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Hitman Absolution
Hitman Absolution
Hitman Absolution
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+| "Hitman: Absolution" Strategy Guide |+
+| |+
+| [Xbox 360 and PS3 Versions] |+
+| Version 1.5 [Revision 2] (June 2013) |+
+| |+
+| By Robert Allen Rusk. |+
+| Copyright 2013 Robert Allen Rusk. |+
+| |+
+| E-MAIL: rarusk[at]netzero[dot]com |+
+| |+
+| **[GameFAQs.com's January 2013 FAQ of the Month]** |+
+| |+
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A complete listing of contact and other information can be found at the end
of this guide.
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/=========================================================================\
| >TBCT. Table of Contents |
\=========================================================================/
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This guide uses a Quick Search Feature which takes advantage of the Find
feature used by many web browsers. This feature will allow you to go to any
chapter or section in this guide quickly. To access any of those chapters,
sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to
activate the Find feature in the web browser. Then enter the code like this:
>KR6 or >ZD12
0============================================0============================0
| FSV1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0============================================0==============================0
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| FSV2. The Story Continues..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0================================0==========================================0
HTM1. Prologue
==============
ABS1. "A Personal Contract"
A. Gardens
B. Greenhouse
C. Cliffside
D. Mansion Ground Floor
E. Mansion Second Floor
HTM2. Part I
============
ABS2. "The King of Chinatown"
A. Chinatown Square
ABS3. "Terminus"
A. Terminus Hotel
B. Upper Floors
ABS4. "Run For Your Life"
A. Burning Hotel
B. The Library
C. Pigeon Coop and Rooftop
D. Shangri-La
E. Train Station
ABS5. "Hunter and Hunted"
A. Courtyard
B. The Vixen Club
C. Dressing Rooms
D. Derelict Building
E. Convenience Store
F. Loading Area
G. Chinese New Year
ABS6. "Rosewood"
A. Victoria's Ward
B. Orphanage Halls
C. Central Heating
D. Boiler Room
HTM3. Part II
=============
ABS7. "Welcome to Hope"
A. Great Balls of Fire
ABS8. "Birdie's Gift"
A. Gun Shop
ABS9. "Shaving Lenny"
A. Streets of Hope
B. Barbershop
ABS10. "End of the Road"
ABS11. "Dexter Industries"
A. Dead End
B. Old Mill
C. Descent
D. Factory Compound
ABS12. "Death Factory"
A. Test Facility
B. Decontamination
C. R&D
ABS13. "Fight Night"
A. Patriot's Hangar
B. The Arena
ABS14. "Attack of the Saints"
A. Parking
B. Reception
C. Cornfield
ABS15. "Skurky's Law"
A. Courtroom
B. Holding Cells
C. Prison
ABS16. "Operation Sledgehammer"
A. County Jail
B. Outgunned
C. Burn
D. Hope Fair
E. The Church
HTM4. Part III
==============
ABS17. "One of a Kind"
ABS18. "Blackwater Park"
A. Blackwater Park
B. The Penthouse
ABS19. "Countdown"
A. Blackwater Roof
HTM5. Prologue
==============
ABS20. "Absolution"
A. Cemetery Entrance
B. Burnwood Family Tomb
C. The Crematorium
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| FSV3. Conclusion |
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| >FSV1. Introduction And General Information |
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My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years
of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts
Games, Point Of View Computing) and an ex-arcade attendant (Namco
Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such
as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation
1 and 2, Xbox, and Xbox 360.
I am also what one may call an RGB Analog Video enthusiast. I hack most of my
game consoles to try to get the best possible video from them and that
usually involves tapping into the RGB Analog video signals and using them on
the right monitors to achieve my desires. To this end I became a member of
the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum
area from time to time.
This guide was constructed using TextWrangler on an Apple Mac Mini. I view my
work in Safari to help in seeing how it would look on the web and correct
format errors.
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/=========================================================================\
| >GEN1. About The Guide |
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Welcome to my "Hitman: Absolution" guide! If this is the first time you have
visited then you will find a lot of useful information in a highly organized
format that you can use to beat all of the chapters of the game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
The main emphasis of this guide is to provide creative and simple solutions
to many of the chapters and Challenges for the game. Many hours were spent
going over each chapter and finding unique ways to solve them. I think you
will be surprised by some of the solutions found here.
This guide was written while playing the game on the *NORMAL* difficulty
setting. I have worked hard to make sure that this guide is as complete as
possible but at the same time leave room for exploration. I hope that you
enjoy this guide as much as learn from it.
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/=========================================================================\
| >GEN2. "Hitman: Absolution" |
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This game differs from its predecessors in that it is more story based rather
the puzzle based design from before. This meant radical changes in the
overall design including a revamped disguise system, improved fighting, and
linear design structure.
My own opinion of it is that I feel that it is a good game but not the type
of "Hitman" game I really wanted. I wanted more of the "Blood Money" design
but with improved features. However, I still had a good time of it and the
game does have its humor and other interesting moments.
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/=========================================================================\
| >GEN3. Bugs |
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"Absolution" does have some imperfections that will appear from time to
time:
The second item is the TNT in the chapter "Countdown". You can find
some in the Helipad Storeroom but you cannot pick it up. If you are
wearing a Guard Outfit then you get the option to Hide which doesn't
make sense because there is nobody in the room to hide from.
>>The Patch
*********
Shorty after the release of the game IO Interactive released a patch
that was supposed to fix the game save bug. However, that doesn't seem
to work for everybody. In addition, the patch was also supposed to
tweak down Guard sensitivity on high difficulty levels. But, the patch
does *NOT* fix the above mentioned Lost and Found issues.
It is unclear if all of these issues will be fixed for the inevitable Game of
the Year version (where all of the DLC is included with the game disc).
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/=========================================================================\
| >GEN4. The International Contract Agency |
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However, sometimes there is more than just killing the Target. Most missions
often have several objectives beyond the assassination. Destruction or
retrieval of items and rescuing someone are some of the other objectives that
an agent may need to accomplish.
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/=========================================================================\
| >GEN5. Controls |
\=========================================================================/
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Although the manual covers the setup pretty good, I felt that I should
include a section on controls.
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| A. Xbox 360 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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[1] - You can also go over the Score, Challenges, and Inventory by using the
Left and Right Bumpers.
[2] - This is used to throw people over Railings, change into Outfits, grab
hostages, and perform Fake Surrenders.
[4] - To pick up items you need to hold down the button for a few seconds.
[7] - Will only work with Objects - will not work with firearms.
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| B. PlayStation 3 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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[1] - You can also go over the Score, Challenges, and Inventory by using the
Left and Right Bumpers.
[2] - This is used to throw people over Railings, change into Outfits, grab
hostages, and perform Fake Surrenders.
[4] - To pick up items you need to hold down the button for a few seconds.
[7] - Will only work with Objects - will not work with firearms.
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/=========================================================================\
| >GEN6. Game Menus and Options |
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When you get to the title screen then you choose between the Absolution story
and Contracts Mode. Choose Absolution and you will get the following:
>>Continue
********
Continues the game story.
>>New Game
********
Begins a new game.
>>Level Select
************
Allows you to select a previously completed level.
>>Unlocks
*******
This allows you to go over all of the stuff that you have unlocked in
the game.
>>Options
*******
This allows you to change certain settings for the game.
>>Credits
*******
This allows you to view the game credits.
>>Downloadable Content
********************
Any content to be added from the internet will be acquired here.
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/=========================================================================\
| >GEN7. Contracts Mode |
\=========================================================================/
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What you do is create contracts using the many chapter sections of the game.
You can select up to three targets, from anybody that is in the section, for
execution. You can set many parameters such as Outfit and Weapon. Once you
complete the contract, setting the parameters in the process, then you can
challenge other players to play what you have created and do better.
Of course, you can also play other people's contracts and earn money that can
be used to buy and upgrade Weapons. However, these additional weapons and
upgrades can only be used in Contracts Mode, not the Story.
There are several Accomplishments attached to Contracts Mode but they are not
that hard to acquire (assuming you have the internet connection to go online
with your console).
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/=========================================================================\
| >GEN8. Starting a New Game |
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When you start a new game you can select from five difficulty levels divided
into two groups: Enhanced and Professional.
>>Enhanced
********
This group has the two basic difficulties: Easy and Normal. This is
generally recommended for those just starting in this game.
>>Professional
************
This group has three difficulties: Hard, Expert, and Purist. This is
recommended for those either already familiar with the game or looking
to start off with a good challenge.
At Hard and Expert you will have to deal with more Guards, they are
more responsive, and they will deal more damage in combat. In addition,
you will use up your Instinct for scanning in addition for everything
else. At Purist you will have no interface of any kind save for a
crosshair.
Playing the game at the higher difficulties will allow you to obtain
the "Absolution" Accomplishment.
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/=========================================================================\
| >GEN9. Radar, Health, Weapon, and Instinct Meters |
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At the bottom of the screen is where you will find your Radar, Health,
Weapon, and Instinct indicators.
>>Radar
*****
The Radar is the large circle on the left. The pointed dots are people
of interest. They are pointed in the direction they are facing. You can
also see their movements thus allowing you to track their paths.
Targets and objectives will be marked with a target marker. The Exit
Point will be marked by a door. Their colors will change depending on
level and alert status. If the dots are gray then they are either above
or below you. The Radar has a distance limit and does not cover the
whole area.
>>Health
******
On the left side of the Radar is your Health Meter. When you are hurt
then it will go down. When it is depleted then you will die. If you are
hurt and get out of combat then you will regain your Health but up to a
point. How much Health you lose and how much you regain is dependent on
the difficulty level as well as certain Assassin Techniques you earn.
You can fully heal your Health by using the First Aid Cabinets. They
can always be found on walls and glow a bright green for
identification. Unfortunately, you can only use them once.
>>Weapon
******
The large circle on the right indicates what weapon you are holding or
have prepped to bring out.
>>Instinct
********
On the right side of the circle is your Instinct Meter. This indicates
how much Instinct you have to use.
If you run out of Instinct you cannot blend in or Point Shoot. However,
you can still scan around.
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/=========================================================================\
| >GEN10. The Scoring System |
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The scoring system for "Absolution" differs from its predecessors. In the
previous games you were scored based on shots fired, people killed, and so
forth.
But, in this installment, you are scored based on what objectives you have
accomplished such as reaching a certain place or killing Targets. Negative
actions, such as killing or Subduing people and being Spotted, will subtract
from your score. You can add to your score by finding Evidence and hiding
bodies of those you have taken down.
You can increase your overall score for each chapter by completing Challenges
which will increase the Score Modifier thus allowing for higher scores in
future run-throughs. You can also increase your score by playing at higher
difficulties.
Your score, and current rating, will be prominently displayed in the upper
left corner. You can only acquire a Silent Assassin rating in chapters where
there are Targets to kill.
Although I like the Challenges I hate the scoring system because, to me, it
doesn't give one a sense of perfection like the previous games do.
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| >GEN11. Game Structure and Checkpoints |
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Unlike the previous "Hitman" games there are no missions per se. Being that
"Absolution" is story based everything is broken into chapters. Most chapters
are broken into sections, up to six. Each chapter section can be considered a
"mini mission" with its own objectives.
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At the beginning of each chapter section is a checkpoint that you start at.
However, you will find glowing glyph symbols that you can use as checkpoints
to save your progress so, if you use Checkpoint Restart, you will restart
from that point. You cannot use these user defined Checkpoints as long as any
Guards are on high alert.
The big problem with these Checkpoints is that, even though it saves your
progress through the section and what weapons and ammo you have, it doesn't
save the progress of the people you may have Subdued or killed.
This means that, if you killed several people, made a Checkpoint at another
part of the level, and then restarted from it, then all of the people you
killed will be brought back to life and their patrol patterns restarted. This
aspect makes the user defined Checkpoint system damn near useless.
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/=========================================================================\
| >GEN12. Observing Your Surroundings |
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As you go about the chapter sections then you will see Guards, Civilians, and
Targets move about the area. The most important thing to know about this
game, as well as the other "Hitman" games, is that everybody moves in very
specific patterns.
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/=========================================================================\
| >GEN13. Disguises and Attention |
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In most chapters you will need to get a disguise to enter restricted access
areas and get close to your Target. Usually this is done by killing or
knocking out a person and taking his clothes.
When in a restricted area and/or wearing a disguise then you may see yellow
blobs appear on the screen. These blobs indicate that you are getting
attention from somebody. The longer you are being seen, the more that the
blob becomes a point.
When you are getting attention then you must get around cover or get out of
the area to get rid of it. When you are close to somebody wearing the same
Outfit then you can use your Instinct to blend in and fool them. There are
various objects that can also be used to Hide with and make it look like you
belong there.
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| >GEN14. Spotted |
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When the attention blob becomes a full point then the screen will flash and
you will be Spotted. If a Civilian has Spotted you then he/she will run to
the Guards. If a Guard has Spotted you then he may do certain actions
depending on what you are doing.
If you are simply walking away from him then he will follow you in an attempt
to stop you. He will also try to arrest you. In that case then you can do a
Fake Surrender. When he gets close enough then you will grab him hostage and
you can either make your way through the area with him as a shield or
pistolwhip him.
When you have been Spotted then the people who saw you will show as orange on
the Radar. This means that they know what you look like. The only way to get
rid of the orange alert is by either changing into a completely different
Outfit or by Subduing or killing the witnesses.
If you wait too long to do anything or you have been Spotted Subduing or
killing somebody then the Guard will become Hostile and you will be shot at.
Hostiles will show as red on your Radar. Running from the area and hiding
will cause the Hostiles to lose track of you and they will eventually go back
down to orange. Guards that are orange will continue to be on the lookout for
you so you need to be careful in avoiding them.
It is also important to note that as long as the Guards are Hostile you
cannot make any user based Checkpoints or leave the chapter section. You must
either lose them or kill them before you are allowed to leave.
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/=========================================================================\
| >GEN15. Lost and Found |
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During the course of each chapter you will find many Objects. Picking up each
Object that you find at least once will count it towards what is known as
Lost and Found. Weapons, Outfits, and Challenges are also part of this. It is
not absolutely necessary to complete it since there is no reward for picking
up every Object in every chapter. It should be pointed out that acquiring an
Outfit will also unlock it for Contracts Mode.
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| >GEN16. Distractions |
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Many of the Objects that you find can also be used for distracting and luring
people. To throw an Object then hold down the Combat Mode button to bring up
an arc. This arc will indicate where the Object can be thrown. When you have
it aimed properly then use the Fire Button to throw the Object.
The noise made will then get the attention of anybody nearby. They will also
show as yellow on the Radar. If you have attracted the attention of more than
one person then one of them will head over to the noise to investigate. You
can then either attack that person or head to another area to avoid and get
around him.
Sometimes you may want to lure a person a substantial distance from where he
was. You can throw an Object to lure him to a spot then throw another Object
when he gets close to the first one to lure him further. This is also known
as double or triple luring.
Fragile Objects like the Bottle, Bong, Vase, and Statue Bust can only be used
once as they will break apart upon landing. If you wish to lure multiple
people then these Objects should be avoided.
Another attention getter is the Car Alarm. There are plenty of vehicles you
will encounter in your travels and all have the Alarm. Either smack the
vehicle with your fist or shoot it to trigger the Alarm and attract somebody
to it.
Another way to lure a person is by use of the Fuse Box. When Sabotaged then
somebody will go and fix it. After some time then the Box will be fixed and
the person will go back to his station. Use this time to get around him or
attack him when he tries to fix the Box.
The best way to lure people is by use of the Radio. You can grab it, drop it
in a specific spot, and turn it on to lure people to that position. The fact
that you can drop it anywhere makes this the best way to lure people. It
should be noted that it can be destroyed if you throw or shoot it. And don't
drop it if you are clipping a wall with it or you may lose it.
Another distraction are blood pools. When you attack somebody with a gun or
bladed Object then you will leave a pool of blood behind. When somebody else
finds the pool then that person will become alerted. However, this will tend
to alert everybody else who will then start looking to see who left it
behind. So it might be best to not leave any whenever possible.
Bodies left out in the open will also distract and alert nearby people.
Hiding them will also keep alerts to a minimum.
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/=========================================================================\
| >GEN17. The Inventory Menu |
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To use any weapon or item you must first bring up the Inventory Menu. Select
the item or weapon you wish to use and Equip it to bring out the item and
leave the menu.
To access the Inventory Menu you use the D-Pad. Going up on the pad will let
you bring out either your Fiber Wire weapon, current Object, or Remote
Explosive weapon. Going left on the pad will let you bring out your
Silverballer or non-Silverballer pistol. Going right on the pad will let you
bring out a Machine Gun or Sniper Rifle weapon.
If you have anything in your hand then you can holster it by pressing down on
the D-Pad. You can also bring it back out by pressing down on the D-Pad
again. This will allow you quickly bring out a weapon for a quick attack.
Bringing out a weapon and quickly holstering it for an attack later is known
as "Prepping" the weapon.
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/=========================================================================\
| >GEN18. Ways of Moving About |
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Listed in this chapter are the different ways you can move about within
chapters:
>>Walking
*******
Moving the Left Analog Stick forward will make 47 walk.
>>Running
*******
Move the Left Analog Stick in conjunction with the Run Button and 47
will run. Running will make people far more suspicious so use this
sparingly.
>>Pushing
*******
When in large crowds 47 will move very slowly. You can make him push
through crowds by using the Run Button.
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/=========================================================================\
| >GEN19. Sneaking and Melee Attacks |
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Sneaking is one of the more important movements you will be making. Crouch
down and move forward slowly to sneak. This will allow you to stealthily move
around an area and approach people from behind. You can run around when
crouched but this is not recommended as this will attract attention.
There are times that you may have to take down people to get them out of the
way or acquire Outfits. There are many ways to do this:
Basically you are given a few seconds to press one of the face buttons
before the person you are fighting hits you and you take damage. You
have to press the face buttons in order to successfully complete the
fight. This is pretty easy to do. It is important to note that once you
start a fight you cannot back out of it - you must complete it or die.
>>Garroting
*********
When approaching somebody from behind with the Fiber Wire or Power Cord
then you can Garrote that person. Killing a person this way is by far
the quietest method and you can automatically start dragging that
person away when you are finished.
>>Blunt Object
************
When carrying a non-bladed Object then you will smack that person over
the head with it or choke them from behind. This will usually count as
a kill rather than a pacification though.
>>Bladed Objects
**************
When carrying a bladed Object then you can quickly kill that person
with it. This also tends to make noise and leave a blood pool which
will alarm anybody that comes across it. The following are considered
bladed Objects:
--Knife
--Folding Knife
--Filet Knife
--Glass Shiv
--Agency Tanto Knife
--Scissors
--Syringe
--Cleaver
--Bill Spike
--Screwdriver
--Axe
--Fire Axe
--Battle Axe
--Tomahawk
--Katana
>>Throw Kills
***********
With most of the above weapons you can perform what are known as Throw
Kills. Hold down the Enter Combat button to get the throw arc. Then aim
it at somebody's head. When aimed properly then you will see a red
target mark. Then use the Fire Button to throw the weapon to perform
the Throw Kill. A Throw Kill is silent but will leave behind a blood
pool (with the exception of the Syringe).
>>Elimination
***********
When you have a pistol drawn then you can perform an Elimination move.
Basically you come up from behind, grab the victim's mouth with one
hand, and fire two quick shots in the back to kill him. Obviously, this
is best done with silenced pistols.
>>Pistolwhip
**********
A less violent option to the Elimination is Pistolwhipping. In addition
to the Eliminate option you will also have the option to grab a Human
Shield. When you do that then you can knock him out instead of killing
him.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN20. Cover |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you are crouched down behind a counter or large object you can go into
cover. This will press you against the object that you are hiding behind.
This will make you harder to see. In addition, depending on the object you
are up against, you can vault over it. If there is a person on the other side
of the counter then you can pull him over and you can Subdue or kill him.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN21. Accidents |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
A great way to get rid of people without raising any suspicions is by setting
up Accidents. As you observe your surroundings, and scan around with
Instinct, you can find many objects that you can use to "accidentally" kill
your marks. Electrocution, pallet dropping, and poisonings are some of the
types of Accidents that you can create. As already noted, throwing people
over Railings or out of Windows also count as Accidents.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN22. Hiding Bodies, Containers, and Closets |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you take down somebody it is also important that you hide the body so it
isn't discovered by a Guard or Civilian. For this there are large bin-like
Containers and vertical Closets to hide the evidence. Each of these units can
accept up to two bodies - including yourself.
This also means that you can hide inside them to avoid being seen when you
are somewhere you are not allowed to be in or to lose Hostiles. It is
important to note that if you are seen entering a Container or Closet by a
Hostile then they will simply come up to it and start shooting at you instead
of breaking off the chase.
You can also get an Outfit from a person even after you have placed them into
a unit. You cannot remove a body from a unit once you have put it into one.
You can also hide a body by dumping it over a Railing, through a Window, an
Open Shaft, or over a cliff.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN23. Ledges, Windows, and Air Shafts |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In many sections you will find Ledges that you can climb up and shimmy along.
They can be used to avoid Guard infested areas and access otherwise
inaccessible areas.
Usually where there are Ledges there are also open Windows. You can climb
through them to enter rooms, avoid Guards, and to hide from Hostiles. If
there is a person by a Window then you can grab them and throw that person
through it.
Another way to enter inaccessible areas is through Air Shafts. They are
represented by large grills either high up on walls or near ground level. Go
through the grill to enter the Shaft and crawl to the other end. There may be
grills to the side that will allow you to see out and make observations. When
you get to the other side then you can look out before exiting.
The Air Shafts are also an excellent way to get away from Hostiles.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN24. Firefights |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Being that "Absolution" is more action based than its predecessors you will
be getting into a lot of firefights with Hostile Guards. Gunplay, while going
against the "Hitman Way", is actually pretty fun in this game. The controls
are pretty good and the weapons are solid and powerful for the most part.
One of the nice things about the controls is the ability to switch shoulders
when in Combat Mode. In the majority of third person shooting games your aim
is right down the shoulder of the main character's firing hand which is
usually the right hand.
When you are aiming left around a corner this is not a problem. But, because
these games don't allow for shoulder switching, this becomes a hazard when
aiming right around a corner because you will expose yourself to gunfire
before you can properly aim at your target. Because "Absolution" has a
shoulder switching feature this will allow you to peek and shoot around
corners more effectively and limit gunfire exposure.
The inclusion of silenced weapons allows you to silently pick off potential
enemies. However, you need to be careful when shooting at a group of people,
even with a silenced weapon. No matter how well you are hidden, if you shoot
at one person within a group, the rest of the group will automatically
determine where the shot came from and will immediately go after you.
Another thing to note about firefights. If you cause enough trouble then
Backups will be called which will magically generate new enemies who will be
armed with better weapons. Thankfully only a small number, about six to eight
in total, will generate during the course of the firefight.
Unlike with "Blood Money" Guards and Civilians will *NOT* pick up any dropped
weapons to use against you.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN25. Point Shooting |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
There may be times that you are outnumbered and need to shoot a lot of people
quickly. For this there is Point Shooting. Hold down the Instinct Button then
press the Activate Item Button to start a Point Shooting sequence.
Everything will greatly slow down and allow you to properly aim at your
targets. When in Point Shooting Mode then you hold down the Combat Button and
use the Right Analog Stick to move the reticle. When you have the reticle
where you want it then press the Fire Button to lock the shot.
When you are in Point Shooting Mode you are quickly using up any Instinct you
have. The faster you Point Shoot, the less Instinct you use. You can also
decrease the amount of Instinct you use by unlocking certain Assassin
Techniques. You will automatically kick out of Point Shooting when you either
run out of Instinct or bullets in the clip of your gun.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN26. Rampaging |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Rampaging is basically going through a chapter section killing and pacifying
everybody. Although this goes against the "Hitman Way" Rampaging has many
benefits.
Since there is no in-game map clearing out the area of everybody allows you
to fully explore it and find where everything is at so you can better go
through it later to clean up your score. This also allows you to collect
Weapons, Outfits, and Objects for Lost and Found. And there are many
Challenges that are easier to do when everybody is dead.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN27. Firearms and Explosives |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
During the course of the story you will find many types of firearms. Unlike
the previous "Hitman" games you cannot select the weapons you want before
entering a chapter - you have to make do with what is given you.
You can find additional firearms during the course of a given chapter
section. You can only carry two pistol types, a sub-machine gun/rifle type,
and a Sniper Rifle. One of your two pistol types is the Silverballer (when
available) and another pistol. You cannot carry two different pistols unless
one of them is the Silverballer.
Obtaining ammo is easy enough. Whenever you walk past a weapon you will
automatically take the ammo from it. You will also automatically pick up any
ammo boxes that you come across.
Some weapons are silenced. You can remove or add the silencer by holding down
on the D-Pad when you are holding the weapon. However, the weapon has to be
already silenced before removing and re-installing it. You cannot add a
silencer to an unsilenced weapon.
Any new firearm that you pick up will unlock it for Contracts Mode. Some of
these weapons can be upgraded but those are only for Contracts Mode. There
are four weapons that cannot be found in the story and can only be bought in
Contracts Mode.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Firearm Types |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
There are six different firearm types that you will find in the game. Any
ammo that you pick up for one type can be used for all weapons within that
class. For example, if you pick up pistol ammo then it can be used for *ALL*
pistols regardless of caliber.
0========0
| Pistols \
0===============================================>
These easily concealable weapons can take down people from a distance.
However, most of them tend to make a lot of noise which will attract
unwanted attention and all have some degree of recoil.
>>Silverballer
************
Chapters: "A Personal Contract"
"The King of Chinatown"
"Birdie's Gift"
"Shaving Lenny"
"End of the Road"
"Dexter Industries"
"Death Factory"
"Fight Night"
"Attack of the Saints"
"Skurky's Law"
"Operation Sledgehammer"
"Blackwater Park"
"Countdown"
"Absolution"
Magazine Capacity: 8 rounds.
Maximum Ammo: 88 rounds (default).
Description: A high-powered semi-automatic pistol with adjustable
sights and a grip safety. Damage, precision and accuracy
make it the perfect choice at Agent 47's signature
weapon.
Notes: This is your signature weapon and comes with a silencer. You
also can dual wield this weapon. It has good power but isn't a
good long range weapon due to the silencer.
>>Jagd P22G
*********
Chapters: "A Personal Contract"
"Hunter and Hunted"
"Welcome to Hope"
"Attack of the Saints"
"Operation Sledgehammer"
"Blackwater Park"
Magazine Capacity: 10 rounds.
Maximum Ammo: 106 rounds.
Description: A modern and reliable top-tier pistol, the weapon's high
accuracy makes it the preferred choice of professionals.
Notes: This is pretty decent pistol with a good rate of fire. It can
be silenced but there are only two chapters that have this
variant. There are also two additional types, the Agency and
Layla's, but the only difference is the color scheme.
>>Swiss 3000
**********
Chapters: "The King of Chinatown"
"Birdie's Gift"
"Absolution"
Magazine Capacity: 10 rounds.
Maximum Ammo: 106 rounds.
Description: Swiss 3000 pistols offer an unparalleled combination of
high workmanship, top class accuracy and reliability in
an almost indestructible all-steel design.
Notes: This is pretty decent pistol with a good rate of fire, just
like the Jagd P22G. There is also an Agency version but the
only difference is the color scheme.
>>Aries 24-7
**********
Chapters: "Run For Your Life"
"Rosewood"
"Dexter Industries"
"Death Factory"
"Operation Sledgehammer"
Magazine Capacity: 12 rounds.
Maximum Ammo: 120 rounds.
Description: The Aries 24-7 is an unremarkable combat pistol, easily
controllable and with a good cyclic rate. It is upstaged
by other, more specialized handguns, but remains a
viable choice as a side arm.
Notes: This weapon has a slightly better rate of fire and carries
more ammo than any other pistol type.
>>Swiss Derringer
***************
Chapters: "End of the Road"
Magazine Capacity: 2 rounds.
Maximum Ammo: 32 rounds.
Description: Because of their small size and easy availability,
Derringers sometimes had a dubious reputation for being
an assassin's firearm.
Notes: Because of its size this is considered a weak weapon. It is
hard to tell though because this weapon only appears in one
chapter and you can only get it after killing or pacifying its
owner.
0==========0
| Revolvers \
0===============================================>
Revolvers are another class of handgun with its own type of ammo. They all
carry a maximum limit of 66 rounds and have a six round revolving chamber.
They also cannot use silencers.
>>Mustang Snub
************
Chapters: "Terminus"
"Welcome to Hope"
"Birdie's Gift"
"Fight Night"
Description: The Mustang is a compact, yet powerful revolver with
significant stopping power.
>>Z&M Model 60
************
Chapters: "The King of Chinatown"
"Terminus"
"Run For Your Life"
"Hunter and Hunted"
"Welcome to Hope"
"Birdie's Gift"
"Shaving Lenny"
"Skurky's Law"
"Operation Sledgehammer"
Description: A lightweight revolver chambered for a hard-hitting .38
round. It is easy to carry and use effectively, making
it a firm favorite with law enforcement officers.
Notes: It has about the same stopping power as the Mustang Snub.
There is also a Worn version but it handles about the same as
the regular.
0=========0
| Shotguns \
0===============================================>
These weapons are very powerful in close combat situations. However, they
are very noisy and weak in medium to long range combat.
>>M590 12ga
*********
Chapters: "Terminus"
"Run For Your Life"
"Hunter and Hunted"
"Rosewood"
"Welcome to Hope"
"Birdie's Gift"
"Shaving Lenny"
"End of the Road"
"Fight Night"
"Skurky's Law"
"Blackwater Park"
Magazine Capacity: 8 rounds.
Maximum Ammo: 88 rounds.
Description: Intended for use in harsh conditions, such as combat or
hunting waterfowl, the M590 pump-action shotgun is both
effective, and easy to maintain.
Notes: There is also a Police and Worn version but all handle about
the same.
>>SPS 12
******
Chapters: "Attack of the Saints"
"Blackwater Park"
"Absolution"
Magazine Capacity: 6 rounds.
Maximum Ammo: 86 rounds.
