incredible amount of running in this
mission and the sheer size of the map, I'll do my best to describe
landmarks, but if you're ever lost, try to get a general idea of
what I'm directing you to do and improvise. First off, the map
looks like a giant "m" and you start out on the west side of the
pier on a rowboat docking. Head on up the ladder and run straight
a little bit. You should see some train tracks beginning up ahead.
Drop your sniper rifle (which should automatically be in your
hand). * If at any time you are carrying the sniper rifle whilst
travelling in disguise (as you will be in disguise 99% of the
time), everyone will see through it and start shooting at you. I
guess sniper rifles aren't standard criminal issue. Oh, well.
Bring out your Beretta and hit sneak mode. Run north-west (to the
right) and you'll see a guard standing at the corner of the
nearest building with!
his back to you. Approach him and stop behind him. Make sure the
guar
d in front of him turns the corner and then put a slug in the back
of his head. Take his clothes and then run ahead (north) and then
left in between the two warehouses. If you're quick enough, the
guard that turned the corner should still be walking here and you
can just run up and ice him (do you like all the euphemisms for
"kill"?). If not, he's gone to the western side of the second
warehouse. You can ice him here, too. Oh, you can turn off sneak
mode now. You can now freely walk around with a gun (except the
Walther) and not be noticed. You should be able to leave the
bodies where they lie. Head on northward and you'll see a gate on
the western end of the fence with two gate guards. Right in front
of them is a track that runs east/west and there are two
patrollers who pass through the gate and walk south along the
fence by the tracks. You'll need to take these two guys out. Be
careful, they come one right after the other. Follow whoever's
walking east (to the water at th!
e end of the "m", and bring out your Beretta if you've put it
away. Follow him all the way to the end of the tracks and put a
bullet in his head before he turns around. If you want, you can
drag him away, but you'll have to drag him far. Putting him behind
the track barrier won't do you any good. However, you are safe
leaving him there as long as you run back along the tracks to the
second patroller. By now, he should be heading east toward his
dead buddy. Use the same tactic, but make sure you switch to the
MP5 just in case. At some point, he will pause, cross his arms,
and then start running to the body (if he sees it). You can chase
him for a bit and gun him down or, if you wish to use the Beretta,
put a hole in his head when he pauses. Either way, you're done
with those guys. * The "discovery" tactic is one you'll use a lot
on this mission as it's sometimes the only way to get by without
getting noticed. When taking out two patrollers, sometimes you
can't drag a body ou!
t of the way, so just gun him down when he runs to the body. Run
back
along the waterfront and pick up your sniper rifle. Head back
along the waterfront to where you dropped those two guys, but stop
just short of the fence (but no need to be close enough to kiss
it). Face westward, but look along the warehouse. Bring up your
scope and you should see a guard standing on the rooftop. Hit him
in the head if you can. If you hit his body, just plug him again
and he should go down. Otherwise, he'll go down in one hit. * If
you try to snipe him from the western end of the area (near the
gate), you run the risk of getting a bad angle and a powerful
shot. If you haven't noticed, sometimes people fly (inverse
kinematics, woohoo!) when you pop them with the sniper rifle and
from the angle you get on the north side (so that the gate guards
don't hear), sometimes the body lands very close to them and that
can mean an instant fail if you're not quick enough to snipe the
alerted guard. From the south side, he lands safely out of view
(or rather, he SHOULD). !
Start heading up west back to the gate, remembering to drop off
the sniper rifle somewhere where you can find it, and bring out
your MP5. Line up the gate guards so that they're standing one
behind the other. If they tell you to leave, ignore them. Drill
them both with the MP5 and they should go down without a single
round being fired. You don't have to drag them. If you wish, you
can take one of their uniforms (they have cool gas masks), but
it's only a cosmetic change; it's not necessary to change after
taking the first guard's uniform. * If you're a perfectionist and
absolutely must take out everyone in this mission (and although
you'll get most, you'll leave some behind if you follow this to
the letter), then make sure you do the same order here: take out
the patrollers, take out the rooftop guard, take out the gate
guards. Almost every gate has a rooftop guard nearby, so make sure
you're thorough. Pick up your sniper rifle and head back through
the gate. There should b!
e two warehouses just ahead (you can't see the second right away)
runn
ing east/west. Run eastward between them and at the end of the
second one, leave the sniper rifle there. (you'll know you'll have
the right warehouses when you see that they're offset. That's to
say, not exactly lined up). Once you drop off the rifle, head on
slightly north-eastward and you should see another fence, with
another gate. Two patrollers come through this gate to your side.
Bring out the Beretta and wait for the first to come by (it's
possible he's already on patrol, so skip that if he's walking away
from the gate) and then follow him behind the warehouses. Take him
out whenever you like, so long as the gate guards can't see him. I
find it's best to wait for him to pass the second warehouse and
then drag him in between. Repeat for the second patroller. Leave
him where he lays. Or is it lies? Run back to your sniper rifle
and pick it up. Without moving, face the gate and bring up the
scope. On the second...fuel tower?... is a guard standing watch
over the gate. Po!
p him in the head and drop your rifle again. Head back to the
gate and draw your MP5, taking out the guards like you did at the
first gate. Instead of going through, follow the fence northward
until you reach the northern east/west track. Swing your eyes
rightward (eastward) and you'll see that you can get into the area
through an open door (but killing the gate guards saves you some
time). There are two patrollers who walk along the track, and then
turn south along the fence toward the gate you just cleared. Don't
worry, they never actually make it to the gate to notice anything,
so tra la la. If they're heading away eastward along the track,
then it's best to wait so that you avoid the guard dog just ahead.