Description: A brutal semi-automatic shotgun. Its semi-automatic
action allows it to fire faster than any other shotgun,
with the same devastating effect.
Notes: It may hold slightly less ammo than the M590 but is more
powerful in addition to its faster rate of fire.
0=================0
| Sub-Machine Guns \
0===============================================>
These easily concealable weapons can clear out an area of bad guys in a
hurry. They may have a fast rate of fire but are less powerful than their
larger brethren.
>>HX UMP
******
Chapters: "The King of Chinatown"
"Run For Your Life"
"Hunter and Hunted"
"Welcome to Hope"
"Birdie's Gift"
"Shaving Lenny"
"Blackwater Park"
Magazine Capacity: 25 rounds.
Maximum Ammo: 150 rounds.
Description: A powerful tactical SMG. This weapon has an excellent
combination of attributes that make it a strong choice
for the urban combat environment.
Notes: Not a bad weapon which I believe to be the most powerful in
its class.
>>Zug TMP
*******
Chapters: "Rosewood"
"Fight Night"
"Skurky's Law"
Magazine Capacity: 30 rounds.
Maximum Ammo: 155 rounds.
Description: The Zug TMP is an extremely compact SMG with an
impressive rate of fire. The weapon's size and caliber
round makes it possible to effectively use two at once.
>>AH 74U
******
Chapters: "Dexter Industries"
"Death Factory"
"Blackwater Park"
Magazine Capacity: 30 rounds.
Maximum Ammo: 155 rounds.
Description: The AH 74U SMG bears many similarities to assault
rifles, including good stopping power and fire rate.
However, the high recoil makes for an impractical weapon
at range.
0=======0
| Rifles \
0===============================================>
These large machine guns are useful in medium to long distance firefights.
>>HX AP-15
********
Chapters: "Birdie's Gift"
"Blackwater Park"
"Countdown"
Magazine Capacity: 30 rounds.
Maximum Ammo: 150 rounds.
Description: The AP-15 is a versatile battle rifle with a high rate
of fire, and a good mix of accuracy, damage and range.
>>STG 58
******
Chapters: "End of the Road"
"Death Factory"
"Skurky's Law"
"Operation Sledgehammer"
Magazine Capacity: 20 rounds.
Maximum Ammo: 140 rounds.
Description: An older assault rifle design that still has excellent
stopping power and range, it is hampered by a strong
recoil, making it effective in short, controlled bursts.
>>STG Elite
*********
Chapters: "Dexter Industries"
"Death Factory"
"Fight Night"
"Skurky's Law"
Magazine Capacity: 20 rounds.
Maximum Ammo: 140 rounds.
Description: A compact, modernized version of the STG 58, the Elite
variant provides an improved rate of fire, making it a
highly effective battle rifle.
>>Ultramax
********
Chapters: "Birdie's Gift"
"Blackwater Park"
"Countdown"
Magazine Capacity: 60 rounds.
Maximum Ammo: 180 rounds.
Description: A light machine gun with a great rate of fire and a
large magazine capacity, it is easily handled by a
strong shooter, which makes it ideal for moving
engagements.
Notes: Maybe slightly less powerful than the ARZ 160 but its large
magazine and high rate of fire still makes this an awesome
weapon.
0==============0
| Sniper Rifles \
0===============================================>
These weapons are used to kill people from long distance. They are best
used when way out of sight distance so you don't get discovered when taking
down someone. And they can shoot through more than one target.
>>Kazo TRG
********
Chapters: "The King of Chinatown"
"Birdie's Gift"
"Dexter Industries"
"Operation Sledgehammer"
"Blackwater Park"
"Absolution"
Magazine Capacity: 5 rounds.
Maximum Ammo: 55 rounds.
Description: The Kazo TRG is almost unique in being a
purpose-designed sharpshooter rifle. Deadly, adaptable
and accurate, the Kazo is 47's preferred tool for
sniping.
Notes: This weapon can also be silenced but only in a couple of
chapters.
>>Ilyon R700
**********
Chapters: "Shaving Lenny"
"End of the Road"
"Fight Night"
Magazine Capacity: 5 rounds.
Maximum Ammo: 45 rounds.
Description: A classic hunting rifle, fitted with a scope for long
range precision shots. It is not a dedicated marksman's
rifle, but is a serviceable option in lieu of a
specialist weapon.
Notes: Handles about the same as the Kazo TRG.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Explosives |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
These weapons can be used to quickly clear an area of enemies and serve as a
distraction.
>>Gasoline Can
************
Chapters: "The King of Chinatown"
"Terminus"
"Hunter and Hunted"
"Rosewood"
"Birdie's Gift"
"Shaving Lenny"
"Dexter Industries"
"Death Factory"
"Fight Night"
"Attack of the Saints"
"Operation Sledgehammer"
"Blackwater Park"
"Absolution"
Notes: This works the same as the Barrels and Canisters in that you
need to shoot it to make it explode. However, you can pick
this up and carry it with you. And you can use this like any
other Object, meaning that you can toss it for distractions or
smack somebody upside the head with it.
>>Remote Explosive
****************
Chapters: "The King of Chinatown"
"Run For Your Life"
"Hunted and Hunted"
"Shaving Lenny"
"Dexter Industries"
"Death Factory"
"Fight Night"
"Attack of the Saints"
"Operation Sledgehammer"
"Absolution"
Notes: This explosive can be detonated at your leisure. Drop it and
arm it to bring up the Detonator. Throwing it will also
automatically arm it and will also serve as a distraction to
lure people to it for elimination. You can also shoot it to
detonate it.
>>C4 Brick
********
Chapters: "Fight Night"
Notes: This is similar to the Remote Explosive except that it works
on a timer. Arm it to start the countdown. Throwing it will
also start the timer.
>>Proximity Mine
**************
Chapters: "Dexter Industries"
"Death Factory"
"Operation Sledgehammer"
"Blackwater Park"
"Absolution"
Notes: This is one of the more fun weapons as this will explode when
someone gets close to it. Drop it, arm it, and walk away. The
next person who gets close to it, including yourself, will
detonate it.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN28. Challenges |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
As the game already notes, you cannot complete any of them on the Easy
difficulty. The easiest difficulty to do them is on Normal. None of the
Challenges are based on doing them at a set difficulty although, if you're
looking for a challenge, you can try for them at higher difficulties if you
wish.
There are a total of 278 Challenges and you need to complete at least 100 of
them to acquire the last Accomplishment tied to them.
>>"Suit Only"
***********
This means that you must complete the section in the suit that you came
in with. The easiest way to do this, at least on Normal, is to Rampage
through the chapter killing the Guards and knocking out the Civilians.
>>"Chameleon"
***********
You must collect all of the Outfits listed in the chapter by wearing
them at least once. Just like with "Suit Only" Rampaging your way
through is the best way to acquire them, although there are chapters in
which Rampaging may not be necessary.
>>"Evidence Collector"
********************
You need to collect all of the Evidence within the chapter. Most of the
chapter sections contain one piece of Evidence. Their locations are
listed with Lost and Found.
>>"Infiltrator"
*************
You need to go through each chapter section without being Spotted. The
thing to know is that you don't have to have a perfect run through a
chapter to complete this Challenge. When you have done a perfect run
through a section then it is checked off.
For example, a chapter has three sections and you go Unspotted in the
first two but was Spotted in the third. In order to complete the
Challenge then all you need to do is go through the last section
Unspotted in a later replay.
>>End of Chapter
**************
You automatically complete this Challenge simply by finishing the
chapter.
>>Mastery
*******
You complete this Challenge by successfully completing all of the
Challenges within the chapter.
0======================0
| Multi-Part Challenges \
0===================================================================>
You will find that some of the Challenges are multiple part (Part 1, Part 2,
Part 3). You must successfully complete them in order, meaning that you must
complete Part 1 before being allowed to do Part 2 and complete Part 2 before
being allowed to do Part 3.
0=========================================0
| Cumulative and Non-Cumulative Challenges \
0===================================================================>
There are Challenges in which you need to take down a certain number of
people. It can be either a cumulative or non-cumulative task. What does that
mean?
Let's say there is a Challenge in which you need to kill seven Guards using
the Fiber Wire while wearing the Chipmunk Outfit.
If it is non-cumulative then you must kill all seven Guards. If you kill the
first Guard and do Checkpoint Restart then the counter will reset to zero.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN29. Playstyles |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In addition to Challenges there are also Playstyles that you can go after.
Playstyles are earned by doing certain actions during the course of the game.
Most involve doing a specific action a set number of times. Some involve
doing specific things.
There are a total of twenty of them to go after. There are no rewards other
than the "Jack of All Trades" Accomplishment if you manage to get all of
them. Unlike the Challenges you can acquire Playstyles on the Easy difficulty
level.
It is important to note that you should not try to acquire any of them during
the chapter "A Personal Contract" as there have been reports of people not
getting the "Jack of All Trades" Accomplishment and acquiring Playstyles
during that chapter may be linked to it.
Listed below are all of the Playstyles and what you need to do to get them:
>>"Needle Pumper"
***************
You need to kill five people with the Syringe in one chapter section
without restarting.
There are two places where you can get this weapon: the Orphanage Halls
section of "Rosewood" and the R&D Section of "Death Factory". You can
also get this Playstyle by completing the "Subtle Injection - Part 3"
Challenge in the "Rosewood" chapter as the requirements as similar.
>>"Undertaker"
************
You need to dump five bodies into Containers and Closets in one chapter
section without restarting.
>>"Piano Man"
***********
You need to kill three people with the Fiber Wire in one chapter
section without restarting.
>>"Reaper Man"
************
You need to kill eight people with Point Shooting. You do not need to
do it all at once.
>>"Sandman"
*********
You need to Subdue three people in one chapter section without
restarting.
>>"Dynasty Warrior"
*****************
You need to kill ten people with the Katana in one chapter section
without restarting.
There are only two places where you can find this weapon: the Chinese
New Year section of "Hunter and Hunted" and the Penthouse section of
"Blackwater Park". It might be best to go nuts with the weapon in
Chinese New Year as there are a lot of people you can safely kill.
>>"Dynamite Harry"
****************
You need to kill five people with explosions in one chapter section
without restarting. A pretty good place for this is the Streets of Hope
section of the "Shaving Lenny" chapter because you can kill a lot of
people using the Gas Pump by the Garage - there is also a Challenge
that requires that you kill one of your Targets this way.
>>"Gunslinger"
************
You need to kill fifteen people with Revolvers during the course of the
game.
>>"Bartender"
***********
You need to hit five people with Bottles in one chapter section without
restarting. Best place for this is the chapter "Welcome to Hope".
>>"Champion"
**********
You need to beat up five people with your fists in one chapter section
without restarting. Best place for this is the chapter "Welcome to
Hope".
>>"Berserker"
***********
You need to kill five people with the Axe in one chapter section
without restarting. Best place for this is the chapter "Countdown"
because one of the Challenges there has similar requirements.
>>"Brutus"
********
You need to kill five people with a Knife, Folding Knife, or Glass Shiv
in one chapter section without restarting. Doesn't seem to work with
other similar weapons like the Screwdriver. Can also be acquired along
with the "Pitcher" Playstyle if you use the above weapons for it.
>>"Viking"
********
You need to hit five people with a club-like weapon, i.e. Baseball Bat,
in one chapter section without restarting. Best place for this is the
chapter "Welcome to Hope".
>>"Tank"
******
You need to take some damage in combat.
>>"Pitcher"
*********
You need to perform five straight Throw Kills without being seen. The
best way to acquire this is by doing "The Electrician - Part 2"
Challenge in the chapter "Terminus" since the requirements are
practically identical and it is fairly easy to do there.
>>"Spook"
*******
You need to kill three people by Eliminating them from behind using a
silenced pistol, without being Spotted, and in one chapter section
without restarting. The Streets of Hope section of the chapter "Shaving
Lenny" is a good place to do this.
>>"Jinx"
******
You need to perform two Accidents in one chapter section without
restarting.
>>"Maestro"
*********
You must kill five people with headshots from a Sniper Rifle without
missing. The Gun Shop in "Birdie's Gift" is a good place to get it
because of all of the people there.
>>"Glass Cannon"
**************
You need to kill three Guards with the Shotgun in one chapter section
without taking any kind of damage and without being hurt beforehand. If
you get hurt before you can acquire the Playstyle then you will not be
able to acquire it regardless of how many Guards you kill without
getting further damaged.
>>"Bank Robber"
*************
You need to grab three people hostage without killing them yourself or
letting them be killed, preferably with Guards present, in one chapter
section without restarting. Basically you grab a person, knock them
out, grab another, repeat. The best place for this is the chapter "The
King of Chinatown".
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN30. Your Rating |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
When you complete the chapter then you will then be given your rating. You
can then look over your total score for each section of the chapter and what
Assassin Techniques you may have unlocked along the way.
When you continue then you will be shown the Lost and Found for the chapter
and you can go over what Weapons, Outfits, and Objects you have collected and
what Challenges you have completed. From here you can continue to the next
chapter, restart then current chapter, or head back to the main menu.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN32. Assassin Techniques |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
If you perform well enough in a chapter section then you will earn an
Assassin Technique which will improve Agent 47's abilities and make him more
powerful. The Techniques cover the following:
>>Weapon Handling
>>Chameleon
>>Instinctive Shot
>>Pain Suppression
>>Dual Wielding Expertise
>>Pure Instinct
>>Hand-to-Hand
>>Controlled Breathing
>>Iron Man
>>Throwing
In addition, each attribute has three tiers and you can obtain multiple
techniques in one single chapter run-through. When you earn a Technique you
cannot just choose it from a list. Your first earned Technique will start
with Weapon Handling I and go down the list until you reach the last one
which is Throwing III.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN33. Accomplishments List |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Listed in this chapter are all of the Accomplishments that can be acquired
for the Xbox 360 and PS3 versions of "Absolution".
Now, for the sake of terminology and to lessen confusion within this guide,
Accomplishments are what are known as Achievements on the Xbox 360 and PC
versions and Trophies on the PS3 version. To those who do not know,
Achievements and Trophies can be considered a different kind of scoring
system. Each Xbox 360 game has 1000 Achievement Points that can be obtained.
However, the PS3 Trophies do not have a point system attached to them
although the numbers of Trophies attained can be considered a way of keeping
score (as well as add some kind of experience points in the PlayStation
Network system). In addition, the Trophies are split into Bronze, Silver,
Gold, and Platinum classes.
Even though "Absolution" doesn't have a true multiplayer mode you do have to
go online for Contracts Mode.
The Accomplishments listed are broken down into Visible Single Player, Secret
Single Player, Contracts Mode, and PS3 Specific sections.
The secret Accomplishments are story related and you will get them in the
process of completing it. As for the visible ones, you cannot acquire any of
them in the chapter "A Personal Contract" because it is considered a tutorial
section.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Visible Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Absolution
**********
Description: You completed Hitman: Absolution as a professional.
Xbox 360 Achievement Points: 50 GS.
PlayStation 3 Trophy Class: Gold.
>>Damage Control
**************
Description: Contained a situation gone bad.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Grand Master
************
Description: You completed 100 Challenges.
Xbox 360 Achievement Points: 150 GS.
PlayStation 3 Trophy Class: Gold.
>>Inconspicuous
*************
Description: You remained undetected throughout a checkpoint.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Information is Power
********************
Description: You collected all evidence.
Xbox 360 Achievement Points: 30 GS.
PlayStation 3 Trophy Class: Silver.
>>Rocksteady
**********
Description: You executed a point shooting with at least 3 kills.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
Notes: Although this can be done at any time it is best to wait until
the end of the chapter "Rosewood" because you can get into an
automatic Point Shooting sequence with four people and you
should acquire the Accomplishment there.
>>Sandman
*******
Description: You subdued a person.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Silent Assassin
***************
Description: You achieved Silent Assassin.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>True Potential
**************
Description: You unlocked a technique.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Under Wraps
***********
Description: You hid a body.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Whoops
******
Description: You made a kill look like an Accident.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Secret Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Catch a Ride
************
Description: You boarded the train and escaped the Chicago PD.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Chamber of Secrets
******************
Description: You located the hotel room number 899.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Forepost
********
Description: You assassinated Wade's men in Chinatown.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Heavy Burden
************
Description: You infiltrated the mansion and assassinated Diana
Burnwood.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Hour of Reckoning
*****************
Description: You caught up with Skurky.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Jailbird
********
Description: You infiltrated the courthouse and accessed the jail.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Kingslayer
**********
Description: You fulfilled Birdie's contract and eliminated The King of
Chinatown.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Not Worth It
************
Description: You left Lenny in the desert.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Signature Weapons
*****************
Description: You regained your Silverballers.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>True Form
*********
Description: You visited Tommy the Tailor and acquired a new suit and
gloves.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Contracts Mode Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
>>Blood Money
***********
Description: You completed the Contracts Basics Tutorial.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Competitive Spirit
******************
Description: You created a contract competition.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>Contender
*********
Description: You participated in a contract competition.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>First Contract
**************
Description: You completed the Creating Contracts Tutorial.
Xbox 360 Achievement Points: 10 GS.
PlayStation 3 Trophy Class: Bronze.
>>Partners in Crime
*****************
Description: You played a contract made by a friend.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>Self-Improvement
****************
Description: You bought an upgrade for a weapon.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Bronze.
>>Set for Life
************
Description: You earned 1 million contracts dollars.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
>>Thumbs Up
*********
Description: You liked a contract.
Xbox 360 Achievement Points: 20 GS.
PlayStation 3 Trophy Class: Silver.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. PlayStation 3 Specific Accomplishment |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN33. The Order of Things |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
In this chapter I outline the recommended order of things to get all of the
non-Contracts Mode Accomplishments, Challenges, and Lost and Found:
In your first run-through I recommend going after the "Suit Only" Challenge
and focus on Rampaging your way through the chapters on the Normal difficulty
setting. In addition, acquire the Weapons and Objects, including Evidence,
for Lost and Found. Go after the easy to do Challenges - you will also finish
more simply by completing the chapters.
You will also get the story based Accomplishments as you proceed through your
first run-through of the story. It may also be a good idea to go after the
Playstyles as you progress.
The last run-through should focus on "Infiltrator" since that is the closest
to playing "Hitman" the correct way and obtaining Silent Assassin ranking on
those chapters that have specified Targets.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >GEN34. Chapter Breakdown |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
This is a listing of all of the Weapons, Outfits, and Objects found in the
chapter. The Challenges listed do *NOT* include the following:
>>"Suit Only"
>>"Evidence Collector"
>>"Chameleon"
>>"Infiltrator"
>>End of chapter
>>Mastery
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Chapter Section |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
This the complete listing of all of the Objectives for the section.
0============0
| Orientation \
0=======================================================>
0======0
| Notes \
0=======================================================>
0==========0
| Rampaging \
0=======================================================>
When you are going about killing everybody in a section there are places
that are good for hiding from and dealing with Hostiles. This is where I
have information on that.
0===========0
| Playstyles \
0=======================================================>
Certain chapters are excellent for obtaining specific Playstyles for the
"Jack of All Trades" Accomplishment. When applicable I will go over that
information here.
0===============0
| Lost and Found \
0=======================================================>
This is where I list all of the Weapons, Outfits, and Objects in this
section along with their general location using the Orientation. Evidence
location, for "Evidence Collector", will also be listed.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
The "Infiltrator" Challenge is the closest one may get to playing the
"Hitman Way". Therefore I consider it to be the main walkthrough for the
section. In addition, this may include completion of multiple additional
Challenges.
0===========0
| Challenges \
0=======================================================>
Challenges that are not included with "Infiltrator" will be listed here
along with what I may consider the best ways of completing them.
/==++====++==\ /==++====++==\
/==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
| >AFS2. The Story Continues..... |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
Some time has passed since the events of "Blood Money" and 47 is working with
The Agency again. However, his handler, Diana Burnwood, has sabotaged the ICA
and fled with a girl connected to them. Eventually, The Agency recovered from
this act of rebellion and managed to track down Diana. 47 was offered the
contract to kill his former handler and he accepted. And this sets the stage
for the first part of the story.....
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM1. Prologue |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
0=+=+=+=+0
/ Prologue \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS1. "A Personal Contract" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Prologue /
0+=+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Jagd P22G
>>Outfits
*******
--Chef --Gardener
--Mansion Interior Guard --Mansion Exterior Guard
>>Objects
*******
--Evidence --Axe
--Book --Coffee Mug
--Brick --Fire Poker
--Hammer --Keycard
--Filet Knife --Knife
--Sleeping Pills --Radio
--Statue Bust --Wrench
>>Challenges
**********
--Modern Art --Geronimo
--Extra Spice --Damn Good Coffee
--Play It Again --Well Played
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Gardens |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is the gates at the south end. The Exit Point is at the
northwest corner of this area. A Wooded Path is not far from your Entry
Point. At the north end of this path is the Tennis Courts. Beyond the
Courts is the Gardens.
0======0
| Notes \
0=======================================================>
Although the Guards will have their own weapons you cannot acquire them, or
additional ammo, until the next section.
0==========0
| Rampaging \
0=======================================================>
The Tennis Courts give you a nice vantage point to pick off most of the
Guards.
0===============0
| Lost and Found \
0=======================================================>
>>Objects
*******
Axe - Embedded in a large stump to the left of a large round concrete
drain near the beginning of the Wooded Path.
Wrench - On a large rock just northeast of where the Axe is located.
Coffee Mug - On a small table inside the Tennis Court.
Book - On a couch inside the small enclosures at both the west and east
sides of the Gardens.
Hammer - On a small wall just south the large metal art sculpture in
the center of the Gardens.
0========================================0
| "Infiltrator"/"Well Played" Walkthrough \
0=================================================================>
It should be noted that the "Well Played" Challenge requires that you go
through every area Unspotted while the "Infiltrator" Challenge requires
that you go through only the Mansion Unspotted.
When you start this section then move past the truck and crouch. You should
remain crouched for the entire Gardens area.
When you get to the Wooded Path then you will find the first Guard who will
be moving along it. As you proceed forward then the Guard will stop just
ahead of you. Subdue him and put him in the nearby container if you wish.
You will notice that you can't obtain a disguise from him.
Proceed forward up the path and you will find a fallen tree. Just go left
around it and proceed to the next Guard ahead. Subdue him and place him
into the nearby Container. Turn right to find the Tennis Court. Here you
will find another Guard. Sneak up to him and subdue him then put his body
into the nearby Container to the right of your position.
Near your current position is a small table. Go past the table to the other
end of the Tennis Court to find a way down to the lower level. As you
proceed down you will find another Container to your left. Continue down to
a small enclosure where you will find another Guard.
Subdue him then put him into the wicker Container nearby. From here, head
back to the other Container you passed and hide in it. While you were
knocking out the previous Guard a couple of other Guards were talking not
too from you.
They will eventually stop and one of them will head to the Tennis Courts to
check up on one of the other Guards (which is the one you knocked out). He
will pass by the Container on the way up the stairs. Get out when he does
then Subdue him when he stops in the Court. Hide his body in the Container
where you dumped the other Guard.
Now go past this Container and out the other entrance to the Court. Head
down the stairs to find a stationary Guard. Subdue him then drag his body
to another Container that you passed on the way down.
Now head back down to where you ambushed the Guard and stop. Look towards
the center to find a large metal art structure. Near it is another Guard.
He will have a short patrol pattern. He will look in your general
direction, then turn around, walk a short distance and stop, then turn
right, walk forward a little bit then stop. Then the pattern repeats.
When his back is to you then head down and Subdue him. Hide his body in the
nearby wicker Container. After dealing with that Guard then head to the
small enclosure on the other side of the Gardens. Here you will find
another Guard. Subdue him then dump his body into the nearby wicker
Container.
Head down the short stairs and stop at the bottom. Look left to find a
couple of Guards. They will then come together and talk. When they head
away from the path then sneak past them to the door to leave the Gardens.
0===========0
| Challenges \
0=======================================================>
>>"Modern Art"
************
In the lower Gardens area there is a large metal art structure in the
center. After Subduing the Guard in the Tennis Court then aim your
Silenced Silverballer at the pole at the base of the structure to make
it topple onto the two Guards near it.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Greenhouse |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
After going through the Gardens 47 must proceed through the Greenhouse
area.....
0===========0
| Objectives \
0=======================================================>
>>Infiltrate Greenhouse.
0============0
| Orientation \
0=======================================================>
Your Entry Point is a Patio at the south end of the area. Your Exit Point
is at the northeast corner of the area. The Greenhouse is at the center of
this area.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The counter at the Patio area is a good place to deal with Hostiles.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - Carried by all of the Guards.
>>Outfits
*******
Gardener Outfit.
Mansion Exterior Guard Outfit.
>>Objects
*******
Filet Knife - On the counter at the Patio.
Gardener Outfit - On a small table just beyond the Patio.
0========================================0
| "Infiltrator"/"Well Played" Walkthrough \
0=================================================================>
When you start this section then hide behind the counter. There will be a
pair of Guards ahead. One of them will eventually stop by the Railing
nearby. Subdue him then drag him behind the counter. You will now be able
to obtain an disguise from him as well as the Jagd P22G. Get into the Guard
Outfit and walk past the other Guard and towards the Greenhouse.
As you get near the entrance you will find another Guard and a Gardener.
Walk behind the Guard and use Instinct if you need to. Once inside then
turn left and stop at the base of the stairs. Look right to find a
stationary Guard and a patrolling Guard. Wait for the patrolling Guard to
pass the other Guard then proceed up and forward.
You may be prompted to use Instinct again but continue forward to where you
will find another Guard and a Gardener. Crouch behind the short wall. The
patrolling Guard will stop near them. Wait for them to stop talking and
turn around then get up, move forward, and quickly turn right at the
corner.
After turning the corner you should see a Valve to your left. Turn it to
make the Guards go outside. Follow them then, once outside, sneak past them
and go up the stairs to the Ledge that leads into the next section.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Cliffside |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 must now shimmy along the cliff side to get at the Mansion.....
0===========0
| Objectives \
0=======================================================>
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - Carried by all of the Guards.
>>Outfits
*******
Mansion Interior Guard Outfit.
>>Evidence
********
On the electronic rack just before the Security System.
>>Objects
*******
Coffee Mug - On the desk, on some black crates across from the desk,
and on some black crates by a chair near the desk.
Mansion Interior Guard Outfit - By the Security System.
0========================================0
| "Infiltrator"/"Well Played" Walkthrough \
0=================================================================>
Once you're on the Ledge then climb down, go across the Window, then climb
up. Continue along the Ledge to find a Window with a Guard just inside.
Wait for him to walk away then climb inside. You will be behind a desk with
a Mansion Guard nearby.
Sneak up and Subdue the Mansion Guard then drag him behind the desk. Change
into the Mansion Guard Outfit and sneak inside the door. After getting
inside then head to the other end to find the Security System that you
need to disable. After disabling the System then head to the door to go
inside the Mansion area itself.
0===========0
| Challenges \
0=======================================================>
>>"Geronimo"
**********
When you get to the Window with the Guard then pull him out through it
and really ruin his day.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Mansion Ground Floor |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 is now inside the Mansion but needs to get around the Guards to get at
Diana.....
0===========0
| Objectives \
0=======================================================>
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - Carried by all of the Guards.
>>Outfits
*******
Chef Outfit.
Mansion Interior Guard Outfit.
>>Evidence
********
On a small table between two chaise loungers in the Living Room.
>>Objects
*******
Keycard - Carried by the Head of Security.
Fire Poker - By the large fireplace in the Living Room.
Statue Bust - On a counter on the second floor near the Bathroom door.
Radio - In the Kitchen near the entrance to the Bar area.
Knife - On the cutting table by the Stove.
Sleeping Pills - In the second floor Bathroom.
0========================================0
| "Infiltrator"/"Well Played" Walkthrough \
0=================================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then you should see the glass window for the
Kitchen area. Stay where you are and look left. You should see another
Mansion Guard appear at the entrance to the Living Room then head inside.
After he goes into the Living Room then walk near the Kitchen entrance to
find another Mansion Guard and the Cook talking. You want to get their
conversation started so the Guard will leave later. Head towards the Living
Room but sneak up the stairs to your left instead.
At the top of the stairs is a door that leads into a Bathroom. Sneak into
the Bathroom and you will find some Sleeping Pills on the counter to the
left. Sneak back out and down the stairs. Get back up and head to the
Kitchen. Keep an eye on the Guard and wait for him to leave.
Enter the Kitchen where you will find a pot of Food on the Stove. Proceed
through the Kitchen to find a small bar where you will find a Radio. Next
to the Radio is the entrance that leads behind the Bar where you will also
find a First Aid Cabinet.
Go to the Bar counter to find a Coffee Cup that you can use the Sleeping
Pills on. Spike the Coffee, wait until you hear the Head of Security talk
over the phone, and head back to the Kitchen. Open the nearby door and wait
for the Mansion Guard to get out of view before going through it.
After going through the door then wait for it to close then hide in the
Closet to your left. Eventually the Head of Security will drink the spiked
Coffee and head to a chair in the corner not far from the Closet.
When you hear him fall then exit the Closet, get the Keycard from him, and
dump his body in the Closet. If you don't put the body in the Closet then
the Chef will see it when you open the door to the Kitchen. After this then
go back through the Kitchen and to the stairs leading up.
Turn right when you get up the stairs to find the controls to the Blinds.
Use it to distract the Guards below. After distracting the Guards then walk
to the door to move onto the next section.
0===========0
| Challenges \
0=======================================================>
>>"Extra Spice"
*************
Put the Sleeping Pills in the Food on the Stove to knock out the Chef
when he samples it. Make sure his back is turned when you put the Pills
in.
>>"Play It Again"
***************
Acquire the Chef Outfit then go into the Living Room and near the
Piano. There will be a Guard here that will play it then try to tune
it. Knock the Pin down to close the Piano on top of him. The Pin can
also be shot from afar if you want to be stealthy about it.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Mansion Second Floor |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
After going through the door then head to the next door to start the
cutscene with Diana. After the cutscene then run through the next section
and to the door. After going through the door then you will be forced into
doing some Point Shooting. When you are done with that then Pick the Lock
of the door to complete the chapter.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM2. Part I |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
After wounding Diana 47 promises her to take the girl and protect her. Now
he, like Diana, has gone rogue and this does not sit well with Benjamin who
now has to hunt for the rebellious assassin.....
0=+=+=+0
/ Part I \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS2. "The King of Chinatown" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part I /
0+=+=+=0
0=================0
| General Overview \
0=======================================================>
After leaving Victoria with some nuns Agent 47 goes to find Birdie. Birdie
used to be the Agency's top intelligence man. In order for 47 to protect
Victoria he needs Birdie to be his eyes and ears. However, Birdie is a
merchant and everything comes with a price. In order to recruit Birdie 47
must take down a business rival known simply as The King of Chinatown.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Swiss 3000 --Z&M Model 60
--HX UMP --Kazo TRG
>>Outfits
*******
--Dealer --Market Vendor
--Chicago Police Officer --Chicago SWAT Officer
>>Objects
*******
--Evidence --Axe
--Brick --Filet Knife
--Gasoline Can --Knife
--Bottle --Remote Explosive
--Fugu Fish
>>Challenges
**********
--Two for the Price of One --Drop Dead
--Clean Sweep --A Killing View
--Man Down --Don't Do Drugs
--Hot Coffee --Let's Do Lunch
--Master Poisoner --Kaboom
--Controlled Demolition --Veiled Death - Part 1
--Veiled Death - Part 2
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Chinatown Square |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 now has to find King and take him down in a crowded square.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is in an Alley at the south part of the area. This Alley
leads to a gate that opens into the south side of the Square. The Exit
Point is at the northwest corner of the Square. A Construction Area is at
the northeast corner. At the north central side is an Open Shaft.
At the east side of the Square is the Dealer's Office. Next door to the
south is the lower level Dumpster Area.
Near the southwest corner of the Square is a Parking Area for King's Car.
In this area is an upper level balcony. The Pagoda is in the center of the
Square.
0======0
| Notes \
0=======================================================>
0==========0
| Rampaging \
0=======================================================>
The Dealer's Office is a good place to hide from and pick off Hostiles,
especially since the room has a Container to hide in and a Window to shoot
from.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops.
Swiss 3000 - In a small crate on the balcony next to King's Car (x2)
and carried by the Dealer.
Kazo TRG - On the desk inside the Dealer's Office.
HX UMP - In a small crate on the balcony next to King's Car, and
carried by all of the SWAT (Backups).
>>Outfits
*******
Dealer.
Market Vendor.
Chicago Police Officer.
Chicago SWAT Officer.
>>Evidence
********
Found on a small table in the middle of the Pagoda.
>>Objects
*******
Gasoline Can - On a large crate by the stairs just south of the
Dumpster Area and on the ground behind the Vendor
Counter at the very north side of the Square.
Remote Explosive - On a small crate on the balcony next to King's Car.
Axe - Embedded in a crate in the corner just north of the alley
entrance to the Dealer's Office.
Fugu Fish - On a Vendor Counter just west of the fence corner for the
Construction Area. **NOTE: This cannot be picked up if you
Rampage your way through and kill everybody.
Market Vendor Outfit - On the ground behind the Vendor Counter at the
very north side of the Square.
Filet Knife - Behind the Vendor Counter at the very north side of the
Square.
Brick - By the small tree between the alley entrance to the Dealer's
Office and the Dumpster Area and on the ground behind the small
chain-link fence area just east of the Exit Point.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Clean Sweep"
*************
Acquire the Evidence and finish the chapter without being Spotted.
>>"Don't Do Drugs"
****************
Kill King with Poisoned Drugs.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you begin this section then quickly find King's Car and stop by the
crates near the Cop. When he walks away then sneak up behind him and Subdue
him when he reaches the top of the stairs for the balcony. Change into his
Outfit then head to the Dealer's Office.
Walk past the other Cop and use your Instinct to fool him. Then sneak
inside the Office and Subdue the Dealer to finish Part I of "Veiled Death".
Then change into the Dealer Outfit and dump his body into one of the
Containers. Then walk downstairs and head to the Fugu Fish at the northeast
corner of the Square. Wait for the nearby female Vendor to move away from
it before taking the Fugu Fish.
After acquiring it then head back up into the Office and Poison the Drugs
on the desk. Then head back out and to the Pagoda. Make sure King isn't
there before approaching. The Cops there won't give you any trouble so it
will be easy to snag the Evidence to get part of the "Clean Sweep"
Challenge.
When King finally gets back from his walkaround then lead him back into the
Office. Wait for him to snort the Poisoned Drugs and drop dead before
heading to the Exit Point to successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
>>"Man Down"
**********
When you sneak into the Dealer's Office then Subdue the Dealer and grab
the Kazo TRG. Look toward the Pagoda then turn right toward the Open
Shaft area. During his walkaround King will stop by the Open Shaft and
look down. Snipe him when he looks down to send him into the Shaft.
Another option is to simply wait near the Shaft and push him into it
when he stops there.
>>"Hot Coffee"
************
Kill King by Poisoning his Coffee Cup at the Pagoda. Dress up as the
Dealer then Poison his Coffee with the Fugu Fish when you go to the
Pagoda. Then walk to the Exit Point while you wait for King to die.
>>"Let's Do Lunch"
****************
At the north end of the Square near the Open Shaft is a Vendor with a
food plate that you can Poison. However, the Vendor will be looking
right at you. Thankfully, he will walk away for a bit every so often.
When he does then Poison the Food and walk away before King arrives to
take a bite of the Poisoned Food and die.
>>"Master Poisoner"
*****************
Successfully complete the "Don't Do Drugs", "Hot Coffee", and "Let's Do
Lunch" Challenges.
Go to King's Car and wait for the Cop to leave. Then sneak up behind
him and Subdue him then take the Remote Explosives. Head to the Exit
Point and find the two mopeds by the large garage door. Wait for the
nearby Cops to leave before doing anything.
Drop the Remote Explosives near the mopeds and head just across from
there to a group of boxes near the Exit Point then wait for King. When
King gets near the mopeds then detonate the Explosives to kill him and
quickly go through the Exit Point before the Cops arrive at the scene.
>>"Drop Dead"
***********
Near the Exit Point is a large pallet that is being held up in the air.
Go behind the group of boxes near the Exit Point and wait for King to
come by. As he is walking to the mopeds then bring out your Silenced
Silverballer and shoot the Chain Hook (which is the object holding all
the chains together) to bring the pallet down on King when he walks
underneath.
0=+=+=+0
/ Part I \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS3. "Terminus" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part I /
0+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Worn Z&M Model 60 --Mustang Snub
--Worn M590 12ga
>>Outfits
*******
--Janitor --Hope Goon
--Electrician
>>Objects
*******
--Evidence --Fire Extinguisher
--Iron --Gasoline Can
--Knife --Movie Reel
--Measuring Tape --Plunger
--Radio --Scissors
--Screwdriver --Statue Bust
--Vase --Bottle
--Brick --Wrench
>>Challenges
**********
--Housekeeping --Don't Disturb
--Hall Pass --An Evening in Paradise
--Inside Job --The Electrician - Part 1
--The Electrician - Part 2
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Terminus Hotel |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has arrived at the Hotel and now has to find his way to the upper
floors.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the south end of a dead-end alley. This alley is
part of the Outside area of the Hotel. The alley leads to the street. The
Hotel dominates the north side of this area. On the east side of the Hotel
is the East Alley.
On the west side of the Hotel is an Open Shaft that leads underground. Also
on the west side of the Hotel is the West Alley that can only be accessed
from inside the Hotel.
The Basement is under the Hotel and has several entry points. The double
doors that lead outside to the East Alley is on the east side. The Main
Elevator is northwest of that. South of the Main Elevator is the Flooded
Pit. South of it, and on the same level, is the Lower Storage Room.
Directly west of the Flooded Pit is the Shelving Area. West of that is the
Break Room. North of the Break Room is Main Storage. North of that is the
Basement Laundry room. East of that is the Hotel Stairs that lead to the
ground floor.
The Front Door of the Hotel is at the south side of the ground floor. The
Lobby dominates the central part of this floor. The Restroom is at the west
side of the Lobby. The Front Desk and Living Quarters are at the east side
of the Lobby.
The Conference Room is north of the Living Quarters. The Back Area is to
the west of the Conference Room. The Main Laundry room is to the west of
the Back Area. The West Hallway is to the west of the Main Laundry room
(and allows access to the West Alley).
0======0
| Notes \
0=======================================================>
0==========0
| Rampaging \
0=======================================================>
The Lower Storage room and Open Shaft are good places to hide from and pick
off Hostiles.
0===========0
| Playstyles \
0=======================================================>
>>"Pitcher"
*********
Going after "The Electrician - Part 2" Challenge will allow you to
acquire this Playstyle since the requirements are essentially the same.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Mustang Snub - You start off with this weapon.
Worn M590 12ga - Carried by some of the Guards and laying against a
wall behind the Front Desk.
>>Outfits
*******
Janitor.
Hope Goon.
Electrician.
>>Evidence
********
On the desk behind the Front Desk.
>>Objects
*******
Janitor Outfit - On the desk inside the Break Room.
Brick - On the wall just inside the East Alley and on a box near the
center of the West Alley.
Knife - On a crate near the middle of Main Storage and on the counter
inside the small room just north of the Front Desk.
Plunger - In a stall inside the Restroom.
Iron - On the ironing board inside the Living Quarters.
Statue Bust - On the ground in the southeast corner of the Living
Quarters.
Radio - On the washers at the north end of the Main Laundry room.
Hope Goon Outfit - On the washers at the south end of the Main Laundry
room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then head out to the street and to the Open
Shaft. Go down the Shaft and you will find a large drainage pipe. Go into
the pipe and you will find a Ledge. Climb up and you will enter the Lower
Storage room. Sneak forward towards the Flooded Pit.
There will be a Guard here. Wait for him to move away then sneak up the
nearby stairs. When you reach the top then sneak west towards the Break
Room. Find the Janitor Outfit on the desk and change into it. Then head
back the way you came except that you head towards the east doors instead.
When you get near the east doors then angle towards the Main Elevator. Call
for it and enter it to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
Then go over to the nearby Electrician and Garrote him. Take his Outfit
and dump the body in the Container. Grab the Screwdriver from the
nearby room.
But, by doing a restart, the requirements for Part 1 get mixed in with
Part 2. At least, that is what I think.
In addition, I will be doing some extra stuff to allow you to get the
"Pitcher" Playstyle. It's not that hard to do.
After acquiring the Electrician Outfit and the Screwdriver then kill
the Janitor in the Break Room. However, you need to stand just far
enough and Throw Kill him then hide the body in the Container so it
isn't found. Then go out the east door into the East Alley.
There will be two Guards here but they tend to stay close to the car
nearby so killing them isn't an option. Head south to the alley
entrance to find an Electrician bent over some machinery. Throw Kill
him then dump the body in the nearby Container. Killing him won't count
towards the Challenge but will count towards "Pitcher".
After killing the Electrician then head back into the alley where your
Entry Point is. In the middle is a Bum. Expose just enough of his head
then Throw Kill him. That's three down towards "Pitcher".
Head towards the entrance to find Blake's Car near the door. To the
west of the entrance is another car. Drop the Screwdriver near this car
then go inside. Go to the Main Laundry room and grab the Radio. Drop
the Radio just inside the entrance on the stairs and close to the west
wall. Go back outside and grab the Screwdriver.
Activate the Car Alarm on Blake's Car then stand near the other
vehicle. This will attract a Guard from the Lobby. When he stops then
Throw Kill him. That's two towards the Challenge and four towards
"Pitcher". Drag the Guard over and dump him in the Open Shaft.
Activating the Car Alarm won't attract any additional Guards. This is
why you use the Radio near the door - to attract them to it so he will
be close enough to be attracted by the Car Alarm.
Turn on the Radio then stand by Blake's Car. When the Guard is close
enough then Activate the Alarm to get him outside. However, when he
steps outside then he will find the blood pool. When he gets closer to
investigate then Throw Kill him.
Dump the dead Guard in the Open Shaft and use the same luring
techniques to bring out another Guard and Throw Kill him. Dump him then
do the same to bring out one more Guard then Throw Kill him to
successfully complete this Challenge and two Playstyles.
It should be pointed out that, depending on where the blood pools are,
they may be seen by a Civilian in the Lobby when you open the door
which will cause him to alert a Guard and bring him out for killing.
This is a bit simpler than by using the Radio but this is not
guaranteed to work all of the time.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Upper Floors |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has arrived on the 7th Floor but he needs to get up to the 8th to find
out what Dexter knows.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is in the Lobby in the center of the 7th Floor. You will
also be looking north.
At the northwest corner of the 7th Floor is the stairs leading to the 8th
Floor. Just south of that is the Restroom. Next door south of the Restroom
is the small Storeroom and a Keycard Door that leads to the Eighth Floor.
Like the 7th Floor the 8th Floor also has a Lobby that is in the center of
the floor. At the northwest corner of the floor is a Projection Room and
that is connected to the stairs leading back down to the 7th Floor.
A Trophy Room, which also serves as a storage area, is on the west side.
The stairs leading back down to the Keycard Door on the 7th Floor is
located at the southwest corner.
A Conference Room dominates the northeast corner of the floor. A large Ball
Room dominates the east side. A Reception Room is south of the Ball Room.
Room 899 is near the southeast corner.
0======0
| Notes \
0=======================================================>
0==========0
| Rampaging \
0=======================================================>
The Restroom and Storeroom share an Air Shaft that you can use to hide from
Hostiles. You can also use the Ledges outside as well.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
>>Outfits
*******
Janitor.
Hope Goon.
>>Evidence
********
On a table inside the Reception Room.
>>Objects
*******
Plunger - In a stall inside the 7th Floor Restroom.
Janitor Outfit - On a shelf near the middle of the 7th Floor Storeroom.
Film Reel - On a shelf inside the 7th Floor Storeroom and on a table
inside the Conference Room.
Power Cord - On a dresser within Room 705.
Knife - On the floor by the bed within Room 705.
Hope Goon Outfit - On a small table inside the Trophy Room.
Gasoline Can - On the floor against the west wall at the north end of
the Trophy Room.
Scissors - On a shelf inside the Projection Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then turn left and head to the Storeroom. Pick
up the Film Reel and leave. Then continue past the Keycard Door and to the
Radio on the cart. Turn it on then head back towards the Keycard Door.
The Guard for the Door will head to the Radio. Where he was standing is an
open Window. Go to the Window and go through it to stand on a Ledge on the
interior part of the Hotel. Shimmy left then climb down. Shimmy left some
more then climb up. Go through the Window and you will be on the opposite
side of the Keycard Door.
Sneak up the stairs and into the Trophy Room. Continue through the room and
stop near the door to the Projection Room. Observe the Guards on the Radar.
There are two inside the Room. They will eventually break up and one of
them will go to the stairs nearby. The other one will go north to the side
of the room and then to the Projector.
When this Guard turns north then sneak inside and Turn On the Projector.
This will complete the "An Evening in Paradise" Challenge. This will also
draw most of the Guards inside the Conference Room. Leave the Projector
Room and back into the Trophy Room. The Guard by the Projector will leave
to go into the Conference Room to join the others.
When he does then sneak through the Lobby and towards Room 899. It is
important to note that there is a patrolling Guard still inside the Ball
Room and he will get close enough to see you pick the lock. Wait for him to
turn away before picking the lock and successfully completing the chapter.
0===========0
| Challenges \
0=======================================================>
>>"Inside Path"
*************
You need to get to Room 899 by going through the outside interior of
the Hotel. There are two parts to this and you will get the first part
by going around the Keycard Door as noted in the "Infiltrator"
Walkthrough.
The second part is on the 8th Floor. Just before you enter the Trophy
Room there will be a Guard to the east. He will usually be looking out
a Window. Push him out then go outside. Shimmy left then climb down.
Shimmy left along the rail and jump the gap. Then climb up and stand by
the Window.
This Window is next to Room 899. There is also a Guard that will look
out of it. Pull him out to clear the way. Then go inside to
successfully complete the Challenge.
>>"Housekeeping"
**************
You need to kill ten Guards without being Spotted. This is a
non-cumulative Challenge so you will have to kill ten different Guards.
Although there are many Guards on both floors you can get all that you
need on the 7th Floor.
When you start this section then angle to the northeast corner to find
a Window at the end of the hall. Go through it and onto the Ledge.
Shimmy left until you find another Window. This Window leads into Room
702 which belongs to the Shoe Salesman. Go through it and crouch behind
the Railing.
When he finishes with the Maid then he will talk to someone over the
phone. When his back is turned then sneak up and Subdue him then dump
his body in the Closet by the bed. There is also a Radio on the Railing
nearby. Turn it on to attract a Guard then hide in the Closet.
He will come into the room and turn it off. As he is getting into
position then exit the Closet and kill him. Then dump him through the
Window you came through. In addition, you can attract Maids and other
residents here as well. Subdue them then dump them through the Window.
Continue using this Radio until you can attract no more people. Doing
things this way will make it easier to get rid of the remaining Guards
as you are thinning out potential witnesses. At this point you should
have gotten rid of four Guards.
Leave Room 702 and head to the southwest corner of the floor. There are
three Guards in this vicinity - one by the Keycard Door and two in the
Waiting Area. Head to the cart with the Radio. There is also a laundry
chute right next to it.
Turn on the Radio and hang around the corner to the south. The Guard by
the Keycard Door will come to investigate and go around the cart to
turn it off. This is why you hang around the south corner.
After killing the door Guard then dump him in the laundry chute. Repeat
this with the other two nearby Guards. When you have completed killing
and dumping these two then go back to the Keycard Door and Subdue the
Maid who is working there. Dump her out the Window. Getting rid of the
Maid makes things easier for the remainder of this Challenge.
At this point you should have killed off seven Guards. The last three
are by the stairs at the northwest corner.
Grab the Radio off the cart and go to the Restroom. Drop the radio by
the urinals and with the speaker facing the north wall. Turn on the
Radio to attract one of the Guards then stand by the north wall.
When he comes in then get behind him but wait until he turns off the
Radio before Garroting him (or you will attract another Guard while
attacking this one). After killing him then you can either dump him in
the Storeroom or dump him through the Window where you dumped the Maid.
0=+=+=+0
/ Part I \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS4. "Run For Your Life" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part I /
0+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Z&M Model 60 --Aries 24-7
--HK UMP --Police M590 12GA
>>Outfits
*******
--Chicago Police Officer --Chicago SWAT Officer
>>Objects
*******
--Evidence --Bong
--Power Cord --Folding Knife
--Hammer --Knife
--Metal Pipe --Notebook
--Radio --Remote Explosive
--Scissors --Statue Bust
--Screwdriver --Vase
--Wrench --Bottle
>>Challenges
**********
--Picking on the New Guy --Death From Above
--Fields of Joy --Bong Hits
--Business is Booming --In Stereo
--Silence Please - Part 1 --Silence Please - Part 2
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Burning Hotel |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has awakened to find the body of the maid and the room on fire. In
addition, the Cops are trying to force their way in. 47 has to get out of
there fast.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
When you reach the rooftop then you will be at the south side. The Exit
Point is at the north end.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by all of the Cops.
>>Outfits
*******
Chicago Police Officer.
>>Objects
*******
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When this section starts then proceed through the room and out the Window.
Then go along the Ledge and up the Ladder to the roof. When you reach the
roof you will find that the thick smoke will hinder visibility. This is
good because there are three Cops up here.
One is behind an air conditioning unit just ahead of you. Quickly sneak up
behind him, Subdue him, take his Outfit, and grab his Pistol. Then head
west to the corner of the large metal construct.
Ahead of you is a brick chimney. What you want to do is to wait until both
of the Cops are on the right side of it before moving forward past them.
Then go down onto the lower level and into the building. Then run to the
Exit Point to successfully complete this section (the explosions will
injure you if you stay too long).
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Library |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has successfully escaped from the burning hotel and now finds himself
inside a large abandoned library. Unfortunately, the Chicago Police force
has invaded the facility looking for him.....
0===========0
| Objectives \
0=======================================================>
>>Escape the Library.
0============0
| Orientation \
0=======================================================>
The Library is divided into three sections. The North End is where your
Entry Point is (on a pillar). The middle section is the Reading Area. The
Compass Room is the south section (because of the large compass pattern in
the floor).
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The upper levels of the Library are good places to hide from and pick off
the Cops.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by some of the Cops.
HX UMP - Carried by some of the Cops including the Backups.
Police M590 12GA - Laying against the wall in the cove just northeast
of your Entry Point.
>>Outfits
*******
Chicago Police Officer.
>>Evidence
********
On the counter right next to the statue in the center of the Reading
Area.
>>Objects
*******
Power Cord - On a counter on the ground floor just southeast of the
Entry Point (and near the base of the stairs).
Statue Bust - On a counter at the west side of the Reading Area near
the Lightrig Winch.
Radio - On a desk at the west side of the Reading Area.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then climb down from the pillar and head west
to sneak down the stairs. You should go ahead and grab the Power Cord off
the counter not from the stairs then go back and stop under them. Nearby
are three Cops. They are waiting for another to turn on the lights. When
the lights are turned on then two of them will walk away.
The last Cop will lean against a single counter. When the does then sneak
south behind him and go under another set of stairs. You will also see a
small set of stairs that will allow you to sneak up to the upper level.
When you get to the top of the stairs then turn left and go through the
doorway. You will see a Cop on one side of the walkway.
However, you will also see a large gap in the Railing. Go to the gap and
drop down into the Reading Area. Look south and crouch near the end of the
counter to your left. Another Cop will walk through the area and to a large
hole. As he walks by then head south past the counters and around a
bookcase and through a door into the Compass Room.
When you enter the Compass Room then you will be under a ramp. Sneak from
under the ramp and continue south until you get under the upper level. When
you get under the upper level then you will encounter a glass counter. Just
beyond it is the stairs that go up. Sneak up the stairs and stop when you
get to the top.
Look behind you to find several Cops coming from the door leading to the
Exit Point. Another Cop should be all the way on the other side. This
should clear the way for you. Sneak all the way and through the door. Then
climb up the stairs and Ledge to the Exit Point to successfully complete
this section.
0===========0
| Challenges \
0=======================================================>
Throw your Folding Knife at the base of the hole to attract a nearby
Cop to that spot. As the Cop is moving to that position then head east
to find the pillar with the Lightrig Winch. When the Cop stops at the
Knife then activate the Winch to drop the Chandelier on top of him and
successfully complete this Challenge.
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Pigeon Coop and Rooftop |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has escaped from the Library but now a Police Helicopter is approaching
to aid in the search.....
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then drop to the rooftop. Then crouch down and
run to the Pigeon Coop before the Police Helicopter Spots you. For this
part you need to use cover and avoid attention from the Helicopter as you
make your way across.
It is important to note that if you are Spotted in the Coop it will *NOT*
count against you for the "Infiltrator" Challenge. The only difference if
you managed to get through this part unscathed is a change in dialogue from
the Helicopter at the Rooftop. Of course, getting Spotted means getting
shot at and hurt so it is best to get through here without being seen.
When you reach the Rooftop then go to the other side of the building to
find an Air Shaft. Go through it as another Cop enters the building. When
you exit then go left and to the side of the brick construct. Sneak forward
to the next construct and then to the air conditioning unit.
When you go past the unit then use your Instinct to fool the Cops as you
make your way to the door. Is it important to note that being Spotted here
*WILL* count against you for the "Infiltrator" Challenge. When you get to
the door then proceed through it to complete this section.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Shangri-La |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has now entered what appears to be a large hippie commune. The Cops are
also all over the place. However, they are distracted by the fact that the
commune has been growing a lot of marijuana plants and are shaking down the
residents. 47 can use this to his advantage.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is the South Kitchen at the south end of the floor. A
Smoking Room is just to the north of the Small Kitchen. To the north of the
Smoking Room is a Plant Room. At the northeast corner of the Plant Room is
a hallway that leads to the Main Hallway.
At the three-way intersection at the Main Hallway you will find a Disco at
the northwest corner and the Mud Bath Room on the east side. The Exit Point
is at the north end of the Main Hallway.
To the east of the Smoking Room is the large Pot Field. At the east
entrance for the Pot Field is the East Kitchen. North of it is the Living
Room. North of this room is the Sleeping Room. At the northwest corner is
the doorway to the Secondary Hallway. On the west side of this hallway is
the Mud Bath Room.
The doors on the right side of the hallway as you proceed north are for the
Art Room. The Secondary Hallway eventually leads to the Exit Point.
0======0
| Notes \
0=======================================================>
The multiple halls and rooms made it difficult to map the place out.
0==========0
| Rampaging \
0=======================================================>
Many of the rooms here can be used to evade from and pick off the Cops.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by all of the Cops.
HX UMP - Carried by the Backups (when in a Rampage).
>>Outfits
*******
Chicago Police Officer.
>>Evidence
********
On the windowsill at the northeast corner of the Plant Room.
>>Objects
*******
Vase - On a counter inside the Smoking Room.
Bottle - On the floor in the Main Hallway (x5).
Radio - On a small table near the center of the Mud Bath Room and on
the floor by the stack of posters in the north half of the Art
Room.
Hammer - On the floor near the crude movie screen in the Sleeping Room.
Notebook - On the counter by the Air Shaft in the south half of the Art
Room.
Remote Explosive - Inside the Safe in the north half of the Art Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
For this walkthrough I am also going after the following Challenges:
>>"Fields of Joy"
***************
Go through the Pot Field without being Spotted.
>>"In Stereo"
***********
Turn on the Tape Recorder within the Disco.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then go from the South Kitchen and into the
Smoking Room. Then turn right when you get to the bathroom and enter the
Pot Field area. Go to the south end of the Field then turn left to enter
it. Proceed to the other side and start using your Instinct about partway
through to get past the Cops. When you enter the East Kitchen then you will
complete the "Fields of Joy" Challenge.
Once you get into the East Kitchen then you should hear some Cops talking
in the Living Room. Wait for them to move then follow them into the
Sleeping Room and then to the Secondary Hallway. Then go south around the
Mud Bath Room to the Main Hallway. At the north end of the Hallway are
several Cops stationed around the Exit Point.
While in the Main Hallway you should also see a Cop at the entrance to the
Disco talking to someone. Stay back a bit as the Cop will head south
towards you a bit before turning into a hallway after the conversation is
finished. Then enter the Disco and find the Tape Recorder at one side of
the dance floor.
Insert the Tape into it and leave the same way you came then go back and
hang around the corner. The noise from the Disco will attract the nearby
Cops into the Disco and you will complete the "In Stereo" Challenge. This
will also clear the way to the Exit Point. Go to the Elevator and enter it
to successfully complete the section.
0===========0
| Challenges \
0=======================================================>
>>"Bong Hits"
***********
You need to grab a Bong and hit three Cops with it. The Bong is fragile
so it will break when you hit somebody. There are three Bongs in the
commune so you will have enough for this Challenge. But this Challenge
is also cumulative so you can grab the same Bong and hit the same Cop
three times to successfully complete this Challenge.
>>"Business is Booming"
*********************
You need to open the Safe in the Art Room. At the north side of the
Sleeping Room is an Air Shaft. Go through the Air Shaft to enter the
south half of the Art Room. When you crawl out then rotate left to find
the Notebook. The Notebook is needed to open the Safe.
When you get near the north half of the Art Room you will find a Cop
there. He will ask about the combination to the Safe and then leave. Go
up to the Safe and open it to reveal the Remote Explosive and the
money. You can go ahead and take the Remote Explosive if you want.
On the floor near the Safe is a Radio. Turn it on and leave the Art
Room through the south door. One of the Cops will come to investigate
the Radio then turn around to find the money. He will then motion for
the rest of his buddies, the ones by the Elevator, to come check it
out. This will clear the way to the Exit Point and successfully
complete this Challenge.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Train Station |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 is now on the ground floor but has to wade through a bunch of Cops to
get to the nearby Train Station and freedom.....
0===========0
| Objectives \
0=======================================================>
>>Locate Exit.
>>Restart Train Signals.
>>Board the Train on Platform B.
0============0
| Orientation \
0=======================================================>
Your Entry Point is the Elevator at the southwest corner of this area. The
Lobby is to the northeast corner of this building. A Waiting Area is to the
north of the Elevator.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Elevator area is probably the best place to pick off the Cops.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by some of the Cops and on the counter at the
south side of the Lobby.
HX UMP - Carried by some of the Cops.
Police M590 12GA - Carried by the SWAT and on the counter inside the
Lobby (x2).
>>Outfits
*******
Chicago Police Officer.
Chicago SWAT Officer.
>>Evidence
********
On one of the counters in the Lobby (just northeast of the donuts).
>>Objects
*******
Metal Pipe - In the northeast corner of the Waiting Area.
Scissors - On the cigarette machine at the waiting area inside the
Station Building.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then proceed forward to the door. As you go
through it then use your Instinct to fool the Cops as you proceed through
the Lobby. As you turn left then you should see a counter with some donuts.
Hide at the donuts for awhile.
Near the entrance is a bunch of SWAT. They will then head to the Elevator
along with at least one Cop. This will clear the Lobby enough for you to
safely leave. Head out of the building and wade into the crowd. When you
get into the crowd then go north towards the Station Building. The Cops
have shut down the trains to keep you from escaping. You need to turn them
back on.
When you get to the Building then head to the track edge. There is a Cop in
the Waiting Area so I am going to avoid him. The track edge is also a
Ledge. Shimmy along the Ledge and climb in through the Window. Then go
around to the other side of the room to find the Ladder up.
This will lead you to the Control Room. The Controller is also here but
will have his back to you. Subdue him and dump him into the Container. Go
to the keyboard and turn the trains back on. Then go out the door and go
right. Use your Instinct to get past the nearby Cop and then go down to
Platform B.
There are Cops down here so you can't just sit there. Wait for the message
that the train will be arriving then head partway back up the stairs and
turn your back to the crowd. This should keep you safe. When the train
arrives then quickly go back down and wade through the crowd to the train
to successfully complete this chapter.