As soon as they turn south, follow them a short distance (until
the first one reaches the warehouse after the large gap) and then
do the ol' gun-down-two- with-an-MP5-followed-by-a-pirouette
routine and leave 'em be. Bring up the map. Just west of where you
are are six!
large fuel silos represented by circles. Two patrollers pass
each oth
er going east and west. These two are fairly easy to take out.
Take out the one going west first, after he's past the silos, and
then the second as he just reaches the silos after he turns
around. * If you don't take out these four guards, one of two
things may happen. 1) The guard dogs, who can smell through your
disguise, will attack you and blow your cover. 2) The patrollers
may not see you take out the dog, but they definitely will see the
doberman's body, which alerts them to a suspicious presence.
Prepare to groan because now you have to go and get your sniper
rifle. Once you do, head all the way back along the fence until
you reach the track. Face eastward along the track and back up a
bit so you don't alert the dog nearby. Bring up the scope and take
out the pooch. That'll tell everyone where to stuff their electric
dogs! erm...ahem, excuse me... Anyways, walk forward a bit past
the open door in the fence and bring up your scope again. There's
another dog just to the!
north and you can peg him off through the fence. Now that he's
out of the way, hug the fence to the left (north) and follow it as
it skews off to the north for a bit, widening the area. Once at
the corner that bends east again, face south-westward and bring up
the scope once again. Another dog should be there where the fence
opens up to a (locked) gate to the south. Give him a tasty lead
doggie treat. Drop the rifle and bring out a gun, any gun. If
you're a good shot, bring out the Beretta. If you're a horrible
shot, bring out the MP5. As you pass the two warehouses beyond the
gate dog, seperated by a fence, there is another dog between them.
Sniping him there alerts two guards will will see the poor little
pooch and come to his aid, possibly (scratch that, very likely)
opening fire on you. Instead, creep southward until you alert the
dog and lure him out northward. Take him out (I got him in the eye
with a Beretta. Cool, huh?) and then pick up your rifle again. Hug
the fe!
nce and move forward. At some point, you will be able to bring up
your
scope and see a dog to the east. Keep checking as you move
because there is a gate to the south that your sniper fire will
alert if you're too close. Once that dog is down, leave the rifle
where you stand and run south over or around the train platform to
the gate. Follow -that- fence westward when you see a guard come
out of the gate and drop him when he reaches the end of the fence.
Run on back and another guy will come out. Drop him, too. You can
use the "discover" tactic or try dragging his friend far away with
the strafe-drag trick. Either way, these two guys will be out of
your way in case of discovery. This isn't just a just-in-case
maneuver. These two patrollers meet up with another two in an
alley beyond the fence, which could make some chaos for you in the
very near future. Regardless of my ramblings above, you now want
to approach the weapons depot that's marked on your map. Just as a
reminder, it's on the east fork of the "m" and is just south of
your position. !
There are two ways to approach it, along the west side of the
fork, or the east side of the fork. The west side offers a dog
near a gate that will attack you, thereby offering the possibility
of alerting the gate guards, the patrollers, and the sniper on the
roof. Hmm, I think we'll head along the east side. Head on as far
east as you can and follow the fence. You will eventually pass
another train platform as the fence opens up to the east and a dog
will come rushing at you. Line it up in your sights and take it
out. Continue south and you will eventually see a bunch of
trailers. The only one with an actual semi-truck attached to it is
the weapons depot, guarded by another dog. Hug the water front and
strafe southward past the truck while facing west so you'll see
the dog before it attacks. Put a bullet in it and run safely into
the trailer. How convenient that gunrunners leave guns lying
around (erm...yeah). Inside the trailer you will find another
Walther, another MP5, a!
Hardballer, a Beretta, and a silenced Beretta, a Franchi, some
sniper
ammo, and a car bomb. You don't really need another sniper rifle,
or an incredibly loud, inconcealable weapon like the Franchi, or
any more sniper ammo. Of course, ammo couldn't hurt, so if you
want, pick it up. What you really must pick up here is the car
bomb. If you want, the fully loaded handguns and MP5 will offer
one more clip of ammunition that you can't take out. So if you
want it, you have to carry the extra gun. Go for it. Hitman's got
pockets-a-plenty. Once you're through with the depot, head
alllllll the way back to the second gate you cleared (the one near
the balls of fuel that was in the second area), making sure to
pick up your sniper rifle along the way (you can also take the
open door in the fence and follow the fence southward from the
other side). * Taking out the gate guards on the east side of the
map (on your way back to the start) is not advised. It's a quicker
way to get to the limo, but there are another pair of guards
extremely close by that you w!
ill need to fend off. Not only that, there's a rooftop guard that
you could snipe, but it's hard to find an angle where nobody will
become alerted. However, if you do make it past the rooftop guard
and the four gate guards, you will need to deal with the likely-
alerted patrollers past the second gate. And then you'll have to
deal with the limo driver, etc, etc, etc. All in all, it's not
very promising to try this, but if you've got the guts (or the
nuts) then go for it. If you succeed, you get only satisfaction.