0=+=+=+0
/ Part I \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS5. "Hunter and Hunted" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part I /
0+=+=+=0
0=================0
| General Overview \
0=======================================================>
Birdie was right about Blake wanting Victoria. However, 47 has to go after
one of Blake's business partners, Dom Osmond, before he manages to track
down the girl for Dexter.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Z&M Model 60 --Jagd P22G
--HX UMP --Police M590 12GA
>>Outfits
*******
--Store Clerk --Chicago Police Officer
--Chipmunk --Strip Club Bouncer
>>Objects
*******
--Evidence --Bottle
--Knife --Cleaver
--Fire Extinguisher --Gasoline Can
--Katana --Keycard
--Metal Pipe --Birdie's File
--Rat Poison --Remote Explosive
>>Challenges
**********
--Private Dance --Dominated
--Schadenfreude --Fire Sale
--Two Rights Make a Right --Moment of Bliss
--Fire Him --X Marks the Spot
--Lieutenant Bad --Cleaning Up in Chinatown
--Swordplay - Part 1 --Swordplay - Part 2
--Swordplay - Part 3
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Courtyard |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 needs to enter The Vixen Club where Dom Osmond is. However, every Cop in
Chicago is looking for him. So Birdie suggests that he use the tunnels near
the Club for safe access.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is in the Tunnels at the south end. The Exit Point is to
the west of your starting position. A Shrine can be found northeast of your
starting position. The stairs leading up to the Parking Area is to the
south.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
At the base of the stairs leading to the Parking Area is an Air Shaft. This
leads into a lower room inside the shelter at the east side of the Parking
Area. You can use this to lose Hostiles and put yourself in safe position
to pick off the Cops.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by you, all of the Cops, and laying on the
Shrine.
HX UMP - Carried by the Backups (when in a Rampage).
Police M590 12GA - Laying against a Police Car in the center of the
Parking Area.
>>Outfits
*******
Chicago Police Officer.
>>Evidence
********
Laying on the hood of a Police Car in the center of the Parking Area.
>>Objects
*******
Metal Pipe - In a small room just southeast of your starting position
and laying against a wall at the U-curve north of you.
Bottle - By the bum just north of your starting position (x6) and on
the ground by a wall corner at the west side of the Parking
Area.
Gasoline Can - Laying on the ground by the red explosive barrel on the
west side of the tunnel (x2) and laying on the ground
near and just inside the shelter at the east side of the
Parking Area (x2).
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then proceed north and through the tunnel.
Eventually you will come to a larger room with a pillar. Proceed forward
going to the left of the pillar, to block the view of the Cops in the hall
to your right, and through the next doorway. Go through the doorway to your
left to enter the Shrine. There is a Cop here. Subdue him, take his Outfit,
and dump him into the nearby Container.
Leave the Shrine and go south through the east side of the tunnel to avoid
the Cops who are on the opposite side. Turn left when you go through the
next doorway then turn right at the junction to find the stairs leading up
to the Parking Area.
There are four Police Cars here and several Cops. From the top of the
stairs, angle right and head for the Car in the center. Quickly grab the
Evidence and head north to a square brick construct. You will be getting
attention from a Cop at the top of the stairs to your right.
When you get to the side of the construct then you will block him. Then
quickly go back around the corner of it so you can get behind him and go
down the stairs. After that then go to the Exit Point to successfully
complete this section.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Vixen Club |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
As for the Club itself, the front door is at the northeast corner of the
facility. A Keycard Door, that leads into a second floor Storeroom, can be
found behind the register area just inside the front door. The Restrooms
can be found at the northwest corner of the Club.
The Private Booths can be found next door to the south. A Dance Room can be
found at the southeast corner. The Backstage Area comprises the south side
of the Club. A Break Room can be found at the east side of the Backstage
Area and next door to the Dance Room.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
There is an Air Shaft at the base of the door leading to the second floor
Storeroom that you can use to get away from Hostiles. The Restroom is also
a good place to hide from and pick off Cops and Bouncers.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops and Bouncers.
Jagd P22G (Silenced) - On a box inside the second floor Storeroom and
on a table in the southeast corner of the Break
Room.
HX UMP - Carried by the Backups (when in a Rampage).
>>Outfits
*******
Chicago Police Officer.
Strip Club Bouncer.
>>Evidence
********
On the desk inside the second floor Storeroom.
>>Objects
*******
Keycard - On a desk inside the second floor Storeroom, carried by some
of the Bouncers, and Dom himself.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Dominated"
***********
Kill Dom with the Fiber Wire, hide the body, and complete the section
without being Spotted.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then turn left and go through the doorway. This
will lead you up a set of stairs right next to the Club. Up ahead is a Cop
talking to two of the Bouncers. You can go past them without any problems
but there is another way inside.
Turn left to face the wall and find a Ledge. Climb up and go along the wall
until you find a Window. Go inside to enter the second floor Storeroom.
Grab the Evidence, Keycard, and Jagd P22G (which can be useful for one of
the Challenges later). Grab the Bottle at the top of the stairs then go
down them and out the door. Then follow the hall and into the Club.
Locate Dom and go to the Restroom. You will find a Bouncer here. Get up
behind and Subdue him. Take his Outfit and dump his body into the nearby
Closet. Stay in the Restroom and wait for Dom. When he comes in then
Garrote him and dump his body into the Closet.
Next, head to the Dance Room and stand next to the Keycard Door. There is a
patrolling Guard in the Backstage Area. At this point he should be near the
make-up area so go ahead and enter the Break Room then hide in the
Container. When the Guard comes here then he will be standing at the base
of the stairs.
Get out of the Container and sneak into the corner behind him. Because of
the angle in relation to the stairs he will be difficult to ambush. Throw
the Bottle at the desk in the corner to lure him away from the stairs.
Subdue him then dump his body into the Container. Go west through the
Backstage Area and to the doorway near the Exit Point.
There will be two people talking under the stairs. Stay outside of this
area until they break up and walk out the other door. Then go up the stairs
to the Exit Point to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
>>"Private Dance"
***************
You need to kill Dom in the Private Booth, hide his body, and complete
the section without being Spotted. After obtaining the Keycard and
Silenced Jagd P22G from the second floor Storeroom then head to the
Private Booth area. On one end is a small Keycard Room.
Inside this room is a two-way mirror and a Container. Dom will bring in
a girl to dance for a bit then she will leave him alone. Shoot him in
the head with the Silenced Pistol, which will also shatter the mirror,
then drag his body back to the Container for disposal. Then leave the
section without being Spotted to successfully complete this Challenge.
>>"Schadenfreude"
***************
You need to kill Dom with the defective Disco Ball in the Dance Room.
After acquiring the Keycard from the second floor Storeroom then head
down to the Dance Room and enter the Break Room. Hide from and ambush
the Guard as before. Then wait for Dom to enter the Dance Room.
He will shove the dancer out of the way and scream at her because she
was dancing under the defective Ball. Push the Button by the door to
drop the Ball on top of him and successfully complete this Challenge.
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Dressing Rooms |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the southeast corner of the first floor. The Exit
Point is to the northeast on the second floor. A Pool Table is in the
center of the first floor. The Make-Up Counter is on the opposite side of
the wall. The stairs can be found at the northwest and southwest corners of
the floor.
0======0
| Notes \
0=======================================================>
There is no Evidence to collect in this section.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by the Bouncer.
>>Outfits
*******
Strip Club Bouncer.
>>Objects
*******
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then simply go north to the northeast corner of
the floor then turn left to go to the stairs in the northwest corner. Head
up the stairs and to Dom's Office to successfully complete this section.
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Derelict Building |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
Dom found out about Victoria but he also knew about Birdie as well. One of
Dexter's men, Wade, is going to come for Birdie and 47 needs to help him.
But, first, there is the matter of the nearby Cops.....
0===========0
| Objectives \
0=======================================================>
>>Evade Police.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the southeast corner of the first floor. The Exit
Point is on the second floor to the northwest. A Ruined Room is just north
of your starting position. The infamous Hawaii Room is just north of that.
A Hallway is to the west and a Ruined Pathway is to the west of the Hawaii
Room.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by most of the Cops.
HX UMP - Carried by the Backups (when in a Rampage).
Police M590 12GA - Carried by one of the Cops and inside a room just
north of the Hawaii Room (x2).
>>Outfits
*******
Chicago Police Officer.
>>Evidence
********
On the ground at the hall junction where the Cops are converged.
>>Objects
*******
Knife - Embedded in a box just inside the Ruined Room.
Sledge Hammer - Laying against a pillar inside the Ruined Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then sneak north and through the Ruined Room.
After re-entering the hallway then continue north then west around the
Hawaii Room. Stop at the corner and look south. You should see several Cops
at the hall junction. You will also see a Cop coming through the Ruined
Pathway.
When he exits and stops then sneak behind him and enter the Ruined Pathway.
When you enter the Hallway then proceed west and into the Closet. Another
Cop will come down the nearby stairs and proceed into the corner. When he
gets into the corner then exit the Closet and go up the stairs. Then head
to the Exit Point to successfully complete this section.
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. Convenience Store |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Get to Chinatown.
0============0
| Orientation \
0=======================================================>
Your Entry Point is high up on a walkway at the south end of the area. An
Old Building at the end of the walkway to the west. There are Rooftops at
the northwest and northeast corners of the area. The large Dock area is
below.
The door to the Dock is at the west side. The stairway leading up to the
second floor Break Room is to the north of the Dock door. This area, by the
Dock door, is the Kitchen.
To the east of the Kitchen is the Main Storeroom. At the south edge of the
Main Storeroom is the Meat Locker. To the north of both the Main Storeroom
and Kitchen is the Back Area. The Office is at the northeast corner of the
Back Area.
The Selling Floor dominates the north end of the Store. The door leading
out into the Mall is on the west side of the Selling Floor.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Rooftops and the Old Building are good places to get away from and pick
off Hostiles.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops.
HX UMP - Carried by the Backups (when in a Rampage).
Police M590 12GA - On a counter at the west end of the Back Area.
>>Outfits
*******
Store Clerk.
Chicago Police Officer.
>>Evidence
********
On the counter by the store entrance into the Mall.
>>Objects
*******
Sledge Hammer - In a corner on the second floor of the Old Building.
Cleaver - On a counter at the base of the stairs and by the stove
inside the Kitchen.
Knife - By the stove and on a counter near the stove inside the
Kitchen.
Store Clerk Outfit - Inside the Meat Locker.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Fire Sale"
***********
Set off the Fireworks inside the Store.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then sneak along the rooftop for the Old
Building and find the Ledge where you can drop down. When you drop down
then you should be near a Window. Just inside the second floor of this
building is a Cop. When his back is turned then climb inside, Subdue him,
take his Outfit, then dump him into the Container.
Then go back out through the Window and go along the plank that connects
the Old Building to the northwest Rooftop. At the northeast corner is a
Ladder but use the Ledge near it instead. At the end is another Window.
There may be a Store Clerk behind it. Wait for him to move before doing
anything. Climb through it to enter the Break Room then head down the
stairs into the Kitchen.
When you get inside the Kitchen then head east to enter the Main Storeroom
and then go north to go through the Back Area and into the Office. Near the
door that goes into the Selling Floor is a Valve. This turns off the
sprinkler system. After turning off the system then proceed back into the
Main Storeroom.
Then go to a stack of Fireworks and ignite them to fill the place up with
thick smoke and to successfully complete the "Fire Sale" Challenge.
Then go back into the Office and sneak through the door into the Selling
Floor when the Store is filled with smoke. Carefully proceed around the
northwest corner of the Floor to avoid the Cops in the middle. Then walk
out through the Store Entrance when the coast is clear. Then go through the
Mall and to the Exit Point to successfully complete the section.
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| F. Loading Area |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Reach Birdie.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the south end of the area. The Exit Point is at the
north end. A small Office is at the northwest corner. The main Dock area is
just ahead to the north.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops.
>>Outfits
*******
Chicago Police Officer.
>>Evidence
********
On the desk inside the small Office.
>>Objects
*******
Fire Extinguisher - On the wall to the left by the moped.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then simply head north along the west side of
the Docks, to easily avoid the Cops in the center, and enter the Office.
Grab the Evidence off of the desk and wait by the door. When enough of the
nearby Cops are away from it then go through the door and to the Exit Point
to successfully complete this section.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| G. Chinese New Year |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
Three of Wade's men are in the Chinatown crowd asking questions about
Birdie and this has him seriously spooked. 47 tells him that he will take
care of this. Even though Wade's men are in the large crowd gathered for
the Chinese New Year it may make it easy for 47 to sneak through and deal
with them quietly.....
0===========0
| Objectives \
0=======================================================>
Near the southwest corner is a Charging Area for a Trike Truck. This used
to be the Parking Area. Just southwest of it, and behind the upper level
balcony, is a lower area with an Open Shaft.
The Pagoda is in the center of the Square and the Fireworks Area is just
northeast of the Exit Point.
0======0
| Notes \
0=======================================================>
This is the same Chinatown Square that you went through during the chapter
"The King of Chinatown". But there are multiple differences including a
Storeroom and an open area that was under construction before.
0==========0
| Rampaging \
0=======================================================>
The Storeroom is a good place to hide from and pick off Hostiles,
especially since the room has a bunch of weapons laying about.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops and laying at the north end
of the Storeroom.
Jagd P22G (Silenced) - At the north end of the Storeroom and carried by
Bill, Larry, and Frank.
HX UMP - At the north end of the Storeroom and carried by the Backups
(when in a Rampage).
>>Outfits
*******
Store Clerk.
Chicago Police Officer.
Chipmunk.
>>Evidence
********
On the ground in a corner by some debris just southeast of the Open
Shaft.
>>Objects
*******
Remote Explosive - At the north end of the Storeroom (x2).
Birdie's File - On a table at the north end of the Storeroom.
Chipmunk Outfit - On the ground near the Container just behind the
ground floor entrance to the Storeroom.
Fire Extinguisher - On the balcony near the Open Shaft and on a vendor
counter at the north side of the Square.
Katana - On the vendor counter by the Tattoo Shop just east of the
Charging Area.
Knife - On the vendor counter by the Tattoo Shop just east of the
Charging Area (x2) and behind the vendor counter just north of
the Pagoda.
Cleaver - On the vendor counter by the Tattoo Shop just east of the
Charging Area (x2) and on a counter southwest of where you
enter the Square.
Rat Poison - On one end of the vendor counter just east of the counter
where the Katana is located.
Sledge Hammer - Laying against a Container in the Dumpster Area.
Store Clerk Outfit - Behind the vendor counter just north of the
Pagoda.
Metal Pipe - Behind the wall just inside the entrance to the Fireworks
Area.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Lieutenant Bad"
****************
Get the Bad Cop to kill Bill on your behalf.
>>"Fire Him"
**********
Kill Frank by Sabotaging the Gas Pump inside the Fireworks Area.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you begin this section then enter the Square and head south towards
the Dumpster Area. But, before going down there, head west to find the
Tattoo Shop where you can find the Katana. Grab the Katana then go back to
the Dumpster Area.
Go down into the area and you will see an Air Shaft at the base of the
stairs. This leads into the Storeroom where you will find a bunch of
weapons. When you exit the Shaft then sneak right just a little bit. You
should see a table and Birdie's File. Near it is a Bad Cop. Get just close
enough to pick up the File then go back through the Shaft and into the
Dumpster Area.
When Bill Dole comes here later to pick up the File then he will get into
an argument with the Bad Cop because the File isn't there. Then the Bad Cop
will kill Bill and this will complete the "Lieutenant Bad" Challenge.
When you re-enter the Dumpster Area then proceed up and head west. Go into
the Charging Area, onto the balcony and down to the Open Shaft, then hide
in the Container. Later, Larry Clay will bring a vendor to the Shaft for
interrogation.
When Larry shoves the vendor onto the ground then climb out and kill Larry
with the Katana to complete the "Swordplay - Part 1" Challenge. This will
also complete the "Two Rights Make a Right" but it won't show until you
complete the chapter.
It should be pointed out that the reason you wait for the vendor to be
shoved onto the ground is so that he won't Spot you when you kill Larry.
Next, climb back up the balcony and go through the Charging Area to
re-enter the Square. Then proceed north to the Fireworks Area. There will
be a Cop standing just inside the entrance. Use your Instinct to get past
him and angle northwest as you do.
After getting past the Cop then head north to find Frank. He is standing
near to a large stash of Fireworks. He is also standing near a Gas Pump.
Sneak to and Sabotage it to create a large gas pool. After talking to Wade
on the phone then he will set himself on fire when he lights up a
cigarette.
After creating the gas pool then sneak south and hide behind a dumpster
against the wall to the left. Ahead by the entrance is a vendor who just
happens to be standing next to the Cop. You can't use your Instinct to get
past both of them and the vendor will never leave that spot no matter how
long you wait.
There is a hole in the wall that you can go through to reach the nearby
Exit Point. But it is tricky because of the vendor. Even though the vendor
won't leave he will turn around then look away from the hole. When he does
then sneak through the hole.
It should be pointed out that the vendor blocks the view of the Cop so you
shouldn't get any attention as you make your way through.
After you safely exit the Fireworks Area then head to the Exit Point and
wait for Frank to set himself ablaze before leaving Chinatown and
successfully completing the chapter.
0===========0
| Challenges \
0=======================================================>
>>"Moment of Bliss"
*****************
You need to kill Larry by electrocuting him. This is done by wiring up
the Trike Truck in the Charging Area. Go up to the nearby balcony and
wait for the conversation between him and the vendor to start before
going down and wiring the Truck.
After wiring the Truck then wait behind the Power Unit. After Larry
kills the vendor then he will come here to take a piss. Turn on the
Power Unit on to electrocute him and successfully complete the
Challenge.
It is very important to note that you can't kill any of the other
Targets first or you won't get the Challenge. Larry must be the first
one to die. I don't know why it is like that but that is how is it set
up.
>>"Cleaning Up in Chinatown"
**************************
Successfully complete the "Fire Him", "Lieutenant Bad", "Moment of
Bliss", and "X Marks the Spot" Challenges.
Then hide behind the pillar in the center of the room. Bill will come
down and stop by the table. Sneak up behind him and kill him. Then
sneak back out the Storeroom the same way and kill Larry as before.
Then go to the Fireworks Area, Instinct your way past the Cop, and
sneak up behind Frank and kill him to successfully complete the
Challenge.
It is important to note that, when wearing the Chipmunk Outfit, you are
sticking out like a sore thumb and this makes it easier for you to be
Spotted by the Cops.
When you get back into the Square then head through the Charging Area,
go down into the Open Shaft area, and hide in the Container. Kill Larry
as before then retrace your steps back and head to the Fireworks Area.
You can't Instinct your way past the Cop so you need to use the hole in
the wall to gain access.
Quickly get up to the hole, sneak through it (this will allow you to
be crouched afterwards which makes it easier to avoid the Cop), and
quickly angle right to get behind the dumpster before you are Spotted
by the vendor who is walking up behind you to take his place by the
Cop.
If you manage to get through here without being Spotted then simply
sneak up behind Frank and kill him to successfully complete the
Challenge.
0=+=+=+0
/ Part I \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS6. "Rosewood" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part I /
0+=+=+=0
0=================0
| General Overview \
0=======================================================>
47 realizes that Birdie has sold out Victoria to Dexter and his crew. He
must rescue her before it is too late......
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--SA .44 Auto --Aries 24-7
--Aries Charging Ram --Zug TMP
--M590 12ga
>>Outfits
*******
--Rosewood Security Guard --Henchman
>>Objects
*******
--Evidence --Book
--Bottle --Fire Axe
--Fire Extinguisher --Gasoline Can
--Knife --Toy Robot
--Syringe --Fuse
>>Challenges
**********
--Good Samaritan --Out of Fuse
--Playing with Balls --Face Off
--Subtle Injection - Part 1 --Subtle Injection - Part 2
--Subtle Injection - Part 3
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Victoria's Ward |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
When this section starts then follow the path until you get near the
Elevator. There will be some curtains to the left that you need to get
behind and hide. A couple of Wade's men will exit the Elevator and proceed
onto the floor. If you don't hide then you will be shot and killed by them.
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Orphanage Halls |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
Wade's crew has invaded the Orphanage and brutally killing anybody that
gets in their way. To make matters worse, they have damaged the Elevator
trapping Victoria inside. 47 needs to fix it fast.....
0===========0
| Objectives \
0=======================================================>
>>Recover Fuses.
--Recover First Fuse.
--Recover Second Fuse.
--Recover Third Fuse.
--Recover Fourth Fuse.
>>Restore Power.
0============0
| Orientation \
0=======================================================>
Your Entry Point is the Elevator at the southwest corner of the second
floor. At the northwest corner is the Nursery. Next door east of it is the
second floor Pharmacy. To the east of that is the stairs leading down to
the first floor. There is also a set of stairs near the Entry Point.
The Power Room, which is also your Exit Point, is at the southwest corner
of the first floor. The Reception area is north of that. A set of stairs
going up to the Entry Point is behind it to the east.
To the north of Reception is the Locker Room where the children hang up
their coats. North of that is the Medicine Office. To the east of it is the
Canteen. North of the Canteen is the Playroom. The Chapel is south of the
Canteen. The Supervisor Desk is to the east of the Canteen.
The stairs leading up to the east side of the second floor is at the
southeast corner of the floor.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The second floor Pharmacy area and the top of the stairs near the Entry
Point are good places to pick off Hostiles.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by you, most of the Guards, and laying on a table
inside the Canteen.
Aries Charging Ram - Carried by some of the Guards and on the
Supervisor Desk.
Zug TMP - Carried by some of the Guards and on one of the small
counters inside the Locker Room.
M590 12ga - Carried by some of the Guards and found on the floor inside
the Chapel.
>>Outfits
*******
Rosewood Security Guard.
Henchman.
>>Evidence
********
On the counter inside the Reception area.
>>Objects
*******
Fire Axe - On the floor just before the entrance to the Nursery and on
the floor at the north side of the first floor.
Knife - On a table inside a small corner office next to the Nursery and
on a table just north of the Supervisor Desk.
Syringe - On a small cart inside the second floor Pharmacy and on a
counter at the north side of the Medicine Office.
Gasoline Can - On the floor inside the Reception area (x2).
Fire Extinguisher - On the floor at the base of the stairs behind the
Reception area and on the ground at the southwest
corner of the Medicine Office (just inside the
entrance from the Locker Room).
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Out of Fuse"
*************
Acquire all four Fuses without being Spotted.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then climb up out of the damaged Elevator and
grab onto the next Ledge. Wait for the Guards to proceed further before
climbing out. Wait for the furthest Guard to enter the Nursery before
Subduing the Guard, taking his Outfit, and dumping his body into the nearby
Container.
After acquiring the Fuse then head back to the set of stairs near the Entry
Point and go down. Near the base of the stairs is the second Fuse. After
acquiring it then go north through a secret door into the Chapel. Then go
east through the glass door and north but stop right at the signage for the
Canteen to the left.
This will hide you from the nearby Guards as they head to the west end for
a meeting. When they are far enough away then proceed north, get behind the
Supervisor Desk area, and acquire the third Fuse. Then proceed north to the
next corner. Just before you reach the corner, and just after you get out
of view of the Guards in the Canteen, then run around the corner and stop
just as you get to the counter at the next.
Then walk into the Medicine Office and acquire the last Fuse. The reason
for running is to time things so that you don't have to use any Instinct on
the patrolling Guard inside as you walk out with the Fuse.
After getting the Fuse then retrace your steps back to the Canteen. Step
just inside the doorway to your left to avoid attention from the Guards as
they break up. Wait for the nearest Guard to get just behind the Supervisor
Desk before heading towards the Chapel. Then go through the secret door and
then to the Power Room across from the other door.
Then place the Fuses in the Fuse Box and Pull the Lever to successfully
complete this section.
0===========0
| Challenges \
0=======================================================>
>>"Good Samaritan"
****************
You need to save the Guard that is being tortured in the Nursery. This
is done by killing the two Guards doing the beating. Just go up to them
and quickly shoot them both - Point Shooting is optional.
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Central Heating |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Hunt Wade.
0============0
| Orientation \
0=======================================================>
Your Entry Point is inside a Storeroom. Your Exit Point is at the north
end. Halfway through the hall you will find a pair of dumpsters at the
corner that turns north. This will be called the Dumpster Corner for
reference.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Zug TMP - Carried by all of the Guards, on a bed next to you inside the
Storeroom, and on a stack of concrete pallets by the two
Guards at the Dumpster Corner.
>>Outfits
*******
Henchman.
>>Evidence
********
On a stack of concrete pallets just north of the Guards at the Dumpster
Corner.
>>Objects
*******
Bottle - On the ground next to the beds inside the Storeroom and on the
ground across from the Zug TMP at the Dumpster Corner.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then immediately stand up and angle northeast
towards the door. Go through the hall and to the Dumpster Corner. Just
before you get to the two Guards there then sidestep right to get on the
opposite side of the divider. You will find a Ledge here for a catwalk.
Climb up and follow it all the way to the last pair of Guards.
Don't go down the stairs - instead go near the Ledge and observe the Guards
below. The nearest Guard will stop and look south, then move a bit and look
east, and then head north back to his original position and look south.
When he moves back and looks south again then climb down and head to the
Exit Point to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
For example, one video showed that you could run up and kill the Guards
even after being Spotted. But, when I did it, I could no longer do the
Challenge once I got Spotted.
You can quickly stealth kill the first two Guards with no problem. Then
run to the Dumpster Corner, quickly grab the Knife at the corner and
throw it ahead to get the attention of the Guards, grab the Syringe,
and run up to and kill one of the Guards to get Part 1 done.
For the other two parts you do Checkpoint Restart and repeat this
pattern and kill the additional Guards needed to complete the
Challenges. If you haven't already acquired it then you will also get
the "Needle Pumper" Playstyle.
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Boiler Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - On the ground near the base of the stairs.
SA .44 Auto - Carried by Wade.
0====================0
| Section Walkthrough \
0=======================================================>
There are two ways to go through this depending on what you are going
after:
>>"Rocksteady" Accomplishment
***************************
Proceed to the end of the Boiler Room and you will automatically get
involved in a Point Shooting sequence with four people, including
Wade. Quickly Point Shoot them all to successfully complete the
chapter and acquire the Accomplishment (if you haven't already
unlocked it).
Go out the other end and proceed towards Wade. You will then find
another Valve. If you proceed past the Valve then you will get into a
Point Shooting sequence with Wade. Turn the Valve to overload the
Boilers which will blow up on Wade. This will take down Wade and you
will successfully complete the Challenge and end the chapter.
If you want the SA .44 Auto then you need to get close to Wade and
pick it up as soon as possible since you only have a few seconds
before the cutscene starts.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM3. Part II |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Even after stopping Wade and his men 47 has failed to keep Victoria from
being taken, this time by Lenny Dexter, the son of Blake. 47 now must take
the matchbook he acquired from Wade and use it to find the girl and rescue
her.....and maintain a promise.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS7. "Welcome to Hope" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
The matchbook 47 got from Wade leads him to a roadside bar near Hope, South
Dakota. The Bartender knows where Lenny is located but the Bouncers there
don't take kindly to any stranger and won't let him past the Lobby......
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Jagd P22G --Swiss 3000
--Worn Z&M Model 60 --Mustang Snub
--HX UMP --Police M590 12GA
>>Outfits
*******
--Hope Police Officer --Hope Bouncer
--Truck Driver
>>Objects
*******
--Evidence --Bottle
--Baseball Bat --Bill Spike
--Keycard --Metal Pipe
--Glass --Plunger
--Tomahawk --Bottle
--Hula Girl
**NOTE: There are two types of Bottles: the green Beer Bottle and the
red Condiment Bottle.
>>Challenges
**********
--Chew the Fat --Clear the Air
--Ali --Duck and Cover
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Great Balls of Fire |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is the Lobby which is the south side of this area and the
Bar itself is at the north end. To your right is the Front Restroom. Near
the northeast corner is the Back Restroom. The lower area in the center is
the Pool Area. A Keycard Room is on the east side of the Pool Area.
0======0
| Notes \
0=======================================================>
This is a fun level where you are allowed to beat up people without any
penalty when you start a barfight. The people on the radar are the
Bouncers, Truckers, and Cops. When you fight them you will be doing QTEs.
For everybody else you can quickly beat them into submission.
In addition, Kane (from the "Kane & Lynch" games) makes a cameo appearance
in this section. And it is quite satisfying to smack him in the back of the
head with a Bottle.
0==========0
| Rampaging \
0=======================================================>
Although you could kill everybody if you want it is not necessary since you
can safely beat up everybody, and essentially clear the place, without any
penalty. And you can acquire the "Infiltrator" Challenge as well.
0===========0
| Playstyles \
0=======================================================>
There are three Playstyles that you can easily acquire in this chapter:
>>"Viking"
********
You need to Subdue the Cop inside the Front Restroom and acquire his
Outfit *BEFORE* starting the barfight then take the Baseball Bat from
the stall. If you have the Bat out when wearing your standard suit or
take the Cop Outfit after starting the fight then everybody will turn
Hostile on you and will fire their weapons.
When you approach somebody with the Bat you have to face them before
attacking them.
>>"Bartender"
***********
Since there are so many Bottles in the bar you can use as many as you
need and smash them into the patrons to easily acquire this
Playstyle.
>>"Champion"
**********
Since there are so many people in the bar you can easily acquire this
Playstyle in no time.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - You start out carrying this.
Swiss 3000 - Carried by some of the Truckers and Bouncers.
Worn Z&M Model 60 - Carried by all of the Cops.
Mustang Snub - Carried by most of the Truckers and Bouncers.
HX UMP - Carried by Kane.
Police M590 12GA - Inside the Keycard Room.
>>Evidence
********
On a desk inside the Keycard Room.
>>Objects
*******
(Beer) Bottle - They are all over the place.
(Condiment) Bottle - On the dining tables in the back end of the Bar.
Baseball Bat - In the north stall within the Front Restroom and on the
wall next to the entrance for the Back Restroom.
Plunger - In the south stall within the Front Restroom.
Hula Girl - On the shelf at the northwest corner of the Lobby
Keycard - On the Railing just inside the doorway at the northwest
corner of the Lobby.
Glass - On a Pool Table at the east side of the Pool Area.
Metal Pipe - On the ground in one corner of the Back Restroom.
Bill Spike - On the Bar (x2).
Tomahawk - Embedded in the dartboard at the northwest corner of the
Bar.
0======================================0
| "Infiltrator"/"Suit Only" Walkthrough \
0===========================================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start the chapter then go into the Front Restroom and find the
Power Box which is right by the door. Turn it off to instigate a barfight.
On the ground by the sink is an Air Shaft that leads into the Keycard Room.
Go into the Keycard Room, grab the Evidence, and out the door back into the
Pool Area.
When you go out then look out for the Bouncers - you need to avoid them if
you don't want to get into any kind of fighting. Go north and just past the
first Pool Table. Then carefully angle northwest and to the end of the next
table to avoid the Bouncers to the north and west. Go between the two Pool
Tables then turn right at the end and go up the stairs to the dining area.
Go left around the group of people at the top to avoid another Bouncer and
proceed north. Then head up the next seat of stairs while avoiding the last
Bouncer who is just standing around watching. Finally, talk to the
Bartender to successfully complete this chapter.
0===========0
| Challenges \
0=======================================================>
>>"Ali"
*****
Beat up all of the Bouncers. You will end up doing this when clearing
the area for Lost and Found.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS8. "Birdie's Gift" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
After talking to the Bartender then 47 receives a message from Birdie who
has left a present for him somewhere.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Worn Z&M Model 60 --SA. 44 Auto
--Silverballer --Swiss 3000
--Ultramax --Mustang Snub
--Pink Aries Charging Ram --HX AP-15
--HX UMP --M590 12ga
--Kazo TRG
>>Outfits
*******
--Hope Police Officer
>>Objects
*******
--Evidence --Gasoline Can
--Baseball Bat --Keycard
--Metal Pipe --Key
--Notebook --Radio
>>Challenges
**********
--Depends on the Girl --Bullseye
--Assassin's Signature --Ultramax
--It Wouldn't Be Stealing --Shiver Me Timbers
--Duck Hunting --Up Your Arsenal - Part 1
--Up Your Arsenal - Part 2 --Up Your Arsenal - Part 3
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Gun Shop |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 finds himself inside a Gun Shop. His prized Silverballers are locked
away in a display case. The Manager tells him that they are not for sale
even though 47 tells him that the guns are his. So the Manager decides to
make a wager - defeat the best shooter on the range, Lilly, and he will
give him his guns back.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is by the counter at the west side of the Gun Store. The
Exit Point is behind you. A Duck Shooting Field is located at the northeast
corner of the store. The Firing Range comprises the north side of the area.
The Manager's Office is located at the northeast side of the area by the
Firing Range. There is a set of stairs on the opposite side of the doorway
behind the counter that leads up to a second floor. A Trophy Room is
underneath the second floor.
There is a trench that runs along the west and north side of the Firing
Range. A Storeroom, which can only be opened by a Keycard placed behind the
counter, can be found under the Range that is accessible through the
trench.
0======0
| Notes \
0=======================================================>
Being that this is a Gun Shop you don't have to worry about being caught
with your weapons out because everybody will have guns. And you can get
unlimited ammo for all the weapons you carry.
As for the level itself, it is compact and the chapter can be done quickly.
As is hinted in the Challenges list there is another way to acquire your
weapons without entering the Contest.
In addition, Lynch (from the "Kane & Lynch" games) will make a cameo
appearance at the Firing Range. He will be using a Shotgun which is the
only Shotgun on the Range. The "Infiltrator" Walkthrough will allow you to
get him tossed from the Range so you can safely acquire the weapon for Lost
and Found.
0==========0
| Rampaging \
0=======================================================>
0===========0
| Playstyles \
0=======================================================>
>>"Maestro"
*********
Picking off people from the safety of the back end of the Firing Range
will allow you to easily acquire this Playstyle if you are a good
enough shot.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
SA. 44 Auto - You start out carrying this.
M590 12ga - Carried by Lynch.
Pink Aries Charging Ram - Carried by Lilly and found on a counter
inside the Trophy Room.
HX AP-15 - Carried by one of the Police Officers at the Firing Range.
Swiss 3000 - Carried by one of the customers at the Firing Range.
Mustang Snub - Carried by the Manager and found in the Manager's
Office.
Worn Z&M Model 60 - Carried by most of the Police Officers.
Ultramax - Found in a corner inside the Firing Range Storeroom.
Kazo TRG - Found in a box at the north end of the Firing Range trench.
>>The following Weapons can be found on display inside the Gun Shop:
--HX UMP
--HX AP-15
--Mustang Snub
--Swiss 3000
>>Evidence
********
Found on a shelf with some electronics within the Firing Range
Storeroom.
>>Objects
*******
Radio - On a counter at the base of the stairs.
Keycard - On the back counter not far from the Silverballers.
Key - In the Safe inside the Manager's Office.
Gasoline Can - Several of them can be found inside the Firing Range
Storeroom.
Notebook - Carried by the Manager and found on a desk inside the Firing
Range Storeroom.
Baseball Bat - Behind the counter not far from the Silverballers.
0======================================0
| "Infiltrator"/"Suit Only" Walkthrough \
0===========================================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
While he is standing behind the desk then exit the Closet, sneak
behind him, and Subdue him. Hide him in the Closet and pick up the
Notebook (with the Safe Combination) he dropped. Go to the Safe,
which is in one corner of the Office not far from the Air Shaft, and
open it to acquire the Key. Go back through the Air Shaft and
re-enter the Duck Shooting Field.
After that then head to the Display Case on the counter to re-acquire
your Silverballers and walk to the Exit Point to successfully
complete the chapter.
After he leaves then go behind the counter, find and acquire the
Baseball Bat, then grab the Keycard off the back counter. Then go
through the doors leading to the Trophy Room and grab the Radio off
the counter just after you go through them. Enter the Trophy Room and
grab the Pink Aries Charging Ram.
Crouch then head to the door leading outside. Go outside then turn
north to enter the trench. Go all the way to the north end to acquire
the Kazo TRG then go back and enter the Storeroom. Grab the Ultramax,
Gasoline Can, Evidence, and the Notebook (which contains the Safe
Combination).
After this then head back to the Trophy Room door but do not go back
inside. Instead head to the east end of the bench to find Lynch. Wait
for him to shoot one of the gnomes and for the attendant to talk to
him before going back to the Trophy Room door.
Wait for the attendant to go back to his post before using the
Ultramax to shoot at the Gnomes by the tank. The gunfire from
everybody else will mask your own. After destroying them then go back
to the east end of the bench. Wait for the attendant to start
throwing out Lynch before going east past the outhouse to an open
Window.
The Window leads into the Manager's Office. Go to the Safe, open it,
and acquire the Key. After acquiring the Key then go through the
nearby Air Shaft to the Duck Shooting Field.
After exiting the Air Shaft then go to the counter to acquire your
Silverballers. Then go through the Gun Shop and Firing Range to grab
most of the weapons, including the Shotgun left behind after you got
Lynch tossed from the Range, for Lost and Found. The only weapon left
is the Worn Z&M Model 60. You should also find a Metal Pipe for Lost
and Found as well.
After all of this then leave the Gun Shop to successfully complete
the chapter.
0===================================0
| The Contest and Related Challenges \
0===========================================================================>
The Contest involves a two minute target shooting competition in which you
must exceed Lilly's score of 471 points. The targets will appear in a set
pattern and it will take you a few tries to get the hang of it.
Each target will have two main zones. One will be a large diamond in the
center and a smaller one on top. If you shoot the large red diamond and
make it spin then you will get seven points. If you shoot the black zone
around it then you will get three points.
If you shoot the small red diamond and make it spin then you will get
twenty points. If you shoot the black zone around it then you will get ten
points. If you shoot anywhere else then you will get one point.
On the smaller groups prior to the large group go and shoot one of the easy
stationary targets then enter Point Shooting and quickly destroy the rest.
This will allow you to conserve your Instinct so you will have enough to
destroy the large group. Getting headshots on single targets between groups
will also help.
After the large group then the target pattern will repeat. The faster you
can shoot the targets, the faster you can go through the pattern and get
points.
It should be pointed out that the booth where you enter the Contest is
where you can get unlimited ammo for all of your weapons so you can do the
competition as many times as you like or just shoot the targets for fun.
There are several Challenges related to the Contest. The thing to note is
that, with the exception of one, you cannot complete any of them after you
win back your Silverballers. To make a Challenge count you must do it in
the process of obtaining your weapons. Once you complete a Challenge then
you must finish the chapter and restart so you can do another.
>>"Bullseye"
**********
Win back your Silverballers with any weapon.
You can start the Contest with the rifle but you can use any other
weapon for the rest of the competition. However, you need to finish
the Contest with the rifle or it won't count.
Start the Contest with the rifle and shoot the first couple of
targets then switch to the Ultramax and use it until you exceed 471
points then switch back to the rifle and shoot what targets you can
until the Contest ends.
>>"Assassin's Signature"
**********************
According to Cyborg999999 (GameFAQs) you need to re-enter the Contest
after winning back your Silverballers and use them to win it again
with a minimum score of 650 points.
0===========0
| Challenges \
0=======================================================>
>>"Duck Hunting"
**************
You need to shoot ten ducks in the Duck Shooting Field within sixty
seconds. It is pretty easy to do and most people will get this without
realizing there's a time limit. That's because there's at least two
ducks that appear at any given time and as many as six.
To make this easier you may want to use an assault rifle and go onto
the Firing Range for a bit. You can shoot targets outside of the
contest to gain Instinct. When it is full then head to the Gallery.
The timer won't start until you shoot the first Duck. Wait until you
get a bunch of Ducks to appear (a minimum of five) then Point Shoot
all of them to get a nice head start. Then quickly shoot any that
appear until the Challenge is successfully completed.
>>"Shiver Me Timbers"
*******************
Fire the Cannon which is at the west side of the Firing Range. This
should be done after a Rampage. Fire a gun at the fuse at the back of
the Cannon to light it up.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS9. "Shaving Lenny" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
47 arrives at the town center to go after Lenny and his gang in order to
rescue Victoria.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Aries 24-7 --Z&M Model 60
--HX UMP --M590 12ga
--Ilyon R700
>>Outfits
*******
--Mechanic --Hope Plumber
--Barber --Hope Police Officer
>>Objects
*******
--Evidence --Axe
--Baseball Bat --Bill Spike
--Bottle --Brick
--Crowbar --Dog's Bone
--Hammer --Knife
--Metal Pipe --Lighter Fuel
--Sleeping Pills --Police Baton
--Radio --Remote Explosive
--Screwdriver --Sledge Hammer
--Wrench --Gasoline Can
--Keycard
**IMPORTANT NOTE: The Notebook is glitched and does not appear at all
in the game. Since the patch does not fix this issue
I will not list the Object in the Master List.
>>Challenges
**********
--Oil is Thicker Than Blood --Get the Mechanic
--Kill Me, I'm the Cook --Pump It Up
--Shocking --Gotta Go
--Well Done --Shave and a Haircut
--Accidents Happen --Safety Distance - Part 1
--Safety Distance - Part 2 --Safety Distance - Part 3
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Streets of Hope |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 needs to eliminate part of Lenny's gang and access the back entrance to
the Barbershop where he is at.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the end of a large alley at the south side of the
area. The Main Street is to the north. At the three-way intersection ahead
there are two businesses - a Convenience Store at the southwest corner and
a Donut Shop at the southeast corner. Each business has a second floor.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The upper levels of both the Donut Shop and Convenience Store are good
places to have shootouts and snipe people from.
0===========0
| Playstyles \
0=======================================================>
>>"Dynamite Harry"
****************
Going after the "Pump It Up" Challenge will allow you to acquire this
Playstyle since you will kill multiple people in the Gas Pump
explosion.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops and inside the second floor
office of the Convenience Store.
Aries 24-7 - Carried by Gavin, Tyler, and Landon.
M590 12ga - Inside the second floor office of the Convenience Store.
Ilyon R700 - Inside the second floor Storeroom of the Donut Shop.
HX UMP - Carried by the Backups (when in a Rampage).
>>Outfits
*******
Mechanic.
Hope Plumber.
Hope Police Officer.
>>Evidence
********
On a desk at the southwest corner of the Office.
>>Objects
*******
Radio - At the end of the shelving inside the Convenience Store and in
a covered patio of the house at the entrance of the Scrapyard.
Baseball Bat - In a corner behind the counter inside the Convenience
Store.
Remote Explosives - Inside the second floor office of the Convenience
Store (x4).
Bill Spike - On the counter inside the Donut Shop.
Keycard - On a large tool chest against the east wall inside the Repair
Shop.
Screwdriver - On the counter at the northeast corner of the Office.
Hammer - On a barrel inside the Secondary Garage.
Crowbar - On a barrel at the north end of the Scrapyard.
Metal Pipe - On a box against the west fence midway through the
Scrapyard.
Mechanic Outfit - Inside the small Keycard Room under the entrance of
the Scrapyard.
Axe - Embedded in a post of the wooden staircase at the entrance of the
Scrapyard.
Dog's Bone - On the ground by the dog cage at the south end of the east
path in the Scrapyard.
Sledge Hammer - Laying against a crate in the middle of the Scrapyard.
Screwdriver - Embedded in a crate at the south end of the Scrapyard.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Shocking"
**********
You need to kill Gavin by electrifying a fence.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then proceed north and to the Parking Area. At
the east side of the Parking Area is an alley that leads to the Secondary
Garage. Go north into the alley and you will find a blue car midway
through. Activate the Car Alarm and this will attract a Mechanic from the
Repair Shop. Stand behind the stack of tires just northwest of the car.
Wait for the Mechanic to arrive and turn around. Then sneak up to and
Subdue him. Drag his body between the car and the wall and change into his
Outfit. Next, head to the Convenience Store and stand by the east door.
More than likely Tyler is upstairs in the office. Wait for him to leave the
Store before doing anything.
Go into the Store and turn on the Radio on the endcap to attract the
attendant then sneak around the back of the counter and head upstairs. Grab
the Bottle at the top and go behind the door. When Tyler returns to the
office then sneak up and Garrote him then dump his body in the Closet.
Then go back downstairs but only take a couple of steps behind the counter.
You need to distract the attendant again and this is where you use the
Bottle. Throw it at the door you came through to lure her away and leave
the Store.
From here, head northwest and to the Scrapyard entrance. Go along the porch
to enter the yard and go north along the west fence as this will allow you
to easily avoid the other Mechanics. At the north end of the yard is a
chain-link fence with a gate. There is also a Power Unit nearby.
On one side of the Unit is a wire you can attach to the fence. Attach the
wire to the fence and wait. Gavin should be at the Secondary Garage at this
point and starting to head back to the Scrapyard. When he gets close then
throw the switch to electrify the fence. It is important to note that the
Power Unit is on a timer so it will only be on a short time.
When Gavin opens the gate then he will be electrocuted and this will
successfully complete the "Shocking" Challenge.
Wait for the Power Unit to shut off then walk past Gavin and enter the back
entrance to the Secondary Garage. At the northwest corner is the stairs
that lead up to the Break Room. Go upstairs to the Break Room and wait.
Landon will come through and head down the stairs. He will enter a small
storeroom.
Sneak up behind him, Garrote him, and leave. Then head to the nearby Exit
Point to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
When you start the section then head to the Scrapyard. In the front of
the house is a covered patio. There is a Window on the west side of the
patio. Climb through it and then pull the stationary Cop through it,
Subdue him, and dump him into the Oil Pool.
When Gavin comes by later and stands at the Railing then sneak up and
push him over. Do Checkpoint Restart and repeat two more times to
successfully complete this Challenge.
At this point Gavin will have just left the Garage and Landon will be
in the small storeroom. Wait for Landon to walk away from the storeroom
and go into the Office before doing anything.
When all is clear then Point Shoot both the Cop and Mechanic standing
at the Garage entrance. Change into the Mechanic Outfit and dump his
body into the Container that is across from the entrance. Grab the
Gasoline Can laying nearby. Then drag the Cop's body and dump him in
the Container.
Go into the Garage and wait by the Power Switch. When Gavin enters the
Garage then throw the Gasoline Can under the car to lure him. When he
gets underneath the car then throw the switch to drop the car onto him
and successfully complete this Challenge (the Can and the car will also
explode for good measure).
Although you can use other Objects for luring I found that the Gasoline
Can was best suited for this purpose. If you throw a lightweight
Object, like a Wrench, under the car then it may skip to the other side
and Gavin won't go under it. The Gasoline Can is a heavy item and will
stop when it hits the ground thus it won't skip and Gavin will go under
the car to investigate.
>>"Pump It Up"
************
You need to kill a Target using the Gas Pump at Bennet's Garage. The
Gas Pump is on the west side of the Parking Area. The only Target that
comes close to this area is Tyler.
Sabotage the Pump and stand at the door to the south. When Tyler stands
by the car nearby then quickly bring out your Silenced Silverballer and
fire one shot into the gas pool to blow up Tyler and successfully
complete this Challenge and acquire the "Dynamite Harry" Playstyle.
Get at a point behind the Guard and toss the Bottle into the stairway.
He will go to investigate then head up. Follow him and Subdue him in
the Storeroom. Take the Rifle, and ammo, then leave.
Next, go into the garage alley and Subdue a Mechanic as before. Then go
up onto the second floor patio and stand next to the large yellow
toolbox. At this point Tyler should be heading to the Convenience
Store. In addition, Landon should also be coming onto the Patio.
Garrote him then stand by the toolbox again.
Wait for Tyler to head up to the second floor of the Store and appear
in the window before bringing out the weapon and sniping him to
successfully complete this Challenge.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Barbershop |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
Now that he has infiltrated the Barbershop 47 now has to kill off the
remainder of the gang and kidnap Lenny.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the southwest corner of the area. The Backyard
comprises the south side of this area. A large Grill is to the east. There
is a lower level to the north that has a door that leads into the Basement
of the Barbershop.
The Barbershop has two floors. The Kitchen and Living Room comprises the
majority of the first floor. A mid-section Pool Area is to the west. The
Barbershop itself is at the northeast corner. A Storeroom is to the south
of the Kitchen.
There are two rooms of note on the second floor - Lenny's Room and a
Storeroom next door to it.
0======0
| Notes \
0=======================================================>
Your Targets won't begin their patrol patterns until you get close enough
to them to start certain conversations. This can be used to your advantage.
0==========0
| Rampaging \
0=======================================================>
The second floor rooms are excellent places to hide and shield yourself
from hostiles. You can also snipe those still outside from the windows.
0===========0
| Playstyles \
0=======================================================>
>>"Jinx"
******
Killing both Luke and Mason in Accidents will allow you to acquire this
Playstyle since you are doing two of them in the same chapter section.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops and on a table at the north
end of the second floor walkway.
Aries 24-7 - Carried Luke, Mason, and some of the Guards.
M590 12ga - On the table inside the Kitchen area and carried by some of
the Guards.
HX UMP - Carried by the Backups that are called when you are Rampaging.
>>Outfits
*******
Barber.
Hope Police Officer.
>>Evidence
********
On top of the large TV inside the Living Room.
>>Objects
*******
Hammer - On a picnic table just north of the Entry Point and on a table
inside the second floor storeroom.
Wrench - On a barrel at the northwest corner of the lower level of the
Backyard.
Axe - Embedded in a dartboard at the north wall of the lower level of
the Backyard.
Screwdriver - Laying on the floor at the southeast corner of the
Basement.
Gasoline Can - On the floor behind some shelving just inside the south
Basement door.
Barber Outfit - On a counter at the base of the stairs inside the
Barbershop.
Radio - On the L-shaped Kitchen counter.
Knife - On the Kitchen counter next to the stove.
Lighter Fuel - In a corner of the first floor Storeroom.
Sleeping Pills - On a counter inside Lenny's Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Gotta Go"
**********
You need to kill Mason by electrocuting him.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then sneak northwest and to where you can climb
down to the lower level. Mechanics aren't allowed back here so you need to
sneak to avoid the Guards and Cops. When you climb down then continue north
to avoid the sitting Cop nearby. When you get to the stack of tires then
you should also see a barrel to your left.
Near the barrel, in the corner, is a Power Box. To the left, on the
opposite side of some crates, is some wiring. On a barrel itself is a
Wrench. Grab it, go over to the wiring, and use it to Detach Wires. Then
turn on the Power Box. When Mason comes here later to take a piss then he
will be electrocuted and you will successfully complete the "Gotta Go"
Challenge.
After entering Lenny's Room then angle right to the nearby window. Outside
below you should see Mason at the grill. He will talk to one of his friends
who will then walk away to get some more Hot Sauce. Mason will stay at the
grill for a bit then walk away and stand for a bit. When he walks away from
the area then proceed northeast to the door that goes to the second floor
walkway.
Open the door but don't go through it. In the Living Room area below is
Luke. He will be standing under one of the two chandeliers overhead. If you
move onto the walkway then you will trigger the conversation below and Luke
will then move away to begin his patrol pattern. By standing in the doorway
then he will stay put.
Bring out your Silverballer and look at the chandeliers. Luke will be under
the one furthest from you. Although you can shoot the chain itself the
easiest way to bring it down is to shoot the support that attaches the
chain to the ceiling. This also counts as an accident kill.
By the time you kill Luke then Mason will have electrocuted himself and
both of your main Targets will be eliminated (you should also get the
"Jinx" Playstyle if you haven't got it already). Now to go after Lenny.
Sneak out onto the second floor walkway then head north all the way to the
door that enters into the Barbershop. Go down the stairs to find the
counter that has the Barber Outfit. Change into it and you will now have
full access to the whole place.
By the time you do this then Lenny will have entered the Living Room. Go
into the Living Room and let him see you. When he starts talking to you
then go back into the Barbershop. Lenny will then head there himself. When
he sits in the chair then Pacify Lenny to successfully complete the "Shave
and a Haircut" Challenge and the chapter.
0===========0
| Challenges \
0=======================================================>
On the counter is some Pizza. Walk near it to get the two nearby Guards
to warn you about it. This will also cause them to walk away. Lenny
should also see you which will make him go into the Barbershop. This
will clear the room of unwanted casualties.
Turn on the Stove and hide in the nearby Storeroom. After standing in
the Living Room then Luke will head to the Kitchen to stand for a bit.
Peek out just enough to see only the Stove then fire one shot into it
with your Silenced Silverballer to blow it up and kill him.
>>"Well Done"
***********
You need to kill Mason with the Grill. Inside the first floor Storeroom
is a can of Lighter Fuel. Inside the Basement is some Hot Sauce on a
shelf. One of the Guards will come down here every so often to pick up
some Hot Sauce for the Grill.
Put the Lighter Fuel in its place. When the Guard grabs it and gives it
to Mason then he will set himself aflame and you will successfully
complete the Challenge.
>>"Accidents Happen"
******************
Successfully complete the "Get the Mechanic", "Gotta Go", "Kill Me, I'm
the Cook", "Pump It Up", "Shocking", and "Well Done" Challenges.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS10. "End of the Road" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
After kidnapping Lenny then 47 drives him off to the desert for
interrogation.....
0======0
| Notes \
0=======================================================>
This is not a chapter per se but an interactive cutscene where you obtain
the necessary information from Lenny and deal with him any way you choose.
If you just drive off then you will obtain the "Not Worth It"
Accomplishment.
If you stay then you can kill him in any number of ways. And there are also
Weapons and Objects to pick up for Lost and Found.
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Swiss Derringer --Aries Charging Ram
--STG 58 --M590 12ga
--Ilyon R700
>>Objects
*******
--Bong --Dog's Bone
--Fire Poker --Tomahawk
--Wrench
0============0
| Orientation \
0=======================================================>
Your Car is at the west side of the area and pointing north. A Ruined
Stagecoach and a Large Tree are to the east.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Swiss Derringer - Carried by Lenny.
Aries Charging Ram - In the trunk of the Car.
STG 58 - In the trunk of the Car.
M590 12ga - On the ground by the Car.
Ilyon R700 - In the trunk of the Car.
>>Objects
*******
Bong - At the very northeast corner of the area is a Grave. You will
find the Object here.
Fire Poker - Under the Ruined Stagecoach. Shoot the Dynamite by the
Stagecoach to blow it up and expose the Object.
Tomahawk - Embedded in the Large Tree.
Wrench - By a group of rocks just northwest of the Ruined Stagecoach.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS11. "Dexter Industries" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
After 47 gets the info he needs and leaves Lenny behind then he goes to
Dexter's factory to rescue Victoria......
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Aries 24-7 --STG 58 Elite
--AH 74U --Kazo TRG
>>Outfits
*******
--Factory Guard --Chipmunk
--Arms Dealer --Truck Driver
>>Objects
*******
--Evidence --Hammer
--Bottle --Wrench
--Proximity Mine --Proximity Mine
--Gasoline Can --Axe
--Dummy Arm --Keycard
--Knife --Metal Pipe
--Radio --Remote Explosives
--Screwdriver
**IMPORTANT NOTE: You will notice that there are two Proximity Mines
types to be picked up - a dark green and a light
green.
The problem is that, after picking up every Mine that
I have found in the chapter, I found that they only
come in the dark green color.
>>Challenges
**********
--Sore Loser --Cliffhanger
--New Toys --Seal the Deal
--Packing Heat --Under the Bridge - Part 1
--Under the Bridge - Part 2 --Under the Bridge - Part 3
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Dead End |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 reaches a Sawmill near the back end of the factory only to find it
crawling with Guards.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is just outside the gates to the Sawmill at the south end
of the area. The Sawmill, which contains the Exit Point, is at the north
end.
The Security Rooms can be found at the northeast and southeast corners. A
Weapons Depot can be found north of the southeast Security Room. A small
Shack is near the center of the area.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Shack and Weapon Depot are good places to shield yourself from
hostiles.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by all of the Guards.
AH 74U - Inside the Weapons Depot and carried by the Backups (when in a
Rampage).
>>Outfits
*******
Factory Guard.
>>Evidence
********
On a security machine inside the west end of the Sawmill.
>>Objects
*******
Metal Pipe - Inside the trunk of your car.
Hammer - On a barrel just north of the southeast Security Room.
Gasoline Can - On a stack of wood by the Shack and inside a small
shelter just southwest of the northeast Security Room.
Keycard - On a table inside the Shack.
Proximity Mine - Inside the Weapons Depot.
Factory Guard Outfit - Inside the Weapons Depot.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then open the trunk of your car and grab the
Metal Pipe. Walk just past the second parked SUV and crouch near
corner/stack of wood. Throw the Metal Pipe just ahead to the next stack of
wood to attract a stationary Guard by the southeast Security Room.
Head to the front of the nearby SUV and wait for him to get to the Pipe
then activate the Car Alarm. Go around to the back end of the vehicle and
wait for the Guard to get close. As he reaches the car then go around the
back and Subdue him. Drag his body to the back of your car then take his
Outfit.
Then head to the southeast Security Room but stand against the wall just
left of the open Window. There is a patrolling Guard nearby. He will stop
in three places - next to the Room and looking south, just west of the room
and looking west, and northwest of the Room and looking north. Wait for him
to move west before going through it.
Once inside then Disable the Primary Security System. But you also need to
disable the Backup Security System. That is inside the northeast Security
Room.
Go through the nearby Window and proceed north along the right side of the
road. Continue north until you reach the other Security Room and stand
against the wall to the left of the Window. Two of the nearby Guards will
start to talk then break up with one going across the road and the other
standing in the doorway with his back to the Security System.
There is a Guard that will stand just across the road to the west. If you
have timed everything good then he will have walked away while you are
waiting for the Guards to break up. If he is looking at you then walk back
to the nearby SUV to block his view until the Guards break up.
Once the Guards break up then go through the Window and Disable the Backup
Security System. Then go through the nearby Window and cross the road to
go behind the now stationary Guard. After you get past him then go through
the doorway to your right and to the Exit Point to successfully complete
this section.
0===========0
| Challenges \
0=======================================================>
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Old Mill |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the base of the Old Mill and your Exit Point is at
the top.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by all of the Guards.
AH 74U - There is a set of stairs near the Exit Point that lead up to a
platform where you will find the weapon.
>>Outfits
*******
Factory Guard.
>>Evidence
********
On top of the Vidgame Machine by the Boiler.
>>Objects
*******
Gasoline Can - On the ground next to the Vidgame Machine.
Metal Pipe - Laying against the wall on the opposite side of the
Boiler.
Keycard - On the table at the base of the stairs.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Sore Loser"
************
You need to Subdue/kill the two Guards playing the Vidgame Machine
and shoot out the TV.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then head up the stairs and turn left to find a
Power Box. Look through the nearby window to find the two Guards playing a
Vidgame Machine. Sabotage the Power Box to turn it off and attract one of
the Guards. Subdue him when he comes to fix it.
After that then go to the other Guard who is now working on the Boiler.
Subdue him then shoot out the TV to complete the "Sore Loser" Challenge.
Take the Evidence and proceed.
You will see a partial room to your left with a test dummy inside. Go and
stand to the right of this dummy and wait. Another Guard will come down the
stairs, use his walkie-talkie, then stand at another Boiler. Sneak up and
Subdue him. He is also the last Guard in the section.
From here, then head up the stairs to the Exit Point and successfully
complete this section.
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Descent |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the top of the cliffside and you will be looking
south. The Elevator, your Exit Point, is at the very bottom of the Mine
area. There are two large Shacks built into the cliffside.
Shack #1 is the first one that you will come to and is next to the
Waterwheel. It is a three-level building with a tunnel and bridge inside
the top two levels and a narrow tunnel that leads down to the bottom level.
Behind Shack #2 is the large Mine Cart Depot. Next door to the north is the
Mine Tunnels which will lead to the Elevator.
0======0
| Notes \
0=======================================================>
This one was difficult to write because of how this place is laid out.
Creating the Orientation was made difficult as a result.
0==========0
| Rampaging \
0=======================================================>
There are plenty of tunnels and other hiding places to pick off
unsuspecting Guards. You can shoot Red Explosive Barrels and Propane
Canisters to distract and kill them. And there are plenty of Proximity
Mines to use against them as well.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by most of the Guards and on a wall near the
Elevator.
AH 74U - Carried by some of the Guards.
STG 58 Elite - In a corner by the stairs for the balcony of Shack #2.
>>Outfits
*******
Factory Guard.
>>Evidence
********
On a table just inside the doorway for the middle level of Shack #1.