Once you're at the gate, turn directly east toward the locked
gate, and approach the building next to it (with the concrete
barrier). At the very end of the building, opposite the gate (as
opposed to kissing the barrier), bring up your scope and set your
eyes upward. See that rooftop guard? Down him, but make sure
you're back far enough so that the guard just behind the barrier
won't hear your shot. Drop the rifle off and forget about it. You
could use it, but there!
's too many patrollers nearby to make it useful. Turn north and
follow
the buildings around to the east as the fence bends. You should
pass a guard standing near a building, and a gate just past the
building. Two patrollers go back and forth through the gate. When
they come through to your side, they will walk east ward to a
building, look down an alley (where that dog you had to lure out
would be). Follow them, but stop before they pass the building. If
you look by the barrels, you'll see a guard wasting time against
the wall. Walk around behind him and let the two patrollers pass
to the southern side (the side you're not on) of the gate. Plant a
bullet in the barrel guard's head and step away from him. You
don't have to go too far since nobody actually sees you do it
(thereby they won't fire at you) and wait for the patrollers to
come back. They will rush toward the body when they see it and
that's when you can plug them both. Be careful, the gate guards
may be alarmed and you'll have to drop them as they run toward the
bodies, as well as an!
other guard just beyond the gate who may rush to investigate
bodies. If this happens, make sure you kill EVERYONE who comes to
the firefight. Otherwise, Boris will arm the nuke and escape. If
the guards at the gate weren't alerted, bring out your MP5 and gun
them both down, but as soon as you do, run through the gate and
aim leftward as you run south so that you're approaching the large
warehouse. There's a guard there that's probably seen what you've
done and is coming to his friends' aid. Once he's down, everyone
should be out. Let's do a double-check: - one barrel guard - two
patrollers - two gate guards - one guard south of the gate That's
six guys that need to be wasted. After that, you're clear. Head
directly south. Soon enough, one of two very large warehouses will
fade into view (check your map and aim yourself). There are two
patrollers for the first warehouse, and two patrollers just beyond
it. Ignore them for now. Instead, swing right (west) and follow
the water !
front north (on the same side as the boat). There are two
patrollers w
ho walk up and down the left side of the center "m" fork and a
pair of convenient crates at the north end. Just like the track
guards at the beginning (or the two northern guards, or the
warehouse guards...), follow one guard north and kill him as he
passes the crates, quickly dragging him behind them, and then
proceed to do the same with the second. Now that the waterfront
patrollers are dealt with, head on over to the wall you were
approaching earlier (the northern wall of the northern warehouse)
and wait by the stairs. Wait for a patroller to round the corner
from the east and wait for him to pass the stairs (if facing the
wall, turn left). As he does, cap him in the head and leave him
where he lies. Putting him under the stairs does nothing. A second
patroller will round the same corner. Be there as he does this. He
will most likely see the body before he clears the view of the
limo driver so make sure you have your MP5 out (unless you're a
good shot) and down him when h!
e reaches the body. Now for the southern warehouse. Head down the
east side of the warehouses (the same side as the limo), and run
to the south-east corner of the building. The patrollers here go
the other way, so stick to this corner. There's a big air
conditioning block nearby if you're a bit lost. When the patroller
rounds the corner, he will actually move a bit away from the wall
and then move west along the wall. Take him out quickly (before
the boat guard fades into view, or else he'll see what you've been
doing, but not before he's fully turned the corner). A second
patroller will rush to the body soon after (be at the corner so
you can position yourself behind him) and bla bla bla, yakkity
schmakkity. Now you can take out the limo driver, easy enough, and
then bring out the car bomb from your pocket. Plant the bomb. This
one doesn't have a remote. It's one of those cool engine-starter
bombs you see in the movies. Now you can relax a little bit in the
alerting-the-gu!
ards department seeing as now whenever Boris tries to escape,
he'll be
blown to kingdom come. Rejoice. Head back towards the boat where
you can see the boarding ramp. Two guards watch the ramp, and
another stands alone on the other side (what are they trying to
do? Make this -too- easy?). Harbor guards aren't allowed on the
boat, but sailors are. Walk on behind the lone sailor (poor guy,
nyeh) and get rid of him quickly and quietly. The gun works, but
this is the prime opportunity to use the wire or knife one last
time. Drag him safely a few inches behind the ramp and exchange
his uniform for yours. You can now stroll up the ramp with ease
(as long as you put away your weapon). The boat is busy with
activity, and everyone's got guns. Don't alarm them by trying to
play it Rambo-style... you -do- remember Rambo, right? Er...
right? Nevermind. There are several ways to get into the boat.
Basically, you want to head to the bottom deck and move southward.