>>Objects
*******
Screwdriver - On the wall at the middle level of Shack #1.
Gasoline Can - On the balcony for the middle level of Shack #1.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then follow the way and climb down the Ladder.
Then go onto the Ledge and around the corner. You will find a Guard in a
nearby Window but just climb down instead and continue to shimmy left. When
you reach the end then climb down onto a balcony. Follow the way until you
get to the doorway for the middle level of Shack #1.
There will be two Guards just inside talking. Wait for them to break up
before doing anything. When they split then walk inside and go left to
enter a narrow tunnel that winds downwards. Stop just before you get to the
bottom. There will be two Guards talking. When they walk away then go down
and do a 180-degree U-turn right to find the lower level of Shack #1.
Go out the door and turn left then follow the way to the upper level of
Shack #2. Go down the Ladder then proceed north to enter the Mine Cart
Depot. To the northwest is a large group of Guards getting instructions.
They will be standing in front of the doorway into the Mine Tunnels.
Use the large columns to block their view as you get closer to the Mine
Tunnels. Then, when you get close enough, then use your Instinct to fool
them as you walk into the Mine Tunnels. Inside the Tunnels are a pair of
Guards. As you proceed east you will find a mine cart. Go around the back
end of the cart to reduce attention from the Guards.
After going around the cart then head west along the north side of the
area. Eventually you will find Railings. When you get there then turn right
and find the Power Box for the Elevator below. You have to do this fast
because these two Guards are walking towards your general direction. After
turning on the Power Box then go south to the stairs leading down.
When you get to the bottom then turn on the Generator to activate the
Elevator. Then enter it to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
>>"Cliffhanger"
*************
You need to throw a Guard out of a Window and another one over a
Railing. The Guard you find inside the Window at Shack #1 you can throw
out. Kill another Guard and toss his body over a Railing outside of any
Shack to successfully complete this Challenge.
>>"New Toys"
**********
You need to kill five Guards with the Proximity Mines. After going
through the Window at the top of Shack #1 then grab a Mine and kill all
of the Guards before and at the bridge leading to a Keycard Door. The
bridge is directly over the Mine Cart Depot. There is a large group of
Guards below waiting instructions. Simply throw the Mine into the
center of this group to successfully complete this Challenge.
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Factory Compound |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
>>Infiltrate Compound.
>>Get to the Main Lobby.
>>Access the Elevator.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the base of the Elevator inside the Mines at the
very south end of this area. The Main Building, and Main Lobby, is at the
north end.
A Bridge connects the two sections. A Canteen is just north of the bridge.
A large open Parking Area comprises the mid-section of the Compound. A
Garage and Security Room is at the east side.
The Weapons Depot can be found behind some chain-link fences to the west.
Northwest of the Canteen are some stairs that lead up to the second floor
Reception Area (for the Truckers). Next door to the west of the Reception
Area is a Ladder that goes to the roof. A small Armory can be found on the
roof.
0======0
| Notes \
0=======================================================>
This section is where you can find the second Proximity Mine type for Lost
and Found. They can be found inside the Main Lobby.
0==========0
| Rampaging \
0=======================================================>
The platform near the south end of the bridge is a good place to pick off
Guards with the Sniper Rifle. The Canteen is also a good area to shield
yourself from hostiles. There are tons of Proximity Mines inside the Main
Lobby you can use against the Guards there. You can also use the roof to
your advantage and pick up some additional Sniper Rifle ammo.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Kazo TRG - At the mine entrance and inside the Armory.
Aries 24-7 - Carried by some of the Guards and on the ground near the
Security Room.
AH 74U - Carried by the Backups (when in a Rampage).
>>Outfits
*******
Factory Guard.
Chipmunk.
Arms Dealer.
Truck Driver.
>>Evidence
********
Behind the main desk in the middle of the Main Lobby.
>>Objects
*******
Hammer - In a toolbox on the ground next to a large Semi at the west
side of the Parking Area and on a stack of pipes inside the
south half of the Garage.
Bottle - Inside the Canteen (x2) and on a table inside the south half
of the Garage (x2).
Chipmunk Outfit - Inside the Weapons Depot.
Metal Pipe - Laying against a shack just southeast of the Weapons
Depot and laying against a wall by a stack of pipes inside
the south half of the Garage.
Radio - At one end of a shack just southeast of the Weapons Depot and
on the ground by the cigarette machine inside the south half of
the Garage.
Remote Explosive - Inside the Armory.
Knife - Inside the Armory and inside the Security Room.
Dummy Arm - Behind the main desk for the Reception Area.
Keycard - On a table inside the south half of the Garage.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then proceed north and to the mine entrance.
There will be a Guard there but he will walk away as you approach. Proceed
out of the mine and to the bridge ahead. There are three Guards patrolling
the bridge.
The easiest way to avoid them is to climb down one side of the bridge and
shimmy all the way to the other end. At this point two of the three nearby
Guards are standing together at the right side of the bridge. Climb down
the left side and shimmy north.
One of these two Guards will move to his other position in this side of the
bridge. Stop when you get close to him and wait for him to move away before
proceeding. Do the same with the last Guard. When he moves away then climb
up and sneak to the back end of the Canteen. On the far end is an Air
Shaft. Go through it to safely get to the other side.
After picking yourself back up then proceed east and go through the door
leading into the north half of the Garage. Continue east through the
building and out the opposite door. Then go north through the fence opening
and angle east to get against the wall. As you head north you will be
getting attention from a nearby stationary Guard.
Just ahead of you is an SUV which will block his view when you get to it.
Not far from the vehicle is a Power Box. Sabotage it then crouch behind the
passenger side of the SUV. This will attract the Guard. Go around the back
end and Subdue him when he reaches the Box then drag his body to the front
of the vehicle.
After this then activate the Car Alarm to attract the Arms Dealer who is
standing next to his fancy car nearby. Stay crouched at the front of the
SUV until you see which angle he will approach the vehicle. Go around the
back end after you determine his angle of approach and Subdue him as he
gets near the front of the SUV.
Then take his Outfit, walk through the doors into the Main Lobby, and into
the Elevator to successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
First you will need to get the Kazo TRG, get rid of the Mine Entrance
Guard, then go onto the nearby platform to get more ammo and place
yourself into postion to do this Challenge.
Wait for Guard #1 and #2 to stand together at the right side of the
bridge. When Guard #1 starts making his way to the left side then fire
one round into a large rock north of Guard #3 to distract him. Then
fire another round into the bridge north of Guard #2 to distract him.
This will also cause both Guards to look completely away from Guard #1.
After distracting these two then fire a round into the head of Guard #1
and knock him over.
Wait for both of the remaining Guards to settle down before doing
anything else. At one point both Guards will be standing at the left
side of the bridge. Wait for Guard #2 to move to the right side then
aim at the head of Guard #3, who should still be stationary, and fire a
round to knock him off.
When Guard #2 goes back to the left side of the bridge then fire one
more round into his head to knock him off and successfully complete the
Challenge.
Crouch behind the mine cart at the south end of the bridge. Wait for
Guard #1 and #2 to stand together. Aim so you can line up both heads.
Fire one shot to kill them both then quickly rotate left and nail Guard
#3 to successfully complete the Challenge.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS12. "Death Factory" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Aries 24-7 --AH 74U
--STG 58 --STG 58 Elite
>>Outfits
*******
--Scientist --Factory Guard
--Researcher
>>Objects
*******
--Evidence --Bong
--Book --Bottle
--Coffee Mug --Dummy Arm
--Proximity Detector --Fire Extinguisher
--Hammer --Gasoline Can
--Keycard --Knife
--Folding Knife --Proximity Mine
--Fire Paste --Safety Code
--Stolen Files --Plunger
--Radio --Remote Explosives
--Screwdriver --Syringe
--Wrench
>>Challenges
**********
--Good Test Results --The Abyss Gazes Back
--The Common Good --Scientific Thoroughness
--Happy Birthday! --In the Right Space
--The Shock Doctrine --Eureka!
--Doctor in the House --Strap Him In
--Unseen --Experimenting
--Research and Hidings --Reap What You Sow - Part 1
--Reap What You Sow - Part 2
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Test Facility |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
The Cargo Elevator you ride down on is at the south end of the Facility.
The Control Room is high up at the north end. The Research Room is just
below the Control Room. A large Pig Dump is directly behind the Control
Room. A large Catwalk is directly above the ground floor.
On the east and west sides on the ground floor of the Facility are two
Housefronts. The Pig Swill is directly beneath the Control Room. A Keycard
Room is at the northeast corner. The Exit Point is at the southeast corner.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Pig Dump area is a good place to have shootouts. Especially since the
Backups magically appear inside the Research Room.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by some of the Guards.
AH 74U - Carried by some of the Guards.
STG 58 - Laying against a crate behind the East Housefront and laying
against a shelf behind the West Housefront (south end).
>>Outfits
*******
Scientist.
Factory Guard.
>>Evidence
********
On a desk at the west side of the Control Room.
>>Objects
*******
Wrench - Laying on a small crate next to the Exit Point.
Screwdriver - On a barrel just north of the Elevator and by a control
panel on the upper level at the northwest corner.
Folding Knife - On a shelf in the southwest corner of the ground floor.
Keycard - Laying on a crate next to the Exit Point and on a barrel
behind the East Housefront.
Radio - On a barrel by the stairs directly west of the Pig Swill.
Gasoline Can - Behind a large fake bush in front of the house directly
west of the Pig Swill.
Remote Explosive - Inside the Keycard Room (x6).
Proximity Detector - On the shelf at the east side of the Research
Room.
Factory Guard Outfit - On the shelf at the east side of the Research
Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then exit the Elevator and proceed forward. You
will find a Keycard Door at the Reception Area but you don't have a
Keycard. At the hall junction you will find a door. This leads into one
half of a Security Room.
There are two desks here. One of them has a computer that opens the door
into the Test Facility but you don't have the password.
In the other half of the Security Room there are two Security personnel
interrogating someone. When they are finished then one of them leaves.
There is a Keycard on the desk closest to the two-way mirror. Grab it then
head to the Keycard Door. The security person is hovering over a computer
at one side of the Reception Area. Sneak up to and Subdue him.
Drag him near the Keycard Door to hide him. There is a Fire Alarm next to
the desk. Use it to attract the other person outside then hide behind the
Mine display nearby. Subdue the second person when he stops at the Alarm
and take his Outfit. Then go into the Security Room and take the Stolen
Files off the desk. This will allow you to enter the Test Facility.
Go back into the other half of the Security Room and and find a computer in
a corner. Open the Doors to open the Facility. Proceed past the now-open
door to the Cargo Elevator. As you head down the elevator then you will see
what goes on down here - Proximity Mine testing using pigs as subjects.
When you finish the ride then turn left and head to the southwest corner
then climb the Ladder to the Catwalk. But stop just before you get to the
top.
There will be a Guard heading in your general direction and stop at the
corner. When he stops then climb up, sneak up to and Subdue him, then drop
his body over the Railing next to the Ladder so he isn't found. This will
make things easier for you later.
If he isn't at this corner then he should be east of you. Subdue him just
the same. After taking care of the Guard then head east along the Catwalk
and turn north at the corner. Continue north all the way to the east side
of the Control Room.
When you get inside then you should find the stairs that goes down into the
Research Room. The Security System you need to disable is near the base of
the ramp and there are a couple of Guards standing next to it. There is
also a computer behind them that you can use to Hide for awhile.
Grab the Proximity Detector off the shelf and Hide until the Guards leave.
When they leave then go up to the Computer and Disable Security to open up
Decontamination. Dr. Green should still be down in the Minefield area. Go
up to the Scientist and Subdue him then dump his body in the Container by
the door so he isn't killed by the Mine explosion. Then put the Proximity
Detector on the Prototype Mine and leave the same way you came.
Then retrace your steps back to the Ladder, go back down to the ground
floor, head to the Exit Point, then wait. After Dr. Green is killed by the
Prototype Mine then leave the area.
0===========0
| Challenges \
0=======================================================>
For this you will need to Subdue/kill the Scientist in the Security
Room and take his Outfit. Go down the Cargo Elevator and go behind the
East Housefront. Go north until you get near the Keycard Room. Here you
will find a Scientist and a Guard talking. The Scientist will
eventually walk away and leave the Guard.
Wait for Dr. Green to come down and get to the center of the test area
before going up behind the Guard, quickly Garrote him, then dump him in
the Keycard Room. Just after you leave the room then a patrolling Guard
will stop nearby. Garrote him and dump him in the nearby Container.
One of the small windows in the Housefront looks directly at the glass
floor of the Control Room. Wait for Dr. Green to get back to the
Control Button then bring out your Silenced Silverballer and quickly
fire three rounds into the glass floor to send the mad doctor to his
demise and successfully complete the Challenge.
>>"Good Test Results" and "Reap What You Sow - Part 1"
****************************************************
For "Good Test Results" you need to kill Dr. Green in the Minefield by
activating the test pigs. For "Reap What You Sow - Part 1" you need to
Subdue/kill a Scientist and dump him into the Pig Dump. For this
strategy I am going after both Challenges.
When Dr. Green gets into proper position within the Minefield there
will be two Guards and a Scientist by the Control Button. So I will
need to remove both of the Guards.
When you get to the Test Facility then do everything all the way to
when you get to the stairs into the Research Room.
Instead of going down the stairs then proceed through the Control Room
and between two Scientists. Angle right and find an open Window. Go
through it to access the stairs down to the ground. You will be at the
edge of the Pig Dump.
Near the base of the stairs is a Scientist. But, as soon as you get
near him, then he will turn and head away. He will go talk to a nearby
Guard. When they get together then head to the top of the stairs.
Before doing anything else though you need to look through the window
into the Control Room.
There is a patrolling Guard that goes around the center of the room.
You want to make sure that he is at the Control Panel and has his back
turned to you before doing anything. Next, bring out your Silenced
Silverballer and Point Shoot both the Guard and Scientist.
Go down and dump the body of the Guard over the Railing. Then switch
into the Scientist Outfit and dump the body. This will complete the
"Reap What You Sow - Part 1" Challenge. From here, head up to the top
of the stairs. Get close to the rock outcropping close to the window.
Crouch down and bring out your Silenced Silverballer.
At this point Dr. Green will be heading to the Research Room below.
When he enters then look straight at the Pig Dump, rotate 45-degrees to
the left, fire one shot at the base of the Railing near the first
post, and disarm yourself.
This will attract the Guard standing by the door. When he stops where
you fired then quickly get up behind him and push him over the Railing.
Go back and wait by the rock outcropping. Dr. Green will come up the
stairs and into the Control Room. Wait for him to leave the room then
repeat the same luring technique with the patrolling Guard when he gets
near your position. After tossing him over the Railing then go back
down, re-acquire the Guard Outfit, then go to the Control Button.
Look down through the glass and find Dr. Green. When he steps into the
Minefield then Activate Test Pigs and walk back to the Pig Dump. You'll
be Spotted by the nearby Scientist when you push the button but all you
need to do is buy enough time for the pigs to activate the Mines and
kill Dr. Green to successfully complete this Challenge.
Go and do everything you did for Part 1 - Point Shooting the Scientist
and Guard then dumping both. That takes care of one - now you need four
more.
Dr. Green will be my next victim. He will go through the Research Room
then stop halfway up the stairs to smoke before re-entering the Control
Room. It will take awhile so wait under the catwalk and hide behind the
rock outcropping.
The reason for this is because there will be a Guard who will come down
the stairs about the same time that Dr. Green will stop to smoke. After
the Guard passes then go up and throw Dr. Green over the Railing.
That's two down.
Then shoot the Guard, who is currently stopped, in the back of the head
and dump his body, preferably over the Railing even though there is a
Container nearby. Near where you shot the Guard is another set of
stairs leading up. Go near the top to find another Scientist. He will
be talking an a phone. You have to get close to him to start the
conversation.
Then, when he finishes, he will go through the Control Room and head
down the stairs. While he is talking then go near the rock outcropping
at the base of the stairs. When he comes down and has his back to your
then quickly Garrote him and dump the body over the Railing. That's
three down.
Now go back up and through the Window into the Control Room then back
to the top of the stairs for the Research Room. Remember the two
Scientists you went in-between to get to the Window earlier? They have
now broken up and one of them is stationed at some control panels
nearby.
Then go down into the Research Room and wait for the Guards to leave.
When they leave then Garrote the Scientist near the Prototype Mine.
Then drag both bodies to the Pig Dump and over the Railing to
successfully complete this Challenge.
>>"Scientific Thoroughness"
*************************
Successfully complete the "Good Test Results", "The Abyss Gazes Back",
and "The Common Good" Challenges.
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Decontamination |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the southeast corner of this area. The Exit Point is
at the north side. A Guard Room is near the Entry Point and another one is
near the Exit Point. The Locker Room and Showers comprise the central and
west part of this section. A small Break Room is at the north side of the
Locker Room. A Canteen is at the northeast corner of this section.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by some of the Guards.
STG 58 Elite - Carried by some of the Guards.
>>Outfits
*******
Scientist.
Factory Guard.
Researcher.
>>Evidence
********
On the Coffee Table inside the Break Room.
>>Objects
*******
Coffee Mug - Inside the (southeast) Guard Room.
Knife - Inside the Canteen.
Plunger - On the ground by the end of the sinks just off to your left
when you enter the Locker Room and on the ground in-between
the sinks near the north entrance of the Showers.
Scientist Outfit - On the ground by the lockers at the east side of the
Locker Room.
Book - On the ground by the wall between locker sections at the
northeast corner of the Locker Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then proceed forward to the Locker Room. Find
the Scientist Outfit on the ground by the east door then go grab the
Plunger near the end of the sinks where you entered. Then head back to the
Entry Point.
Near the Entry Point are two long benches. Between them is a Water Cooler.
Throw the Plunger at it to lure one of the Guards from the nearby Guard
Room. After throwing the Plunger then walk towards the Guard Room door to
get you away from it.
As the Guard walks to the Plunger then get up behind him. When he stops at
the Plunger then Subdue him and dump his body into the Container near the
Entry Point - not the one by the Guard Room.
Pick up the Plunger and throw it at the Water Cooler again. This time it
will attract the Researcher. Do the same thing to him as you did the Guard.
Take his Outfit before dumping him in the Container.
Go back into the Locker Room and to the south end of the lockers where you
obtained the Scientist Outfit. Throw the Plunger at the lockers north of
you then go to the left side of the room and head north. The Plunger will
attract the Researcher and Guard so you don't get any attention as you
proceed.
When you get past the Lockers then enter the Break Room where there is a
computer on the counter to disable the Security System. After disabling the
security then grab the Evidence off of the nearby Coffee Table and proceed
to the Exit Point to successfully complete this section.
0===========0
| Challenges \
0=======================================================>
>>"Happy Birthday!"
*****************
For this you need to enter the Canteen. You will need to use the yellow
Scientist Outfit as to not draw any suspicion on the way there. When
you enter the Canteen then sneak around the Bar and Subdue the stripper
then dump her body into the nearby Container. Next, hide in the cake.
0+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. R&D |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
47 now enters the Silo and gets one step closer to rescuing the girl.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the top of the Silo. There is a stairway that
spirals down to the ground floor. The rooms that you will encounter on the
way down are as follows:
--Conference Room.
--Test Chamber.
--Chemical Lab (upper level).
--Chemical Lab (lower level).
--Special Weapons.
--Records Room.
On the ground floor, the Sample Room under the stairs is to the north and
the Bridge Controls are to the south.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The back stairway is a good place to get into shootouts and hide from the
Guards.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Aries 24-7 - Carried by some of the Guards.
STG 58 Elite - Carried by some of the Guards.
>>Outfits
*******
Factory Guard.
Researcher.
>>Evidence
********
Behind some monitors just northwest of the Bridge Controls.
>>Objects
*******
Coffee Mug - On the large table within the Conference Room.
Fire Extinguisher - On the wall within the Conference Room and on the
wall next to the entrance of the Test Chamber.
Radio - On the counter at one end of the Conference Room and on the
ground by the shelving within the Test Chamber.
Proximity Mine - On the shelving within the Test Chamber and on the
ground in one corner of the Test Chamber (x4).
Remote Explosive - On a shelf within the Test Chamber.
Dummy Arm - On the ground in one corner of the Test Chamber (x2).
Hammer - On a shelf within the Test Chamber and on one of the tables
inside the Special Weapons room.
Bong - On a counter within the Chemical Lab (upper level).
Fire Paste - In a corner of the Chemical Lab (lower level).
Dummy Arm - On the ground at each end of the Special Weapons room (x2).
Safety Code - On a counter at one end of the Records Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then head down the stairs and enter the
Conference Room. Head to the far corner and through the door. Here you will
find the back stairway that provides a shortcut to the Special Weapons
room. At the base of the stairs is a Guard. You will need his Outfit since
there are a lot of Researchers in the Silo.
Subdue him then drag his body partway up the stairs then change into his
Outfit. Then go back down and into the Special Weapons room.
At one end is a large Electric Gun and at the other end is a set of stairs
into the Records Room. The Electric Gun will be firing at intervals at test
targets. Go down the stairs into the Records Room and find the Safety Code
at the end. Then go back up and wait.
Eventually Dr. Valentine will enter the room and stop the Electric Gun so
he can examine the targets. Simply go up the computer and turn it back on.
This will kill Dr. Valentine. After this then leave the room and head down
the stairs.
When you get to the ground floor then you need to go inside the Sample
Room. Use your Instinct to get past the Guards then wait by the computer in
the corner. When Dr. Ashford gets inside the room then he will sit in the
chair to try something out. Turn on the Sample Robot then leave the room
while using your Instinct to get past the Guards again.
The Sample Robot will kill the Doctor as you leave. After getting past the
Guards then go left around the center of the room as there are no Guards to
get in the way. When you reach the other end of the ground floor then
activate the Bridge Controls to bring the bridge out so you can gain access
to Ashford's Lab.
When you enter the Lab you will find that Victoria is gone. But you can
destroy Ashford's Research. Turn on the Log then go to the Power Switches
at both ends of the room to destroy it. Then head to the Exit Point to
successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
When Dr. Valentine enters the Bomb Chamber then turn on the Robot Arm
to lure the Researcher away from the Bomb Chamber controls. Then go to
the controls and activate it to kill Dr. Valentine and complete the
Challenge.
>>"Eureka"
********
You must kill Dr. Valentine with the Hair Tonic. After acquiring the
Guard Outfit then go to the Chemical Lab (lower level) to find the Fire
Paste in one of the corners. Then go up to the upper level and find the
bright green flask. Use the Fire Paste with the flask then walk out.
Dr. Valentine will set himself on fire with it when he comes to try it
out later.
>>"Unseen"
********
You must kill Dr. Ashford in the smoke then dispose of his body all
while being undetected. Near the Bridge Controls is a large Valve. When
it is turned then the entire Silo is filled with smoke which obscures
vision and causes everybody to cough. However, the vents will re-open
in thirty seconds and the smoke will rapidly clear out.
Wait at the Valve until Dr. Ashford comes close to your position. Then
turn the Valve, rapidly go up and Garrote him, then dump him over the
Railing to successfully complete this Challenge. It is best to dump him
over the outer Railing instead of the inner one or he may get caught on
the machinery and have his body found.
>>"Experimenting"
***************
Successfully complete the "Strap Him In" and "Unseen" Challenges.
To start off with, after you obtain the Guard Outfit (and drag the body
near the top of the stairs), then go back down into the Special Weapons
room, into the Records Room, and get the Safety Code. Wait for Dr.
Valentine and kill him with the Electric Gun.
After that then head back up to the Conference Room and use the Radio
on the counter to attract one of the Researchers. Wait for him to turn
off the Radio before Subduing or you may attract a Guard who will go up
the stairway behind the Conference Room and find the body of the Guard.
After Subduing the first Researcher then go and Subdue the other. Put
him in the Closet then drag the first one just behind the table. Switch
into his Outfit then back into the Guard. This will place the
Researcher Outfit in a good place for later. Then drag the body and
hide it in the Closet.
You will notice that you get one "point" for Subduing" and one "point"
for dumping. The last "point" is reserved for the end of the chapter -
for going through the entire section without being Spotted.
Head down the stairway and drop the Radio at the base of the stairs.
Turn on the Radio and walk inside the Special Weapons room. This will
attract one of the Researchers. Get behind him, wait for him to turn
off the Radio, then ambush him.
Drag him partway up the stairs then ambush the other Researcher and
drag him to the other. Turn off the Electric Gun and drag Dr.
Valentine's body up the stairway.
Go back up to the Conference Room and switch into the Researcher Outfit
then go back down to the Special Weapons room. There are three Guards
that patrol the main Silo stairway and I need to get rid of them.
Two are near the Special Weapons room. Drop the Radio on the ground by
the counter in front of the door. Turn it on and walk into the Silo
stairway.
This will attract one of these two Guards. Get behind him when he walks
past and wait for him to turn off the Radio before Garroting him. If
you attack him before he turns off the Radio then you will attract the
attention of the other Guard. After killing the Guard then drag him to
the stairway. Repeat this process for the other stairway Guard.
Pick up the Radio then go back into the Conference Room and drop it on
the ground between the door and the counters. Go back to Special
Weapons and pick up a couple of the Dummy Arms and drop them in the
Conference Room.
The last stairway Guard ends his patrol route at the base of the stairs
not far from the Conference Room. Turn on the Radio to attract him then
walk to the other end of the room. Garrote him when he gets to the
Radio then drag him into the back stairway.
Switch back into the Guard Outfit and go back out. Just ahead of you is
the Test Chamber. You need to get rid of the two Researchers and the
Guard inside.
Use one of the Dummy Arms and throw it at the wall beneath the window
to attract one of the Researchers. When he gets to the Dummy Arm then
turn on the Radio to get him into the Conference Room.
Subdue him when he gets into the Radio then drag him into the back
stairway. Repeat this process for the other Researcher. Switch into the
Researcher Outfit and go into the Test Chamber. Sneak up behind the
Stationary Guard and Garrote him then go back up, switch back into the
Guard Outfit, and grab one of the Researchers.
It is important that you grab him by the *LEG* not the arm. Otherwise
you may risk having the body glitch through the stairs and it will be
lost.
Drag the body into the Test Chamber and hide it in one of the two
Closets there. Then repeat with the other three Researchers. All you
need now is one more body.
Go into the Chemical Lab (lower level) and drop the Radio on the ground
by the oven-like machine near the base of the stairs and turn it on to
attract one of the Researchers. Walk to the corner by the base of the
stairs and wait for him to walk by.
Get up behind him and Subdue him when he reaches the Radio. As a safety
measure it is best to go up and Subdue the other Researcher afterwards.
Then drag either one to the Closet to finish this part of the
Challenge.
From here, go and kill Dr. Ashford in the Sample Room, use the Bridge
Controls, destroy his research, and leave to successfully complete the
chapter and this Challenge.
It is important to note that you can still get points towards this
Challenge even after being Spotted but you still won't be able to
complete it since you cannot get the last point because you were seen.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS13. "Fight Night" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Mustang Snub --STG 58 Elite
--Zug TMP --Worn M590 12ga
--Ilyon R700
>>Outfits
*******
--Patriot's Entourage --Factory Guard
--The Patriot
>>Objects
*******
--Evidence --Knife
--Baseball Bat --Bottle
--C4 Brick --Cleaver
--Crowbar --Hammer
--Gasoline Can --Keycard
--Morning Star --Metal Pipe
--Teddy --Radio
--Remote Explosive --Screwdriver
--Wrench
>>Challenges
**********
--Lost and Found --A Real Patriot
--Blood Sport --Untouchable
--Light Rig --Wing Man
--My Enemy --Technical Knock Out
0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Patriot's Hangar |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Get to Sanchez.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the south side of the Hangar. The Exit Points are at
the southwest corner. The RV is at the center of the Hanger. A large Semi
is to the south of the RV.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
There is the maze at the northeast corner that you can use to get things
started. There are also a couple of Containers at the north side that you
can use and hide from the Guards.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
STG 58 Elite - Carried by all of the Guards.
Mustang Snub - Carried by the Patriot and his Entourage.
>>Outfits
*******
Patriot's Entourage.
Factory Guard.
The Patriot.
>>Evidence
********
On some crates at the northeast corner of the Hanger.
>>Objects
*******
Factory Guard Outfit - On a barrel at the northeast corner of the
Hangar.
Remote Explosive - On the ground by the barrel where you find the
Factory Guard Outfit and between some crates
northeast of the Semi.
Keycard - In-between some crates directly north of the RV.
Gasoline Can - On a barrel at the north central side of the Hangar and
on the ground by a red lift south of the Semi.
Hammer - By a red lift at the north side of the Hangar and on a crate
at the west side of the Hangar.
Knife - By the grill at the RV.
Radio - On the table at the RV.
Teddy - On a chair at the RV.
Baseball Bat - Leaning against a chair near the back end of the RV.
Metal Pipe - On some crates by a red lift south of the RV and on a
barrel at the southeast corner of the Hangar.
Wrench - In a toolbox on the ground next to the Semi south of the RV
and on some crates east of the Semi.
Screwdriver - On the ground by a transformer just south of the Semi.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then crouch and proceed forward to find the
Keycard Door. This door leads to one of the two Exit Points. Next to this
door is the Arena Door which is the other. Only The Patriot can go through
it.
When you get to the Keycard Door then turn right and proceed north and into
the Hangar. Go north along the west wall. When you can no longer continue
north then go east through the opening in the crates. You should be near
the RV.
Proceed northeast and get behind the vehicle. Then turn north to find and
entryway into the crates. Near this entryway is a Container. Just northwest
of the Container, and between the crates, is the Keycard. After acquiring
the Keycard then proceed east past the Container and to some more crates.
Hang around the corner, and to where you can see the Container, and wait.
After awhile one of the Guards will come to where you found the Keycard.
Sneak up to him and Subdue him then dump his body into the Container. After
that then turn off the Generator behind the RV. This will attract one of
the Patriot's Entourage. Subdue him when he gets into position, take his
Outfit, and dump him into the Container.
The Entourage Outfit is a variant of the Guard Outfit and thus will allow
you almost full access as long as you avoid other members of the Entourage.
One of the Entourage will come to turn it off. Sneak up to him and wait. It
is important to wait until he actually turns it off before Subduing him or
someone will else will come to turn it off while you are attacking your
current victim.