The only way to get to the bottom deck is via a stairway/ladder in
the cargo hold. The quickes!
t way to get there is to hang a right from the ramp and enter the
door. Take the stairs down... take the stairs down again. Then
swing around right and take the door just around the bend. You
should be in the cargo hold now. Check the map and you'll see a
stairway down at the northern end of the hold (the only end that
has a walkway instead of a pit). Take those stairs down and you'll
eventually end up in the engine room. Once you're in the engine
room, cue up your MP5 (hope it has ammo) but don't bring it out.
Instead, walk down the stairs and past the engine. As soon as you
see Ivan, that rat, fill him full of lead and then proceed to take
out everyone else in the room. Be careful as some people may come
down from the cargo hold. Whatever happens, make sure everyone's
dead before you leave. Behind you, where you killed ivan, should
be a room to the south where two nukes are. By now, Boris should
have been alerted and should be now making his escape. Snicker if
you want to!
. Enter the nuke room, but face left immediately and take out the
guar
d (if he didn't come down for the first firefight). Keep your eye
on the doorway as you make your way to the open nuke on the west
side of the room (the one that's not in a case) as some stragglers
might decide to pay you a visit. Otherwise, walk up to the exposed
control panel and bring up your action menu to disarm the bomb. I
guess Hitman's a good bomb technician, too. I honestly thought
disarming the nuke would've been a bit harder, but then again, the
mission itself has been tough enough to last a life time. Once the
nuke is disarmed, do a walk-around of the engine room to make sure
nobody's alive. Boris' escape should have cleared out the boat
(you can see a few sailors standing next to the limo as it
explodes), but don't worry yourself if there are still people
strutting around. So long as you're not carrying your weapon out
in the open, they won't know what happened in the engine room.
Head on up to the top deck (but not outside) and look around for a
floor that's be!
en painted red near the north side. You should see a set of
stairs nearby that lead up. Take them up to a door and you should
be outside. Follow the walkway and up the ladder. Find a door and
go through it. Say hello the the Cap'n! Wave to the Cap'n! Stand
behind the Cap'n! Give a noogie to the Cap'n! Cue up your reticle
on the Cap'n! Put a bullet in the Cap'n! Dance on the Cap'n! Your
job is done here. All you need to do now is steal the ship. Walk
up to the wheel and bring up your action menu. You should be able
to start the engines and head out to sea, just like the Agency
wants you to. Of course, if there's any crewmen nearby (tanktops),
they will rush over to the engine and shut it down. If this
happens, head back down to the engine room. He should be waiting
for you there. Kill him and get on with it. Next time, be more
thorough, you slacker. ;) Start up the engines again and start
singing "Born Free!"

******************************** Plutonium Runs Loose - Alternate
********************************

Mission Objectives
- Eliminate Boris
- Disarm the Nuke
- Take the Ship to International Waters

Recommended Equipment
- Beretta 92. (silenced)
- Heckler and Koch MP5 (silenced)
- Pentagon Knife
- Kevlar Body Armor * The wire, again, isn't necessary, but if you
want to use it one last time, bring it along. * You may want to
bring a pair of binoculars. This mission is dark and wide open,
making it kind of hard to see what you're after.

What's different about this method of doing the mission is that
it's not surefire. That is to say, even if you get it right, it
can still mess up pretty bad. There's a bit of trickery with your
gunning that you'll need to do and if you miss the opportunity to
kill Boris, you'll have to re-start. However, on the bright side,
pooching this method isn't so bad since it takes a lot less time
than the one above (gate-passing method mentioned to me by several
people. Thanks, guys'n'gals). Just like above, you'll start off on
the west side of the "m" (check your map and you'll know what I'm
talking about) just below a ladder. Climb on up and break into a
run. Angle yourself eastward toward the warehouse where you'll see
a sentry with his back to you. Bring out your Beretta and hit
sneak mode (just in case) while you're running towards him.
Approach him from behind and make sure that the patroller in front
of him has turned the corner. Put a bullet in the sentry's head
and take his !
uniform. You can now turn off sneak mode. Run forward in between
the warehouses and you should see the patroller walking away from
you. If not, he's gone to the other side of the second warehouse.
Either way, you can safely kill him without alerting anyone. Now
comes the fun part. Run east toward the gate. You'll see a fence
with a track running east-west in front of it. On the west side is
the gate, guarded by two mean-looking goons. Patrollers will pass
through the gate either way and then head down along the tracks
and back. If you've been quick about it, by the time you get
there, you should see a patroller heading up the track. If not,
just wait for the next guy to make his way down the track and turn
around. What you want to do is stay behind him as he walks toward
the gate. When he gets there, he'll stop and mumble a code word to
the guards (sounds like someone talking backwards) and the gates
will open. As he walks through, follow closely behind him and you
should b!
e fine. Just make sure he's going in the same direction you want
to go
(in this case, north). * Whatever you do, don't run ahead of the
patroller or try to pass through if the guards tell you to leave.
Your timing may be off and if the guards tell you to leave or if
you try to squeeze past the gate or something, the guards will
open fire on you. This is why you want to keep pace with the
patroller for a while. You'll know you're getting it right when
you see the gate guards turn toward you, but don't say anything as
you approach. Once you're through the gate, head right (east) and
you'll eventually come to another gate. This time, tracks pass
through the gate and the patrollers will come out, turn right at
the end of the warehouse, walk behind it and the one just beyond,
and then head back. Do the same trick here to get past this gate.
The next gate is north a little ways as the one immediately ahead
of you is locked (see the padlock?). However, the gate that you
pass through -is- on the same fence (which is interrupted by two
buildings: one g!
oing east-west, and one going north-south). Just follow it around
to an area that opens up to the east. The patrollers here will
pass through the gate, walk up a ways and head down that narrow
warehouse-fence alley just ahead. Again, do the same pacing trick
and you should get through fine. * You may now think that the next
logical step is to go and get the car bomb from the weapons depot.
Don't. You can pass through all the gates you want, following
patrollers and what not and make your way to the depot the same
way as in the method above (albeit a little revised). The problem
with doing this is that without fail, every time you enter the
depot and grab the bomb, when you come back, you'll notice that
all gate patrols have stopped. The patrollers will stand at the
end-points of their path and do nothing. This will put a serious
damper on getting to the limo (and the boat, for that matter) as
you'll need to fight your way back. Since you haven't taken anyone
out on your way!
except the two or three dogs you run into, there will be a lot
of res
istance. Of course, you could always pick up the sniper rifle from
the depot and work your way back, but that'd be a lot more trouble
than it's worth. (No thanks to anyone who told me the gate trick
since they all failed to mention this to me, but hey, it's
appreciated anyway.) Now head directly south-west (ahead and to
the right) after you've passed the gate and stop when you get to
the top of the middle fork of the "m". You should see some
convenient crates near the water front. I say convenient because
there are two patrolling guards you need to stuff there. They walk
along the west side of the middle fork from the boat to the crate
and back. Head south a little bit and get behind one as he
approaches the crate. Bring out your Beretta and follow him. Just
as he passes the crates, ice him and, surprise, hide him behind
them. You'll have plenty of time before the second patroller makes
his way to your position and you shouldn't have to worry about the
guards to the north (w!
here you just came from) seeing you with the body (or, for that
matter, the body itself). Just don't drag it away from the crates.
Instead, put it snugly against them and wait for the second
patroller to come. He takes his sweet time, but he'll get there.
Do the same. Now head south. You'll see two very large warehouses
(like the one you went to in the Gunrunners mission) on your left.
There are two patrollers for each one as well as a sentry in front
of Boris' limo on the east side. Don't worry about the northern
warehouse patrollers since this method of doing the mission
doesn't require you to take them out. Instead, head to the east
side of the south warehouse (the side of the pier that doesn't
have the boat). The patrollers here walk north along the boatside
and south along the limoside. Head to the south-east corner of the
warehouse where the patrollers will turn and head back toward the
boat. This is where you'll want to take them out. For the first
one, bring out you!
r Beretta and wait for him to turn the corner. He'll walk out a
little
ways away from the wall, but you can safely kill him once he's
past the grey air-conditioning box. Don't wait too long to kill
him because there's a guard near the boat who will fade into view
and see you make the kill. For the second one, there's no way to
avoid him seeing the body, but again, he'll run to it first so use
your MP5 (unless you're a good shot). You can leave them where
they lie. * Killing the patrollers before they turn west will run
the risk of not only the limo guard seeing you, but also the
patrollers for the north warehouse. Don't do it. Now head west
where the patrollers were headed and you'll see the ramp to the
boat. There are two guards standing in front of it and one
standing all alone just behind it. He just begs to be killed. In
any case, you need his clothes to sneak up onto the ship,
otherwise the ramp guards will tell you to leave. Stand behind him
and take him out with the knife or, if you brought it, the wire.
Using the gun may alert the two !
guards so you want a nice, silent kill. Drag him back behind the
ramp just in case and take his clothes. Now you're travelling in
sailor style! Put away your knife and head up the ramp. The guards
should give you no trouble now. At the top of the ramp, turn right
(north) and head down the small steps to the first doorway (which,
if you turned correctly, will be on your left). Enter this door
and head down the stairs that appear immediately in front of you.
Instead of taking the next stairs down like in the method above,
turn left and you'll see an area that opens up to the north. There
are two guards who stand in front of two short hallways that lead
to the same room (check your map, it's the northern-most room on
the 1st deck). I guess that's where Boris is holed up. However,
approaching the guard on the left will get you a "get out of
here". You -could- try passing the guard on the left who may or
may not give you the same message, but they'll end up firing on
you, alerti!
ng Boris and not to mention, the other guards as well. Deal with
these
two later. Instead, turn around south and you should see a
doorway. You may or may not have noticed a patroller who comes
through it, but in any case, it leads to a catwalk. This catwalk
goes over the cargo hold and is interrupted by a walkway in the
center of the ship. Wait for the patroller to come by and turn
around. When he makes his way back over it, follow him. Do not
kill him on the catwalk itself as you'll likely alert the guards
below which invites a world of hurt you don't want. Instead, wait
for him to reach the second door. At this center point of the
boat, the other catwalk guard will pass in the opposite direction
(probably pushing you out of the way while he's at it) as well as
another patroller who moves east-west along the divider.