After Subduing him then dump his body into the Container near where you
were hiding. Then go and turn on the Radio again. This time the Patriot
himself will come to the Generator. Subdue him after he turns off the Radio
and drag him near the Container. Change into his Outfit and dump the body
to successfully complete the "A Real Patriot" Challenge.
You now have to option to head to the Arena Door to fight Sanchez yourself
or go back into the Entourage Outfit and leave. At this point it is best to
change back. After changing back then retrace your steps to the Keycard
Door. Proceed down and through the Air Shaft to the Exit Point to
successfully complete this section.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Arena |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
47 spots the big Mexican in the Cage. But he needs to find a way to safely
get rid of him with all of these people watching.....
0===========0
| Objectives \
0=======================================================>
>>Eliminate Sanchez.
>>Escape the Arena.
0============0
| Orientation \
0=======================================================>
The Arena comprises the main floor of this area. The Cage is in the center.
There are Bars at the northwest and northeast corners of the Arena. Food
Stands are at the southwest and southeast corners. The Exit Point is to the
north.
An Armory can be found at the north end of the second floor and a VIP Room
is at the west side of the same floor. A Light Room is on the third floor
and directly above the Cage.
0======0
| Notes \
0=======================================================>
It should be pointed out that even if you managed to Subdue The Patriot and
hide his body in the previous section he will still appear to fight Sanchez
in the Cage. The only way to keep him out of the Cage is to kill him.
Recently one of my readers, Chris Kinster, pointed out that you could
acquire the Silent Assassin rating while trying for one of the other
Challenges:
"I was going for the My Enemy challenge where you have to blow Sanchez
up. I threw the Remote Explosive into one end of the cage then waited
for him to get near it. As it happens, he got near the explosive then
proceeded to pick up The Patriot and threw him across the cage. I hit
the detonator and blew up Sanchez and got the Silent Assassin rating;
along with Infiltrator and Suit Only."
0==========0
| Rampaging \
0=======================================================>
The VIP Room is a good place for shootouts because the windows are
bulletproof. Plus there is a First Aid Cabinet inside should you get hurt.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
STG 58 Elite - Carried by some of the Guards.
Mustang Snub - Carried by some of the Guards and the Patriot's
Entourage.
Zug TMP - On the wall at the east side of the Armory.
Ilyon R700 - On the wall at the east side of the Armory.
Worn M590 12ga - On the wall at the east side of the Armory.
>>Outfits
*******
Patriot's Entourage.
Factory Guard.
>>Evidence
********
By the video equipment inside the VIP Room.
>>Objects
*******
Cleaver - At the southeast Food Stand.
Bottle - Many of them can be found at both Bars and inside the VIP
Room.
Screwdriver - On a barrel at the northwest corner of the second floor
and on the ground by some boxes halfway up the east set
of stairs leading up to the third floor.
Remote Explosive - On some boxes at the west side of the Armory.
C4 Brick - On some boxes at the west side of the Armory (x3).
Morning Star - On a table at the east side of the Armory.
Patriot Entourage Outfit - On a bench inside the locker room which is
next door to the VIP Room.
Wrench - On the east set of stairs leading up to the third floor and on
some boxes by the Keycard Door for the east set of stairs
going to the third floor.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Light Rig"
***********
Drop the Lightrig on top of Sanchez.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you enter the Arena then you will be at the southeast corner. Proceed
north and go behind the Bar to go upstairs. When you get upstairs then you
should be at the Keycard Door that leads to the third floor and the Light
Room. Go through the door and proceed partway up the stairs. It should be
pointed out that, although you are in the Entourage Outfit, you aren't
allowed up here.
At the top there will be two Guards near the walkway to the Light Room.
Grab the Screwdriver that can be found in the corner halfway up the stairs.
Toss it into the opposite corner which will attract one of the two Guards.
Go back down the stairs a bit and wait for him to come down. When he is
standing over it then sneak up, Subdue him, and drag his body down to where
you were hiding. Then grab the Screwdriver and repeat the process with the
other Guard.
After dealing with them then head to the Light Room. In the Light Room you
will find the Winch for the Lightrig. Drop the Lightrig on Sanchez to kill
him then run back through the Keycard Door before any Guards decide to
investigate. Then simply head to the Exit Point to successfully complete
this chapter.
0===========0
| Challenges \
0=======================================================>
>>"Wing Man"
**********
You have to kill Sanchez with the Ilyon R700 Rifle without being
Spotted. Before you head to the Light Room you will need to visit the
Armory to obtain the weapon. When you get there then kill both of the
Guards and acquire the Rifle. Then head through the Keycard Door going
to the Light Room and lure Subdue/kill the two Guards.
Then drag each Guard to the Closet in the Light Room to be hidden.
However, when dragging the second Guard to the Closet, change into his
Outfit just before you get to the Light Room which will place the
Entourage Outfit in the hall. Then go into the Light Room and snipe
Sanchez.
After sniping him then you will notice that, even though you were not
Spotted, your disguise is blown. Disarm yourself then run back to and
quickly change into the Entourage Outfit to completely remove suspicion
and remain Unspotted. Then run down and out of the Keycard Door. From
here, walk to the Exit Point to complete the chapter.
>>"My Enemy"
**********
You need to kill Sanchez with an explosive device. There is a Remote
Explosive in the Armory. Once again head back to the Light Room area
and deal with the Guards. When you get to the Light Room then drop the
Explosive into the Cage and quickly detonate it or he will try to get
away. This will bring the Lightrig down onto Sanchez which kills him.
When fighting Sanchez you will have to go through two QTEs before you
can interrogate him. Each event always starts with the Cover Button,
then a few taps of the Activate Item Button, then finishing with the
Interact Button. After the second one then you will only have to use
the Cover Button to start the interrogation.
After the interrogation then it is just one more QTE to kill Sanchez.
Afterwards then go and re-acquire your Silverballers and leave to
successfully complete the chapter.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS14. "Attack of the Saints" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
After finding out where Victoria is and killing Sanchez then 47 heads off
to rescue her. But it is getting late and he needs to stop for the night.
He stays at a quaint place called the Wakiki Inn. Unfortunately, the
Saints, one of Travis's specialized operation groups, has located 47 and
attacks the Motel with RPGs in an attempt to kill him......
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Agency JAGD P22G --The Absolver
--Agency ARZ 160 --Agency Dynamics CPW
--Agency SPS 12
>>Outfits
*******
--Scarecrow --Agency Soldier
>>Objects
*******
--Evidence --Agency Tanto Knife
--Axe --Baseball Bat
--Bill Spike --Brick
--Cleaver --Dog's Bone
--Fire Extinguisher --Golf Club
--Hula Girl --Iron
--Gasoline Can --Rat Poison
--Radio --Remote Explosive
--Screwdriver --Wrench
--Bottle
>>Challenges
**********
--Intervene --Black Widower
--Electro Cute --Skirt Chaser
--Scarecrow --Angel of Death - Part 1
--Angel of Death - Part 2 --Angel of Death - Part 3
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Parking |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
After narrowly escaping death 47 has to crawl away from the rubble and deal
with his enemies.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is a Ruined Room that is at the east side of this area.
The Exit Point is at the northwest corner of this section. A Mini Golf
course comprises the north side and the Parking Lot comprises the south
end.
0======0
| Notes \
0=======================================================>
This chapter has probably the most difficult Challenge in the game, the
"Angel of Death - Part 2". For this Challenge you need to kill every Saint
and Guard in all three sections without being seen. You also have to let
the hostages die as they can Spot you if you do anything out of the
ordinary.
To make things worse you *CANNOT* use Checkpoint Restart if you screw up.
If you do then you can't complete this Challenge. You will have to restart
the entire chapter from scratch.
Considering how many people that you have to kill for this Challenge (about
fifty) I find it inexcusable that you aren't allowed to use Checkpoint
Restart. Either IO Interactive didn't think things through or that they
were just being dicks.
Of course, in the process of obtaining this Challenge then you can also
acquire the "Infiltrator" Challenge if you wish to do both at the same
time. However, if you only want the "Infiltrator" Challenge then I have a
write-up specifically for that.
The "AoD - Part 2" Challenge isn't extremely hard, it's just that it takes
a long time to do.
For the first two sections you have to get rid of the Guards and Saints in
a specific order, using the Fiber Wire, for best success. Once you get into
the Cornfield then it gets much easier because the Cornfield makes for
excellent cover to do your dirty work.
But you need to do "Angel of Death - Part 1" before you can do Part 2. You
can do a dry run through the Parking and Cornfield sections to get a feel
of what to do there for Part 2.
0==========0
| Rampaging \
0=======================================================>
The Ruined Room makes a good place to start a shootout because of the cover
there. You need to use it effectively because more than half of your health
is gone at the start and that there are no First Aid Cabinets in this
section. The Guards will approach the room in pairs for easy kills.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency Dynamics CPW - Carried by Jennifer and Heather.
Agency JAGD P22G - Carried by one of the Guards.
Agency SPS 12 - On some black crates just inside the entrance to the
Mini Golf course.
>>Outfits
*******
Agency Soldier.
>>Evidence
********
On some black crates next to the blue SUV.
>>Objects
*******
Iron - Inside the Ruined Room and on the ground at the east side of the
Parking Lot.
Rat Poison - On a maintenance cart on the first floor at the southeast
corner of the Parking Lot.
Metal Pipe - Laying against a large piece of debris next to a flaming
car. **NOTE: You may have to shoot this Object to get the
prompt to pick it up.
Brick - On the ground near the base of the stairs and on the ground
just southeast of the hostage.
Remote Explosives - On some black crates near the front of the bus
(x2).
Agency Tanto Knife - On some black crates just inside the entrance to
the Mini Golf course.
Golf Club - On the ground at the east and northeast areas of the course
(x3).
>>The following Objects can be found at the bar at the northwest corner
of the Mini Golf course:
--Bottle (x4).
--Fire Extinguisher.
--Cleaver.
>>The following Objects can be found at the bar at the southwest corner
of the Mini Golf course:
--Radio.
--Hula Girl.
--Radio.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Black Widower"
***************
Use the Rat Poison to kill one of the Saints.
>>"Intervene" (1)
***************
You have to rescue two hostages during the course of the chapter -
one in this section and the Motel Owner in the next.
When you start this section then make your way through the ruins. You will
notice that most of your health is gone but you will regain some of it as
you proceed. Eventually you will enter into the Ruined Room. You will find
an Outfit and an Iron. Pick up the Iron, proceed out and onto the balcony,
and head south. At the corner is a Container. Hide in it and wait.
Two Guards and Jennifer will come to your position and walk by. The moment
Jennifer walks around the corner then get out, Garrote her, and drag her
body to the Container for disposal. Leave the two Guards be.
Next, head to the stairs leading down. Go down just far enough to start the
conversation with the Guards below then head back up and behind the wall.
One of the Guards will come close to your position and look towards the
stairs. When he does then throw the Iron in the left corner halfway down
the stairs.
This will attract him and, when he gets to the Iron, then sneak down and
Garrote him. Drag his body back up the stairs, change into his Outfit, then
walk down the stairs and to the southeast corner where you will find the
Rat Poison.
After obtaining the Poison then head back to the base of the stairs. Then
head north and along the left side of the vehicles. Continue north until
you reach the wall with the surfboards. Then turn right and follow the curb
so you can get safely get behind the Guard without having to use Instinct.
After you get past him then you will find a Guard and a hostage. The Guard
will kill the hostage unless you do something. Just get up behind the
Guard, Garrote him, and quickly drop the body. After that then just walk
past the hostage and to the east wall.
Then walk north along the wall and to the northeast corner. As you do so
then you will pass by a couple of Guards talking. When you reach the corner
then you will notice that you are getting a lot of attention from one of
them. At the northeast corner is a bamboo planter. Crouch down, sneak
around it, and to the bridge to lose the attention. Stand back up as you
get to the west end of the bridge.
Walk to the bar to find the Coffee that you can Poison. Heather will be at
the other bar south of you. Quickly Poison the Coffee and proceed south to
the other bar. If you have timed things correctly then Heather will be
passing you by as you head there.
When you get to the other bar then pick up the Radio and head to the Exit
Point. When you get to the Exit Point then stand to the left of the door.
One of the nearby Guards will be moving to a position not far from you and
standing here will allow you to not be seen. When Heather dies then Pick
the Lock to enter the next section.
0===========0
| Challenges \
0=======================================================>
Although it may look like you can kill the Guard ahead of you at this
point it is best to wait because you will be seen by the patrolling
Guard as you take down this one.
Look west behind the pillar to find the patrolling Guard. He will go
from the blue SUV, to a couple of positions close to you, and then to a
green car. When he leaves the green car then go up and Garrote the
Guard in front of you then put his body into the nearby Container.
Next, head to the pillar next to the green car (closest to the drivers
side). Look north so that the pillar is in the center of the screen.
When you see the patrolling Guard appear from the right side of the
pillar then sneak up and Garrote him. Put his body with the other
Guard.
From here, go north and around the front end of another burning car so
you can angle behind the Guard by the blue SUV. Garrote him and drag
his body behind the first burning car so he isn't seen.
Get behind the blue SUV, activate the Car Alarm to attract the nearby
Guard. When he goes around the front and sneak behind and Garrote him.
Drag his body to where you dumped the other Guard.
Enter into the Mini Golf area to find a Guard and a hostage. As noted,
you have to let the hostages die. Get up behind the Guard as he is
preparing to kill the hostage. As he is firing and killing the hostage
then Garrote him and drag his body to a Container past the large bus
for disposal.
Time to lure some Guards. Crouch behind the bamboo wall and over the
Objects you dropped. Across the path is the end of a large wall. Beyond
the wall is a patrolling Guard which I will need to double lure.
When he is close then Toss the Knife at the base of the surfboard at
the end of the wall then grab one of the other Objects. When the Guard
gets close to the Knife then toss the Object past the black crates
where you found the Knife.
As he is heading to that position then loop around the other end of the
bamboo wall, get up behind him, and Garrote him. Then dump his body
into the Container with the other Guard. Pick up the Knife and Object
and drop them both back behind the bamboo wall.
To the north are a pair of Guards standing and talking. However, they
won't actually talk and split up until you get close to them. Walk
north but stay close to the wall to your right so you can grab a Golf
Club then head back to the bamboo wall. By the time you get back they
will walk north and then split up.
Crouch at a point between the dead hostage and the right end of the
bamboo wall. I am going to triple lure the next Guard for safer
disposal. When he gets to the south end of his patrol then toss the
Golf Club at the palm tree south of his position then head back to the
dropped Objects and grab one.
As he gets near the Golf Club then throw the Object at the surfboard
and then another Object past the black crates when he gets close to
that. Loop around like before and Garrote him. You can leave the body
here.
All that is left, other than the two Guards in the Ruined Room, is one
Guard and Heather. Sneak north along the main wall while avoiding
attention from the Guard. At the north side of the course is a bridge.
Just past the east end of the bridge is a small bamboo wall. Hide
behind there and wait.
The Guard's northern end of his patrol will be at the east end of the
bridge. Then he will go and stop at the bridge near the Exit Point then
go to the other end of his route which is near the mountain.
Heather will stop at the bar to drink Coffee, stand at the west end of
the bridge for a bit then head south and stand for a bit before heading
back.
Wait for both to head south and away from the bar before making your
move. When you get to the bar then Poison the Coffee and head back
behind the bamboo wall.
Eventually both of them will come back towards your position. The Guard
will be standing near you as Heather drinks the Poisoned Coffee and
die. When he turns around then he will see the dead body and stop. Go
up behind him and Garrote him. Then pick up the Radio at the other bar
and head back into the Parking Lot.
Near the end of the bus there are a pair of black crates. One of them
has some Remote Explosives. Pick one up and get near the Ruined Room.
Toss the Explosive into the room from the ground.
This will attract one of the two remaining Guards. When he gets close
then detonate the Explosive to kill him. Go back and get the
remaining Explosive and repeat with the last Guard. After killing him
then head to the Exit Point to successfully complete this section.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Reception |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
After going through the Parking area then 47 needs to kill off more of the
Saints here at the front of the Motel.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is a small room behind the Front Desk at the southeast
corner of the area. The Exit Point is at the north end. A Gas Station is at
the northwest corner, a small Garage is at the northeast corner, and a
Picnic Area is at the southwest corner.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The small room where you start makes a good place to shoot at the Guards.
There is also a First Aid Cabinet where you start that you can use to
replenish your health.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency ARZ 160 - Carried by all of the Guards.
Agency Dynamics CPW - Carried by Dijana and Agnija.
Agency SPS 12 - On some black crates between the Agency Vehicles in the
center of the area.
>>Outfits
*******
Agency Soldier.
>>Evidence
********
On some black crates between the Agency Vehicles in the center of the
area.
>>Objects
*******
Bottle - On the shelves inside the Front Desk area (x2) and on the
ground by the grills inside the Picnic Area.
Fire Extinguisher - On the ground in a corner behind the Front Desk.
Hula Girl - In the small room at your Entry Point and on the Front
Desk.
Bill Spike - On the Front Desk.
Golf Club - Behind the Front Desk, in the small room north of the Front
Desk, and outside the Reception area (x10) and on the
ground inside the Picnic Area.
Baseball Bat - In a corner of the small room north of the Front Desk.
Crowbar - On some tires next to a Container near the Garage.
Screwdriver - On some tires between two Containers near the Garage.
Wrench - On the ground by a Container near the Garage.
Gasoline Can - On the ground by a painting near the Garage.
Agency Tanto Knife - On some barrels behind Agnija.
Radio - On a table inside the Picnic Area.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Intervene" (2)
***************
You have to rescue the Motel Owner, in addition to the hostage in
Parking, to successfully complete this Challenge. As before,
Rampaging through this section will allow you to successfully rescue
him and complete the Challenge. As already noted, in the process of
doing "Infiltrator", you can also acquire this Challenge.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
The first thing that you should do when you start this section is to use
the nearby First Aid Cabinet to regain your health. Crouch down and sneak
to the nearby door and look. You should see Dijana and a Guard on the other
side of the front desk.
Sneak to and take cover at the desk. Although it looks dangerous you can
actually grab Dijana and pull her over the desk (and kill her) right in
front of him and all he'll do is ask where she went! World's. Dumbest.
Guard.
He'll then walk a short distance to his post. After killing Dijana then
drag her back to the Container (near the First Aid Cabinet) and dump her.
Next, take the Radio and place it on the floor between the left edge of the
doorway and the end of the shelving. Turn on the Radio and this will
attract the dumb Guard who will go around the back of the desk.
If you dropped the Radio close to the door then he will go a different
route and through the door instead. You want for him to go behind the desk
so he will have his back to you when he gets to the Radio.
After turning on the Radio then go back to the First Aid Cabinet and wait.
As he is bending down to turn it off then sneak up behind him and Garrote
him and dump his body in the Container. After this then grab the Radio.
Now drop the Radio close to the wall between the end of the shelving and
the door. Be careful that you don't clip the wall with the Radio - you may
risk losing it when you drop it. In addition, drop the Radio so it is about
a 45-degree angle in relation to the wall and that the front of it is
facing the wall.
The reason for this is that any Guard who goes to turn it off will line
himself with the Radio. By dropping the Radio this way then you will make
it easier to attack him because he will be in better position to do so -
especially in an enclosed space.
When the Radio is in position then turn it on to attract the Guard by the
Motel Owner. While he is heading to your position then hide behind the edge
of the doorway. When he comes to turn it off then sneak up and Garrote him.
After killing him then drag his body around the corner to the First Aid
Cabinet and drop him. Leave the Radio on the ground but turn it off first.
Next, go through the door and head to the Picnic Area. When you get there
then you will hear the Motel Owner thanking you for your help. He will then
enter the Picnic Area and hide in a corner. When he is hidden then go to
the table where you will find a Radio.
Outside the Picnic Area is a patrolling Guard. The west end of his route is
behind Agnija and the east end is near where the Motel Owner was. Wait for
him to stand at the west end then start moving back before turning on the
Radio. The Radio will attract Agnija into the Picnic Area.
Stand at the edge of the entrance by the grill and wait. When she enters
then quickly Garrote her, drop her, and turn off the Radio so you don't
attract the patrolling Guard.
After killing her then head back the way you came and behind the Front
Desk. Go north to enter a small room then through the door outside.
Continue north to enter an area with multiple stacks of tires near the
Garage. Then stand at the end of the wall close to the Exit Point.
There will be two Guards standing there but one of them is looking at the
Exit Point. You need to Pick the Lock so you can't head there quite yet.
Two Guards that you will pass on the way to your current position will
eventually talk and split up. One of them will talk to these two Guards and
will split up.
One of the two nearby Guards will stand with his back to you. The other one
will go from body to body. However, he will also be looking at the Exit
Point so you can't approach it quite yet. Eventually he will go to a body
where he can't look at the Exit Point. When he gets into position then go
to the Exit.
Quickly Pick the Lock as there is a patrolling Guard heading in your
direction. You should be able to successfully complete this task and enter
into the next section before he gets close enough to be suspicious.
0===========0
| Challenges \
0=======================================================>
Then go through the Picnic Area and to the south side of the Gas
Station to find a Gas Pump. When the nearby patrolling Guard and Dijana
are away from the area then go up to and Sabotage the Pump and hide
behind the wall.
When the two Saints are close together then use your Silenced
Silverballer and fire one shot into the gas pool. This will blow up the
Gas Station, kill both Saints, and successfully complete this
Challenge.
When you get that started then go back to the Radio and wait for the
Guard to kill him then return to his post. Then turn on the Radio and
lure him for the ambush. After killing him then drag him near the full
Container and drop him. Leave the Radio on the ground but turn it off
first.
Head to the Picnic Area as before but drag the body of the Motel Owner
to the Container in the corner for disposal. Then wait for the
patrolling Guard to move away from his western position before turning
on the Radio to lure Agnija to her death. After killing her then turn
off the Radio and drag her body to the Container for disposal.
When the patrolling Guard returns to the western end of his route then
turn on the Radio and hide behind the overturned bench just northeast
of your position. When he comes inside then loop around behind him then
Garrote him and leave the body. Then pick up the Radio and retrace your
steps back behind the Front Desk.
After getting back behind the Front Desk then proceed north behind the
Front Desk to enter a small room. Two more Guards are just outside.
Drop the Radio next to and parallel to the barstools. Turn on the Radio
and hide behind the door across from the barstools. The Radio will
attract one of the two Guards.
When he comes to turn it off then open the door, sneak up and Garrote
him, then drop the body off with the others. Repeat this for the second
Guard - leave his body be after killing him.
Next, grab the Radio then head north to go outside. Continue north to
enter the area next to the Garage that has a bunch of tires. At the
west wall of this area is a Container. In the corner by it are some
tires. Drop the Radio close to these tires, parallel, and that the back
of the Radio is facing north.
Near the Exit Point are a couple of Guards. Turn on the Radio to
attract one of them and hide behind the tires in the center of this
area. When he gets to the Radio then loop around, Garrote him, and dump
him in the Container. Repeat for the second Guard. After killing the
last Guard then head to the Exit Point to successfully complete this
section.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Cornfield |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
When 47 leaves the Motel he finds that there are a lot of Guards looking
for him. But they are inside a large Cornfield which greatly limits their
visibility. This can be to 47's advantage.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the southeast corner of the area. The main bulk of
this area is a large Cornfield. The main Farmhouse, and Command Post (Exit
Point), is at the northwest corner. There are three small Shacks inside the
Cornfield: Northeast, Central, and South.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Cornfield makes excellent cover to get away from hostiles. The Shacks
also make excellent cover in firefights. There are also First Aid Cabinets
in both the Central and Northeast Shacks if you get hurt too much.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency Dynamics CPW - Carried by Louisa and Jaqueline.
The Absolver - Carried by LaSandra.
>>Outfits
*******
Scarecrow.
Agency Soldier.
>>Evidence
********
On some black crates near the Agency SUV just east of the Farmhouse.
>>Objects
*******
Agency Tanto Knife - On some black crates next to the Agency SUV near
your Entry Point.
Screwdriver - Inside the northeast Shack and on the second floor of the
storage building south of the Farmhouse.
Hula Girl - Inside the Northeast Shack.
Radio - Inside the Northeast Shack.
Scarecrow Outfit - At the edge of the road just southeast of the Entry
Point and just outside the Northeast Shack.
Bottle - Laying on the ground near the Central Shack and on a table
near the Command Post.
Axe - Embedded in a stump at the northeast part of the Farmhouse area.
Golf Club - Near the front door of the Farmhouse.
Dog's Bone - In a small shed at the south side of the Farmhouse.
Brick - On the second floor of the storage building south of the
Farmhouse.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Electro Cute"
**************
Electrocute one of the Saints.
>>"Skirt Chaser"
**************
Successfully complete the "Black Widower" and "Electro Cute"
Challenges.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then you will see Louisa and three Guards
converge. As they are talking then sneak west and alongside the car. Keep
to the fence to your left as close as you can as you proceed. Continue west
until you find an Agency SUV then go around the back and left side. Proceed
north and through the left side of the open gate to safely avoid the
attention of the stationary Guard.
Enter the Cornfield and approach the south side of the Central Shack. Here
you will find a Power Unit. There is a wire for this unit that you can
attach to the water pipe. After attaching the wire to the pipe then turn on
the Unit. This will electrify a large sink inside.
Louisa will come to use this sink later and this will also kill her thus
completing the "Electro Cute" Challenge. If you already did the "Black
Widower" Challenge then you will also complete the "Skirt Chaser"
Challenge.
After setting up the trap then re-enter the Cornfield and sneak north while
avoiding the Guards. Cross the road to enter the northern section of the
Cornfield where Jaqueline is roaming.
Go east to the fence and then follow it north to the corner and follow it
west so you can get closer to her. This is a good way to avoid the roaming
Guards. When you get to her then Garrote her and drag her body north to the
fence then drop her so she can't be found by the other Guards.
After this then retrace your steps back to the previous field. When you get
here then head west along the inside edge of the field to best avoid
patrolling Guards. Eventually you will get to the main road that leads to
the Farmhouse. When you get to the road then head north and enter the field
next to the storage building.
Go north through this small field and enter the building. Climb the Ladder
to the second floor. Just ahead of you is a raised pallet. Below it is a
tractor. On the floor is a Brick. Pick it up and wait.
LaSandra is below doing a patrol. She will get near the tractor but not
under the pallet. When she gets near the tractor then throw the Brick at
the seat of the machine to attract her there. As she is going there then
switch to your Silenced Silverballer. Shoot the Chain Hook when she gets
under the pallet to drop it on her and kill her.
When she dies then one of the nearby Guards will come to her body which
will distract him. Climb down and go around behind him to the Command Post.
Pick up the Phone to successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
When you start the section then wait for Louisa and the Guards to walk
away before heading northeast to acquire the Scarecrow Outfit. The
Scarecrow Outfit makes you literally invisible to Guards in the
Cornfield as long as you stand still - even if they walk right up to
you.
This makes it much easier to pick them off. There are also crosses
where you can Hide from them but I really don't use them. After
acquiring the Outfit then sneak into the Cornfield.
There isn't a whole lot of strategy here - just carefully go around and
pick off the Guards in the Cornfield using the Fiber Wire. There will
be other Guards outside the Cornfield. This is where you will need to
use the Radio - to lure them inside for easy kills.
Drop the Radio some distance from the edge and turn it on. This will
attract a Guard who will then head inside to turn it off. Go in a large
circle and loop around him then Garrote him when he turns off the Radio
otherwise you may attract another Guard while you are killing him.
After killing him then drag the body some distance away from the Radio
so he isn't seen by the next person you lure.
Keep turning on the Radio until you can no longer attract any Guards.
Then pick up the Radio and move to another area of the Cornfield to
lure more Guards to their doom. If you lose track of where you dropped
the Radio then use your Instinct to find it.
Continue sneaking, luring, and Garroting until you kill the last
person. If you've done everything right then you should complete this
annoying Challenge and move on to Part 3 which is much easier.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS15. "Skurky's Law" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
When 47 arrives at the Courthouse he witnesses what passes for justice here
in Hope under Sheriff Skurky. 47 needs to find a way inside the jail in
order to rescue Victoria......
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Zug TMP --Z&M Model 60
--STG 58 Elite --M590 12ga
--STG 58
>>Outfits
*******
--Judge --Court Security Guard
--Court Usher --Hope Police Officer
--Tin Foil Hat Man
>>Objects
*******
--Evidence --Baseball Bat
--Book --Dummy Arm
--Fire Extinguisher --Wrench
--Glass Shiv --Golf Club
--Hammer --Gavel
--Keycard --Knife
--Police Baton --Sledge Hammer
--Radio --Screwdriver
--Statue Bust --Tomahawk
--Vase
>>Challenges
**********
--Obstruction --No Collateral Damage
--Take the Fall --Take Office
--One Man Riot --Judgment Day - Part 1
--Judgment Day - Part 2 --Judgment Day - Part 3
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Courtroom |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
After Sheriff Skurky leaves then 47 needs to find a safe way into the
Holding Cells.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is inside a Courtroom in the center of the area. The Exit
Point is to the north. The Evidence Room is at the east side of the
Courtroom. The Judge's Chamber is behind the Judge.
A large central Atrium is outside the Courtroom to the south. A Security
Room and a Keycard Room is at the east side of the Atrium. The Restrooms
are at the west side of the Atrium. The Lobby is to the south of the
Atrium. The Atrium has a second floor where you can gain access to the
upper level of the Courtroom and a Library.
The outside part of this section is a Restricted Parking area with a large
Prison Bus. There is an office at the south side of this area and a
Storeroom at the northeast corner.
0======0
| Notes \
0=======================================================>
Outside of Rampaging there are two ways to get into the Holding Cells.
First, is to dress up as the Judge, pass sentence on the defendant, then
leave. The second, and the one I will be using here, is to ambush the
defendant, take his Outfit, and allow myself to be sentenced so I can gain
access.
0==========0
| Rampaging \
0=======================================================>
Running through the Restricted Parking area and to the Storeroom to grab
the shotgun is a good safe way to get things started. You can also use the
Window to the Judge's Chamber to go in and out to keep the Cops from
getting too many hits on you.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by most of the Cops and laying on a dresser
inside the Security Room.