Sometimes, but not always, all three will pass at the same point
making it the perfect opportunity to pull out your MP5 and mow
them down. If you manage to do this without alerting the guards
below (as you may or may not be able !
to get them without them making a sound, or another possibility
being that you get pushed back onto the catwalk), skip the next
paragraph. If not, go on. If you can't mow them down, you'll need
to be a bit sneakier. Wait for the catwalk guards to pass back
through their doors, but follow the east-west patroller as you do
this. By the time the catwalkers are gone, the one you're
following should be at the end of his route and turning around.
Knife him and drag him quickly out of the way (into the adjacent
hall where no other patrollers pass by). Head back to the catwalk
doors. You can either wait for the catwalkers to pass in the
center with your MP5 ready to take them both out in one spray, or
you can head north where the catwalkers stop and turn around. Take
one out with the MP5 as he turns and wait for the second one to
discover the body (put the gun away and cue it up in your
inventory). Now head back to Boris' guards. This part is tricky,
but it can be done in one of tw!
o ways. Either way, you need to be quick. The bold way to do this
is t
o stand between the two guards and cue up your gun in your
inventory. When you're ready to sweat, gun one down and spin
around, taking out the other. The other way to do this is to cue
up your gun, but instead hug one of the walls next to one of the
sentries. This way you'll buy yourself a split second when you
take out the one in view and turn to take out the remaining one
who will come out from behind the bend. In any case, Boris should
be alerted, arming the nuke and making his run. * If Boris begins
to run away before you can get the other sentry, go after him
first. If he gets away, there's no bomb in the limo to save the
mission so you absolutely must kill him. Boris usually leaves
through the door on the left (the west one) so make sure you catch
him as he leaves, either by intercepting him or waiting in the
open area for him to come out (as he might leave through the right
door, too). Either way, he takes quite a few hits before he goes
down so feel free to unload ev!
erything you've got in your MP5 until he's down. Once he's down,
you'll have about three and a half minutes to disarm the nuke
(you'll get an info display). * If you don't alert Boris (it
happens), as soon as you walk into the room, he'll arm the nuke so
no matter what, you'll have to go to the engine room as you can't
fire at him during the short cutscene where he stomps on the
detonator controls. The quickest way to the nuke is to head back
over the catwalk to the center divider and turn left when you get
there. You'll see some stairs going down and you'll need to take
them. Don't worry about any more patrollers as everyone should
have taken off as soon as Boris armed the nuke. I guess not
everyone you encounter in this game isn't so stupid after all. As
soon as you're down those, do a 180-degree spin and head around
the stairs to that wall jutting out of the wall to your right. It
conceals another set of stairs that's easy to miss so make sure
when you run around it you !
don't run too far. Before you go down, bring out your MP5 if you
put i
t away. These stairs take you to the engine room where there are
two guards (Ivan's run away now). One immediately to the left of
you as you pass through the door (so strafe through) and one a
little further into the room. There's also one inside the nuke
room who will most likely come running, but if he doesn't, he
appears on the left as you walk up the short set of stairs. In any
case, go in guns ablaze and take out every tank-topped guard you
find. These guys, along with the captain of the boat, are the only
ones who don't run as they decide to stay just to make your life
harder. Once everyone's down, head northward past the engine and
up the short stairway to the nukes. One nuke is still in the case
on your left, and the other is on your right. You only need to
disarm the one on the right so just mosey on up to the control
panel, bring up your action menu and disarm it. That Hitman knows
how to do everything, doesn't he? Now, for the Captain. * Before
you leave, make sur!
e that there are no more mechanics (tank-tops) around. There's
still one on the boat that will require you to make a second trip
to the engine room (remember how to get there), but if you don't
want to make that second trip, go find him and take him out. He
should be in a spiraling room (the light flickers) at the very
bottom. I don't really remember how to get there and it's easier
to make the second trip, imo. Head all the way back up to the main
deck, but don't go outside. Instead, look for a floor that's been
painted red on the north side. You should see some stairs that
lead up to where you want to go, so follow them. They should take
you outside to a balcony of sorts. Immediately next to you is a
ladder. Climb on up and open the door immediately in front of you.
I guess the Captain is no clue as to what's going on, so we'll
just put a bullet in him. Make sure he's good and dead. No need to
feel guilty, either. He was going to burn up in the nuclear
explosion, so he de!
serves it. Walk up to the engine controls (which are right in
front of
where the Cap'n was formerly standing) and bring up your action
menu. Select "start engines" and you'll be treated to a cutscene.
If you went hunting for the remaining mechanic, you'll
successfully steal the boat and get a success. If not, he'll come
to the engine room and shut it down. Head back down to the engine
room and he'll be waiting for you there (in the same position as
the other guy, no less). Take him out and return to the bridge
where you can start the engines in peace. Sail on to international
waters and kiss this mission goodbye.

------------------
|***THE ASYLUM***|
------------------

These missions are incredibly easy IF you know the secret to doing
them. Honestly, the tricks to the final two missions aren't too
hard to figure out on your own, and if you care about the
storyline, attempt the missions first before reading, otherwise
it'll be spoiled. See you on the other side.

*********
The Setup
*********
Mission Objectives
- Eliminate Dr. Kovacs

Recommended Equipment
- Kevlar Body Armor

Yes, it's true, you can't take weapons into this mission, but hey,
what would any asylum be if they didn't stock up on semi-automatic
machine guns and shotguns and what not in weapons stashes all over
the place? Well, I guess it'd be a NORMAL asylum. Well, you're not
in a normal asylum so don't get all riled up for nothing. This
mission, as its name implies (directly states), is a setup. Notice
that the map you're given doesn't show you a pick-up point. Your
friend at the Agency, Diana Burnwood (the one who's been sending
you all these assignments) actually shows some concern for your
safety. How sweet. Maybe after all's said and done, Hitman can go
and get a date. Watch the opening cutscene. Interesting gate
handles they've got there... Walk on up the path (or run, since
it's a bit far) and enter the door to the asylum. A desk clerk
will stand up and check your ID. No need to talk to him, he should
start talking all by himself. Once he's done, he'll lead you
through the des!
k and into the asylum. His directions to Kovacs' office couldn't
be better explained, so listen to him. Now's the time to find
yourself a weapon. First, head on up the stairs through the double
doors. This leads into the operating theater (the fountain is
below... does anyone else find that eerie?). Run straight across
the room to the other side and go through the doors there. You
should now be in a small area with a door to your left, a door to
your right, and a steel door straight ahead. The door to your left
is someone's office. The door to the right is Kovacs' office. The
door ahead offers you a fun weapon to make the kill. Head into
that room (it should be a bathroom or something) and you should
see a first-aid box on the wall. Inside is a syringe (a needle,
you unlearned children) that you can pick up. Well, pick it up.
Now head to Kovacs' office. He doesn't look like much, does he?
Instead of approaching him from the front, walk around his desk
and approach him from !
behind (no need to draw the syringe yet). He will start talking
to you
and Hitman will reveal that his memory gets jogged during the
conversation. So much for keeping the truth from Tobias Rieper
(that's you). Once the conversation ends, bring out the syringe
and plunge it into the doc's neck before he can run away. It's a
nice, silent kill and it's quick, too. When he's down, take his
clothes. * After a certain amount of time, regardless of whether
or not you have killed Kovacs, the SWAT teams will arrive. Of all
the AI in the game, I think they are the stupidest people to ever
populating the game. At times I have seen them all stuck in door
thresholds. Quite amusing. Still, as stupid as they are, they will
kill anyone who doesn't look like they belong in the asylum.
Namely, you. Once you've got the doc's clothes on, they will
ignore you so long as you put the syringe away. You can tell that
they're nearby from their radio chatter. * If you don't want to
use the syringe, the office opposite Kovacs has a shotgun and some
shells you can use. Ma!
ke sure you drop it afterward. * If you want to cut even more
corners, instead of heading to the office, head upstairs. There's
an UZI you can find in one of the cupboards that you can conceal
on you. The only problem is, this leaves you little time to kill
Kovacs before the SWAT teams arrive. Kovacs is the only necessary
kill you need to make in the mission. You're asking for a world of
hurt if you want to fight the SWAT teams, but then again, there
are plenty of weapons and ammunitions in the asylum for you to
use. Once Kovacs is dead, you can walk around the asylum without
the police to worry about, but you also need a key to get through
all the locked doors that block you off from the rest of the
building. Fortunately, a key hangs on the back wall of Kovacs'
office. Ta da! Your mission now is to wander the asylum, looking
for clues as to where the doctor who created you (the one Kovacs
mentioned) is. The first order of business is to get yourself
armed with at least a h!
andgun, and maybe a submachine gun. Beyond that, there's no
reason to
draw attention to yourself with an M16 or a shotgun, so leave
those alone. Go back out the operating theater to the stairs and
head further up. Wander around the top floor in every room. You
should be able to find a gun or ammunition in almost every room
(usually in cupboards or on trays). The thing you want to find is
the handgun or the UZI. Either one will suit you fine, but you
might as well pick both of them up. Loading up on ammo isn't
necessary. Once you've got your two guns, you can head back down
to the lower floors of the asylum to look for clues. Talk to all
the inmates. You only need to talk to one for each "area" so to
speak as many of them will say the same thing. One will ask for a
book, one will ask for a rubber duck, and one will ask for a teddy
bear. The book and the bear can be found in the bedrooms on the
second floor as well as lying around in places on the first floor.
The duck can be found in a bathing area on the first floor (I
think on the north side !
behind a gate), or near a sink on the second floor. In any case,
when you find any inmate, give him what he asks for and he will
lead you somewhere. The two destinations are the rooftop (where
you'll find a shotgun) and the TV Room. These should both already
be labeled on your map (stairs marked "rooftop access" are what
you're looking for, and TV Room is on the second floor. * It's not
necessary to talk to the inmates and get their stuff for them. In
fact, it's annoying as they can't open doors for themselves and
most of the time take off before you can make any progress. I only
mention it as it somewhat helps advance the storyline. Head to the
TV Room when you get a chance. There's one guy that sticks out
(hmm, kinda looks like they put all the U'Wa Tribesmen in the
asylum, doesn't it?) and he's sitting hunched over on the chair.
Talk to him. For the confused, this is the agent you freed in the
Hong mission. Last time you met, he seemed to know the place
better than you a!
nd helped you out after you helped him out. Maybe he's got some
info y
ou could use. He's feeling pretty down anyway, so get him what he
wants. Walk over to the cage in the back of the room and pick up
an antidote. There are three or four vials lying around, but you
only need one. When you've got it, head back out to the agent and
administer the dose to him (through the action menu). Ahh, much
better. Now that he's feeling better, he'll lead you out to the
secret entrance. Open doors for him and follow him closely. He'll
lead you to an elevator and ride it up after a short conversation.
Oooh, look! Stairs! Take them down to end the mission. * You may
wish to take a larger weapon to the next mission, but it's
definitely not necessary and much more trouble than it's worth.
First, you have to pick up the weapon and move it to the elevator
on the first floor (below Kovacs' office) without the SWAT teams
seeing you with it. This means picking it up, dropping it,
checking doors, etc. Next, you may be tempted to load up on ammo
for it, but no matter w!
hat you take with you to the next and final mission, you get only
one magazine per weapon, no matter how much you had before.
Seriously, it's not worth your time.

*****************
Meet Your Brother
*****************

Mission Objectives
- None.

Recommended Equipment
- Whatever you grabbed the last mission. At least a pistol.

Cool. We finally know what that barcode on the back of Hitman's
head is for (as well as what it says!). This mission is relatively
simple. It's the final bloodbath, and the ultimate revenge... or
something. Draw a gun, any gun, and memorize its...uh... never
mind. Head around the corner through the gate where an orderly
sits at a desk. He will draw a gun on you no matter what so you
might as well blow him away and pick up his gun while you're at it
so you can go John Woo style for a while. Head past the next gate.
Once you hit the intersection, you should see a cutscene. Looks
like you, doesn't it? A whole lotta you, at that. Say hello to
Hitman: Codename 48. They're smarter, they're faster, and they can
sure as hell aim better than anyone else in this game. After this
cutscene, you've got little time, so run. At the intersection,
turn right and open the gate. Run straight ahead. At the next
intersection, turn right and open the gate. Then run straight
ahead across the hall !
to the steel door in front of you and go in there. There's a
tasty Minigun waiting for you, but draw whatever weapon you have
first (best to take out the UZI if you've brought it) and wait for
the first clone to come after you. Shoot at him through the grate
or whenever you see him, but make sure he's dead. Once he is, turn
around and grab the Minigun. However, the Minigun is heavy, and
you need to get somewhere quick. Select "Holster" in the inventory
menu and Hitman will lower the Minigun to his side, thereby
allowing him to run. Do NOT hit the "nothing" button as this will
cause Hitman to drop the gun. * If you wish to save time, before
you head to the orderly at the beginning of the level, drop
everything except your gun(s). This way, your inventory will be
nice and small, all the quicker to pick what you want. For some
reason, the game won't recognize my mousewheel unless I'm on
default key settings. Weird. Run back the way you came (through
the gate, left, through the!
gate), but instead of hanging the left to go back to the
orderly, run
down the long hallway to about the second light and turn around,
facing the gate. Hug the left wall and bring up your Minigun. The
clones will file in this way. That's right, I said clones. There
are exactly ten clones to kill, including the first you downed in
front of the Minigun room. Now that you're in the prime position
to do some sucker shooting, just wait for the clones to come down
the hallway as they, without fail, always will. Just be sure to
shoot as soon as you see them. They have an incredibly accurate
shot (a few rounds will take 50% from you in no time) and then run
away, so make sure you down them before they down you. MINIGUN
TRICK: There's a slight delay as you have to wait for the barrel
to start spinning before the gun starts firing rounds. However,
this can be circumvented by tapping the trigger once to get the
barrel spinning. It may not work the first time, but it definitely
will work. This way, there's no delay when you fire and you'll
have plenty of!
time between clones to setup the barrel again. Give a few test
shots if you like, but trust me, this works. Instant Minigun
Wrath, with no preservatives! Each time you down a clone, an
Information Display appears saying "Clone released" or something
close to that. You have about 20 or 30 seconds before you'll see
the tell-tale black suit running down the hall, so just bide your
time. Better them come to you than you go to them and they run
around you and put a bullet in your head. When the final clone is
down (in case you lose count), there will be no Information
Display. You're free to approach the pile of bodies. If you wish,
holster the gun again, or altogether drop it and pick up an MP5.
Whatever floats your boat. Pick up a body and begin the long haul.
At the T-intersection, head left instead of right. You'll be led
to another small, narrow gate. Open if it isn't opened already and
drag the body through. You should hit another wall. Drag the body
right (this should be!
the scanning chamber) and into the room onto the square with the
foot
prints on it. Look at that smart Hitman scan the clone. * If you
step on this square without a body in your hands, the scanner will
know you're not a 48 model and will seal off the room, gassing you
to death. Adieu, Hitman. When the scene is over, you'll be facing
a door that opens up to you. Ready whatever gun you're bringing
and walk on forward. There is an operating table and just beyond
it is a dark doorway. Just stand where you are and the Doc will
come out with open arms thinking you're a 48. However, he runs
towards you after he's done talking (guess he loves his clones).
At that point (or before, if you're tired of his yakking), fill
him up full of lead and your mission, as well as the game, will be
complete. Now where's Diana's phone number, I wonder?

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