STG 58 Elite - Laying on a desk inside the Evidence Room.
Zug TMP - Laying on a shelf inside the Evidence Room.
>>Outfits
*******
Judge.
Court Security Guard.
Court Usher.
Tin Foil Hat Man.
>>Evidence
********
Laying on a desk inside the Security Room.
>>Objects
*******
Dummy Arm - Laying on a shelf inside the Evidence Room.
Glass Shiv - Laying on a desk by the Container inside the Evidence
Room.
Hammer - On the Evidence Table inside the Courtroom.
Gavel - On the Judge's Bench inside the Courtroom and on the Judge
himself.
Keycard - Carried by the Judge and inside the Keycard Room.
Golf Club - Laying against the desk and by the golf bag by a doorway
inside the Judge's Chamber.
Police Baton - Laying on a desk inside the Keycard Room and on a desk
inside the Restricted Parking office.
Radio - On a dresser inside the office north of the Keycard Room.
Book - On a desk inside the office adjacent to the second floor
Library.
Court Security Guard Outfit - Inside the Restricted Parking Storeroom.
Tomahawk - Laying on a shelf inside the Restricted Parking Storeroom.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Obstruction"
*************
Turn off the TV during the trial.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then turn around and walk out. Take the stairs
and head up then re-enter the Courtroom. Look down to see the trial of
Timothy Hawke ("Tin Foil Hat Guy"). He is accused of destroying multiple
Garden Gnomes (did IO Interactive play "Bully" or something?).
After initial arguments then they will start the film of him breaking into
a store. To your left is a Cop near some video equipment. When the film is
started then he will leave. When he is gone then go to the equipment and
Turn Off the TV to get the trial into a recess and complete the
"Obstruction" Challenge. Next, head back downstairs, enter the Men's
Restroom, and enter the Closet.
Timothy will request to go to the Restroom and he will be taken there with
an escort. You cannot enter the Restroom when Timothy is inside so that is
why you need to get there beforehand. When Timothy enters the Restroom then
he will try to escape. Exit the Closet and Subdue him. Take his Outfit and
dump the body in the Closet. Leave the Restroom and follow the escort.
When you get back inside the Courtroom then you will be sentenced. After
sentencing then head to the Exit Point to successfully complete this
section.
0===========0
| Challenges \
0=======================================================>
>>"Take Office"
*************
You need to take the Judge Outfit and sentence Timothy. To get the
Judge Outfit you have to go through the Restricted Parking area. When
the chapter section starts then head out of the Courtroom and walk past
the Restrooms to go outside.
When you go outside then turn right to find the upper door for the
Restricted Parking office. Enter the office and sneak down the stairs
then hide behind the desk.
If the timing is right then the Cop here will be moving to another part
of the bookshelf. Subdue him, take his Outfit, and dump his body in the
nearby Container. Go to the Window near the door and look out.
You should see a Cop (Cop #1) chasing off a Civilian. Beyond him is
another Cop (Cop #2) near the station wagon. Cop #2 will then turn
around and head north. Shortly afterwards the Cop #1 will do the same.
Climb out the Window and follow Cop #1 and around the edge of the wall.
After that then immediately crouch next to a pair of concrete pallets.
Wait for both Cops to head back south then sneak along the edge of the
area and around the Prison Bus. There will also be a pair of Cops
talking nearby but they won't cause any problems.
After getting around the Bus then head into the corner to find a Ledge.
Climb up and move either right or left so you can enter the Window. You
will then be inside the Judge's Chamber. In the adjacent room is
another TV control board. Turn Off the TV to force the recess and hide
inside the Closet.
When the Judge enters the Chamber and has his back to you then exit the
Closet and Subdue him. Take his Outfit and Gavel then hide his body in
the Closet. Then re-enter the Courtroom through the door behind the
Bench. When Timothy comes back then Sentence him to complete the
Challenge.
Although it appears that you can ambush any of them the Challenge only
counts if you ambush the one in the Library.
After acquiring the Judge Outfit and the Gavel then leave the Judge's
Chamber the same way you came - through the Window. Retrace your steps
back to the Atrium - since you're dressed as the Judge nobody is going
to give you any problems.
Once you are back in the Atrium then head to the room that is adjacent
to the Library. There are three Cops that go in and out of the Library.
There is another Cop posted in the Library but he will not cause any
problems.
Use the Gavel and throw it at the Container to lure one of these three
wandering Cops. When he enters then wait for the door to close then
Garrote him and dump his body in the Container. Do the same for the
remaining two.
However, because there is no more room in the Container then you will
have to move the last body close to the desk to make it easier to hide.
In addition, there is a Civilian just outside the door. He is sitting
down by the Library door most of the time. If he is still sitting then
leave the room and let the door close.
Go inside the Library and wait near one of the doors. The Usher will
eventually head in your direction. When he stops then Subdue him and
place him inside the Closet to successfully complete the Challenge.
For the Evidence Room Usher you will need to do some work. There are
two Cops inside this room and you need to get rid of them before doing
anything else. Stand by the desk where the STG 58 Elite is.
One of the Cops will come here then turn around. When he does then
Garrote him just before he gets to the cage door. This little area
between the desk and the cage door is where you can hide the body.
Garrote the other Cop and drag his body to the hiding place. Then throw
your Gavel at the Container. If a Cop enters the room then Garrote him
and hide the body with the others. If it is the Usher then Subdue him
and hide the body in the Container to successfully complete the
Challenge.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Holding Cells |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has now entered the jail but need to progress further in order to rescue
the girl.....
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the south end of this area. The Exit Point is to the
northeast. The Cells are on the lower level to the south. A lower level
Storeroom is on the east side.
0======0
| Notes \
0=======================================================>
None.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops.
>>Outfits
*******
Court Security Guard.
>>Evidence
********
On a desk near the Exit Point.
>>Objects
*******
Police Baton - On a bed inside the Storeroom and on a table near the
Cells.
Fire Extinguisher - On the ground near the base of the stairs near the
Cells.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then you will be greeted by a Cop. Follow him
to your Cell. After he leaves then keep on eye on a Cop who is patrolling
this floor. When his back is to you then Pick the Lock and sneak out. Go
through the doorway, grab the Evidence on the desk and go to the Exit Point
to successfully complete this section.
0+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Prison |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Locate Victoria.
>>Open the Gate.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the south end of this area. The Exit Point is to the
north. A Control Room is near the center of this section. There is a Gate
near it that you will need to open. North of the Gate is a Fighting Pit.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Entry Point area is a good place to funnel Cops during shootouts.
0===========0
| Playstyles \
0=======================================================>
>>"Pitcher"/"Brutus"
******************
If you haven't already acquired the "Pitcher" Playstyle in the
"Terminus" chapter then going after the "One Man Riot" Challenge will
allow you to get it. Because you are using the Glass Shiv then you may
also be able to acquire the "Brutus" Playstyle at the same time you
acquire "Pitcher" if you haven't done so already.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by most of the Cops.
M590 12ga - Carried by some of the Cops.
STG 58 - Inside the safe at the Control Room. You need to kill the
nearby Cops in a shootout near the Entry Point to get the safe
to open.
>>Outfits
*******
Hope Police Officer.
>>Evidence
********
In a small room just past the Gate.
>>Objects
*******
Wrench - On the floor near a Closet just past the Entry Point.
Screwdriver - On some boxes next to the door for the Control Room.
Sledge Hammer - At the corner just before the Fighting Pit and inside
one of the cells that surround the Pit.
Baseball Bat - Inside the cell just before the Exit Point.
Knife - At the base of the stairs just past the Gate.
**NOTE: The Knife is partially glitched. If you have the Glass Shiv in
your possession then, when you pick up the Knife, it will
disappear but you will still have the Shiv. And it won't count
in Lost and Found either. Therefore it is best to not have the
Glass Shiv in your possession when you go to pick up the Knife.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then wait for the Cop outside of the cell to
head down the hallway. When he moves then follow him. Turn the corner to
find the Control Room. Sneak along the left side of the Control Room to
find a couple of boxes by the door. Stay here and look towards the Gate.
There should be a Cop here. In addition, there should be a Cop inside the
Control Room. If you moved quickly into position by the door then the Cop
inside will move to the Gate Button just as the Gate Cop leaves. When the
other Cop moves away then quickly go inside, press the Gate Button, then
head to the cell closest to the Gate.
Hide behind the wall and wait. The Gate Cop will come back to the Gate.
After he leaves again then sneak through and down the stairs. After going
through the Gate then you will find a small room with a Cop inside near the
bottom of the stairs. Subdue him and change into his Outfit which matches
that of everybody else.
Then dump his body into the Container, grab the nearby Evidence, and leave
the room. Stop when you get to the next corner. You should see a Cop
standing there. When he moves away and goes to the edge of the Fighting Pit
then move forward and turn left at the corner.
Use your Instinct to fool the other Cops as you proceed to the stairs at
the north end of the Fighting Pit. Let go of your Instinct when you climb
partway up the stairs.
In the hallway is a locked door that has a chain that you can shoot off.
However, it is not wise to do that. Thankfully, there is a cell just prior
to the door that has an Air Shaft that leads to another cell beyond the
door. After going through the Air Shaft then Pick the Lock of the cell door
and go to the Exit Point to successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
So I decided to come up with my own way that will allow you to acquire
this tricky Playstyle. You have to take down the Cops in a specific
order to acquire the Playstyle and complete the Challenge.
The first five Cops are not that hard to take down. The next one is the
most problematic one because he can go random on you and possibly blow
up everything. The last four are fairly easy. They will be numbered in
the order they will be dispatched.
When you start the section then get close enough to start the prisoner
beatdown. Then sidestep right and to the Keep Out sign and take cover.
One of the Cops will walk down the hallway and leave the scene. After
awhile the beating will stop and one of the Cops will leave the cell
while another one cleans up at the sink.
This Cop (Cop #1) will be looking at a cell. Throw the Shiv at him to
get things started. After killing Cop #1 then wait for the Cop at the
sink to finish and go back to the prisoner before making your move.
Sneak down to Cop #1, grab the Shiv, change into his Outfit (just to be
safe) and place his body into the nearby Closet.
When he gets to the blood pool then exit the Closet. Although you can
go right up and kill him you are just far enough away to throw the Shiv
at him. After throwing the Shiv then leave it in the Cop. The reason
for this is some of the randomness in this level.
If you have the Shiv in your possession and swap with the Wrench then
you will drop the Shiv. The randomness manifests itself in that the
Cops in the cell may hear you drop the Shiv and will go to investigate.
This only happens on random occasions and is irritating when it does.
This is why you leave the Shiv in Cop #2.
After killing Cop #2 then go just past the Closet to find the Wrench.
Grab the Wrench then crouch over Cop #2 and to where you can get the
prompt to pick up the Shiv. Aim at the chair near the Entry Point and
throw the Wrench at it. As the Wrench is in the air then pick up the
Shiv.
There are two Cops in the cell - Cop #3 will be sitting and Cop #4 will
be standing over the now-dead Prisoner. When the Wrench hits the floor
then Cop #3 will investigate. When he gets near the Wrench then throw
the Shiv at him. Then go and drag his body to where Cop #2 is.
Go and grab the Wrench then head back to Cop #3 and to where you can
pick up the Shiv. Throw the Wrench at the chair again and pick up the
Shiv from the dead Cop. This time he will see the blood pool and
investigate. Throw the Shiv at him when he gets close to it.
Next, drag Cop #3 up to the Entry Point and to where his body can't be
seen from the hallway. Do the same to Cop #4 after you get the Shiv
from him. And then drag Cop #2 and the Prisoner up to the Entry Point
as well.
After that then go to the Closet and drop the Shiv in front of it. Go
and grab the Wrench and switch to your Silenced Silverballers. Peek
around the corner to see the Control Room. Fire one round at the base
of the wall to attract one of the Cops (Cop #5). Stand by the Closet
and ready the Wrench.
When Cop #5 gets near where you fired at the wall then throw the Wrench
at the abutment to the right of the cell door. Then quickly grab the
Shiv and hide in the Closet. Cop #5 will come close enough to find the
blood pool by the cell door. When he gets close enough to it then he
will see the blood pool on the stairs and will investigate.
After he runs past the Closet then get out and throw the Shiv at him
just as he reaches the stairs. If everything has gone right at this
stage then you should now have the "Pitcher" Playstyle. If you haven't
already acquired it then you should get the "Brutus" Playstyle too.
Grab the Shiv and drag his body with the others. Drop the Shiv in front
of the Closet, grab the Wrench, and ready your Silverballer. I'm going
to do the same thing to attract another Cop (Cop #6). However, this guy
is the one that may go most random on you.
He may turn around on you before you can throw the Shiv and you will be
Spotted. You may kill him but the kill won't count towards the
Challenge. Depending on what he does you may be able to kill him
without being seen.
Just like with the previous Cop, shoot at the base of the wall, throw
the Wrench at the abutment, get the Shiv, and hide in the Closet. When
he passes the Closet then leave.
If he is walking then follow him. He will most likely stop at the cell
door and turn around. If you follow him then you can get close enough
to turn around with him and safely attack him from behind. If he is
running then throw the Shiv because he won't stop until he reaches the
blood pool on the stairs.
After dealing with Cop #6 then hide his body with the others. Lure Cop
#7 the exact same way as with the other two. He will most likely be
running past the Closet so throw the Shiv at him when you exit.
Cop #8 is in the Control Room and Cop #9 will be by the Gate. Go around
the corner and hide in the nook between the wooden Container and the
abutment.
This will start the conversation between Cop #8 and Skurky. After the
conversation then he will start his patrol pattern within the room.
When Cop #9 is away from the Gate then head to the boxes near the
Control Room door.
What you want is for Cop #8 to head back to the corner at about the
same time or just before Cop #9 walks away from the Gate. Then go to
the doorway and throw the Shiv at Cop #8, quickly go in and retrieve
the Shiv, and head back behind the boxes.
When Cop #9 gets back to the Gate then he will see the dead body of Cop
#8 and investigate. When he runs into the Control Room then go back to
the doorway and throw the Shiv at him. Get the Shiv, open the Gate, and
proceed.
The last Cop (Cop #10) will be in the small room with the Evidence.
Just sneak up to him and attack him to successfully complete the
Challenge.
0=+=+=+=0
/ Part II \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS16. "Operation Sledgehammer" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part II /
0=+=+=+=0
0=================0
| General Overview \
0=======================================================>
47 has now been captured by Sheriff Skurky who, along with Dexter, has beat
him senseless in their quest to find out what happened to Lenny.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Silverballer --Jagd P22G
--Aries 24-7 --Agency ARZ 160
--STG 58 --Agency Dynamics CPW
--Black Kazo TRG
>>Outfits
*******
--Agency Heavy Trooper --Hope Police Officer
>>Objects
*******
--Evidence --Agency Tanto Knife
--Bottle --Brick
--Hammer --Cleaver
--Gasoline Can --Knife
--Proximity Mine --Plunger
--Metal Pipe --Police Baton
--Power Cord --Remote Explosive
--Screwdriver
>>Challenges
**********
--Vigilante --Misty Eyes
--Heavy Armor --Surgical Precision - Part 1
--Surgical Precision - Part 2 --Surgical Precision - Part 3
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. County Jail |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
When doing a Rampage you may want to use the Air Shaft between the office
and the Evidence Room to escape damage. The desks also make good cover.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Z&M Model 60 - Carried by all of the Cops, on a desk at the west side
of the main floor, and on two desks at the east side of
the main floor.
STG 58 - Inside an office at the west side of the main floor.
>>Outfits
*******
Hope Police Officer.
>>Evidence
********
On a desk at the east side of the main floor.
>>Objects
*******
Metal Pipe - On the floor to your right after you leave the
Interrogation Room.
Power Cord - On the desk inside the Evidence Room.
Police Baton - On a desk behind the main counter near the Exit Point.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then you will be tied to a chair and weakened
from your beatings. However, you can easily break free. When you get up
then you will notice that the door is locked. There is a Fire Alarm nearby
that you can use to attract one of the Cops.
After activating the Fire Alarm then go back and Hide in the chair. When
the Cop comes in and turns his back to you then get up, sneak up and Subdue
him, then hide him in the Container outside.
After this then turn right to find a Metal Pipe on the ground. Pick it up
as you will need it. Sneak up the stairs and enter the Evidence Room. There
should be a desk to your right as you enter. There is also a Cop here. Get
up behind him and Subdue him. Then dump him into the Container near the
other door. Use the First Aid Cabinet to restore your health.
Enter the Air Shaft and go all the way to the end. It will exit into a
small office. There is also a Cop here and he should be just outside the
Shaft. When he walks away then sneak up and Subdue him then dump him into
the nearby Closet.
There is a safe in the corner next to the Closet. Hide by the cabinets at
the end of the desk and throw the Metal Pipe at the safe. The noise will
attract one of the two Cops near the Silverballers.
When the Cop walks to the Metal Bar then wait for the door to close and
sneak up and Subdue him then dump his body in the Closet. Repeat the
process for the second Cop. Since there is no more room in the Closet then
drag his body behind the desk and take his Outfit.
Then walk out the door leading to the main counter and re-acquire your
weapons. Then walk out the door to successfully complete the section.
0===========0
| Challenges \
0=======================================================>
>>"Vigilante"
***********
You need to Subdue every Cop in the building. This will require some
patience but it is not hard to do. In the "Infiltrator" walkthrough I
showed you how to Subdue five of them. The three Cops in the office and
behind the main counter will be saved for last.
After Subduing the Cop in the Evidence Room then go into the Air Shaft
and get to where you can look out into the Main Floor. One of the local
residents has been arrested for drunk driving and he will be taken to
the jail area to sleep it off.
Go back out into the Evidence Room and stay crouched behind the
monitors. Wait for the Cop to put the drunk inside the cell and throw
your Metal Pipe in the corner near the desk to attract him. Subdue him
when his back is to you and drag his body to the Interrogation Room.
Go near the Container in the Evidence Room and look at the door. Throw
the Metal Pipe at the wall to the right of the door. This will attract
one of the two Cops at the west side of the Main Floor. Stay at the
edge of the shelving until he turns his back to you and then Subdue
him. Drag his body down to the Interrogation Room. Repeat this process
for the other Cop.
There are two Cops at the east side of the Main Floor. You need to
double lure them near the Evidence Room for safe disposal. There is a
line of wooden bookshelves at the south wall of the Main Floor. Toss
the Metal Pipe at the base of the middle one which will attract one of
them.
Quickly grab the Metal Pipe and head back to the Evidence Room door.
When the Cop arrives at where he first heard the noise then throw the
Metal Pipe at the wall corner near the glass door. This will bring him
near the Evidence Room where you can safely dispose of him. Repeat the
process with the other Cop.
Then go through the Air Shaft and Subdue the three Cops as outlined in
the "Infiltrator" Walkthrough to successfully complete this Challenge.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Outgunned |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
The Agency has taken over the town and wounded Sheriff Skurky. 47 now has
to continue chasing Skurky while avoiding The Agency who is looking for
him.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at the Front Door at the south side of the area. A
large group of Agency Vehicles are just north of the Front Door. The Main
Street is north of the Agency Vehicles. The Exit Point is at the northeast
corner of the area.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency ARZ 160 - Carried by all of the Guards, found by a black crate
at the east side of the group of Agency Vehicles, and
on a black crate on the Main Street.
Agency Dynamics CPW - On a black crate by one of the trucks near the
center of the Main Street and on the sidewalk
opposite of the Exit Point.
>>Evidence
********
On a black crate in the center of the group of Agency Vehicles.
>>Objects
*******
Agency Tanto Knife - On a black crate at the east side of the Agency
Vehicles and on a black crate at the west side of
the Agency Vehicles.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then you will be just outside the Front Door.
Get into sneak mode then head straight east to the wall and go behind the
abutment at the right side of the ramp. Ahead of you is one of the Agency
trucks. Just behind it is a Guard.
When he leaves then sneak down the ramp and head right to find a Container
against a wall. Go up to the Container and turn left to find a wall you can
climb up.
When you climb up then you will be on a rooftop. Ahead of you is a Guard.
If you move fast enough then he should have his back turned to you
otherwise you can wait behind the nearby boxes. He will head to a point
close to them then back near the Railing. Subdue him then take his Outfit.
Head down the stairs and use your Instinct to get past the pair of Guards
here. After that then angle northeast towards the Exit Point. You shouldn't
have to use any more Instinct as you make your way to the end.
0===========0
| Challenges \
0=======================================================>
After climbing onto the rooftop then shoot the Guard up here with the
Silenced Silverballer. Then go up to the Railing and look down to find
four Guards looking at the tanker truck. Point Shoot at least two of
the four to successfully complete this Challenge.
0+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. Burn |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 has escaped attention from The Agency guards but he must now find his
way through a burning building. Worse, more Agency guards are inside
looking for him.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is in a Shoe Storeroom at the south end of the area. A
large Warehouse comprises the central part of the area. The Exit Point is
to the north.
0======0
| Notes \
0=======================================================>
The Warehouse is filled with thick smoke that will help in providing cover.
0==========0
| Rampaging \
0=======================================================>
The door to the Warehouse and the preceding corner are good places to
shield yourself in shootouts.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency ARZ 160 - Carried by all of the Guards.
>>Outfits
*******
Agency Heavy Trooper.
>>Evidence
********
On a cart of boxes at the right side of the entrance to the northwest
side of the Warehouse.
>>Objects
*******
Power Cord - On a shelf northeast of where you enter the Warehouse.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then go down the stairs and around the corner
to the door that leads to the southwest section of the Warehouse. When you
open the door you will find it filled with thick smoke. In addition, the
Warehouse is crawling with lots of Guards.
To the east of the door is another door that leads into the eastern half of
the Warehouse. You will also see a pair of Guards standing in the doorway.
Angle northeast to the wall of products at the north end of this section
then head east until you find a forklift.
Near the forklift is some metal shelving. Go beside it and crouch so you
aren't seen by the Guards who will then enter and do a search of the room.
When they get far enough away from you then go to the left side of the main
doorway.
Here you should find several pallets of product and more Guards. You should
also see a Ladder ahead of you. However, head to one of the product pallets
and look northwest to find another Ladder. There will be a couple of Guards
near it. When they walk away then head to the Ladder and use your Instinct
to fool any nearby Guards.
Climb up and head to the west end of the shelving where you can climb down.
Look down and to the right to find a door. When any nearby Guards walk away
then climb down and use your Instinct to fool any other Guards as you walk
to the door.
After going through the door then simply head to the Exit Point to
successfully complete this section.
0===========0
| Challenges \
0=======================================================>
>>"Misty Eyes"
************
You need to kill eleven enemies without being Spotted and it can only
be done here in the Warehouse. This will take awhile but it is not that
hard to do. You will have to do a lot of luring so you can "divide and
conquer" with the Power Cord.
In the room before the Warehouse throw Objects at the shelving by the
door to lure the two in the doorway. When those are gone then you will
have to double lure the ones in the southeast section of the Warehouse
into the southwest section for safe disposal.
The first place to throw an Object is the base of the cart by the left
side of the main doorway. The second place is the metal shelving about
a third of the way from the first door.
After killing a Guard then drag his body to the previous room to hide
it. Once you clear the southeast section of Guards then it will become
easier. When you go through the main doorway then turn left to find a
Container and a wall.
There are also some large metal carts near the corner. Throw an Object
in this corner to attract Guards from the other side of the wall. You
can use the large metal carts to hide behind when he approaches.
He will walk past one of them and you can easily get up behind and
Garrote him before he can stop. Then drag his body into the previous
room to hide it. Repeat this as necessary until you successfully
complete the Challenge.
>>"Heavy Armor"
*************
You need to take one of the Guards, an Agency Heavy Trooper, as a human
shield and kill three enemies. Although there are Heavy Troopers in the
next section this Challenge can only be done here.
Lure one of the Guards near the door to the Warehouse and grab him.
Then walk him to the other Guard by the main doorway and kill him with
a headshot. You need to kill at least two more from this point.
However, you may be able to still complete this Challenge if you kill
one and then have the Guards kill your Hostage for the third kill.
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| D. Hope Fair |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 enters a Bar and finds that The Agency has taken over the Hope Fair
which leaves the townsfolk in a major panic.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is in the upper level of a Bar at the southwest corner of
the area. A Storeroom is to the east of this upper level. The Fair is in
the streets below. The Exit Point is at the northwest corner of the map.
0======0
| Notes \
0=======================================================>
None.
0==========0
| Rampaging \
0=======================================================>
The Bar near your Entry Point is a good place to shield yourself during
shootouts. You can also acquire explosives from the Storeroom and lay down
some traps for approaching Guards.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - Carried by one of the Guards.
Aries 24-7 - **NOTE: This weapon can only be acquired on any of the
Professional difficulty modes. This weapon is
carried by one of the extra Guards (not Backups)
that only appear in the higher difficulty levels.
Agency ARZ 160 - Carried by some of the Guards and on a black crate in
the group of Agency Vehicles at the north end of the
Fair.
Black Kazo TRG - By a window in the Storeroom.
>>Outfits
*******
Agency Heavy Trooper.
>>Evidence
********
On a black crate in the group of Agency Vehicles at the north end of
the fair.
>>Objects
*******
Proximity Mine - Against a wall in the Storeroom (x4).
Remote Explosives - On the floor of the Storeroom just south of the
Proximity Mines (x3).
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then you will see a Guard to your right. After
getting his instructions then he will leave the Bar. Follow him into the
Storeroom. He will eventually stop to check on equipment. Walk around the
shelving in the center of the room and go through the door. Go through the
hallway and outside then down the ramp.
Hang close to the buildings and car and proceed to a Beer Stand and crouch
and hide. There will be multiple Guards that will proceed to the Bar and
you need to wait for them to pass. In addition, there are multiple
Civilians running about and you should wait for them to settle down before
proceeding.
Ahead of you are a pair of Guards. Both of them have short patrol patterns.
The one on the right will come to the sidewalk then head to the center of
the street. When he gets to the center of the street then leave your hiding
place and proceed north up the sidewalk.
Use your Instinct to fool this Guard then duck behind the next set of
stands. After ducking behind the stands then proceed forward and stay
behind an Ice Cream Cart that is behind the stands. To your left are
several Guards in the street. One of them will go behind a pair of barrels
ahead of you. When he leaves then look to your left to make sure that any
Guards nearby are not too close before making your move.
When the coast is clear then sneak forward to the next set of stands and
stick to the wall as you proceed to one of the Agency vehicles. Go behind
one of the barrels next to the vehicle and wait.
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| E. The Church |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
0===============0
| Lost and Found \
0=======================================================>
>>Objects
*******
Plunger - When you start this area do not go forward. Instead, rotate
left until you see a dark metal garage door. Go to this door
to find a pair of black barrels and some tires to the left.
On the ground near them is the Plunger.
0============0
| Walkthrough \
0=======================================================>
Nothing much to this really. Just run to the Church to confront Skurky who
has the Pastor as his hostage. You need to Point Shoot him but do it
quickly or Skurky will shoot and kill you. Once you shoot him then the
chapter is successfully completed.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM4. Part III |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Hope, South Dakota is in ruins thanks to The Agency. Sheriff Skurky is dead
and Dexter and Victoria are now back in Chicago. 47 must go back there to
rescue the girl and maintain his promise to Diana.
0=+=+=+=+0
/ Part III \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS17. "One of a Kind" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part III /
0+=+=+=+=0
0=================0
| General Overview \
0=======================================================>
After arriving back in Chicago 47 heads to an old friend for some new
clothes.....
0======0
| Notes \
0=======================================================>
This is not a chapter per se but an interactive cutscene where you obtain a
new suit before heading off to Blackwater Park. After getting a new suit
then you can explore the shop for various Objects and Outfits.
With the exception of the Statue Bust all of the Outfits and Objects can be
found in the Basement which is accessible through a door behind Tommy's
counter.
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Outfits
*******
--Bird Costume --Hot Sauce Factory Chef
--Ice Cream Truck Driver --Sewer Worker
>>Objects
*******
--Evidence --Statue Bust
--Book --Fire Extinguisher
--Iron --Measuring Tape
--Metal Pipe --Scissors
0=+=+=+=+0
/ Part III \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS18. "Blackwater Park" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part III /
0+=+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Police M590 12ga --AH 74U
--Ultramax --HX UMP
--HX AP-15 --SPS 12
--Jagd P22G --Layla's JAGD P22G
--Black Kazo TRG
>>Outfits
*******
--Blackwater Receptionist --Plumber
--Blackwater Tactical Team --Samurai
--Blackwater Custodian --Blackwater Park Interior Guard
--Blackwater Bodyguard --Blackwater Manager
>>Objects
*******
--Evidence --Proximity Mine
--Mace --War Hammer
--Keycard --Baseball Bat
--Battle Axe --Bong
--Bottle --Coffee Mug
--Fire Extinguisher --Fire Poker
--Gasoline Can --Katana
--Knife --Morning Star
--U'wa Tribe Poison --Radio
--Screwdriver --Statue Bust
--Wrench --Movie Reel
--Tomahawk
>>Challenges
**********
--Crash Course --Laundry Day
--Horn of Plenty --You Can Manage
--I Got My Eyes on You --Hack 'n' Backslash
--Mile High Club --Whaling
--Cetacea --Hallelujah
--Savage Sushi --Straight to the Heart
--Bones --Fired Up
--Mockingbird --Skin Trade
--Blue Collar --Ronin - Part 1
--Ronin - Part 2 --Ronin - Part 3
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Blackwater Park |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 arrives at the hotel only to find it locked down. He must find a way
inside if he is to successfully rescue Victoria.....
0===========0
| Objectives \
0=======================================================>
>>Infiltrate Blackwater.
>>Gain access to Dexter's Penthouse.
0============0
| Orientation \
0=======================================================>
Your Entry Point will be outside at the southwest corner of the map. The
Hotel comprises the north side of the area. The Gardens are at the
southeast corner. The Maintenance Rooms are at the northeast corner of the
map.
0======0
| Notes \
0=======================================================>
Despite all of the Guards this is not too hard to get through. You will
need to acquire some Outfits to be successful.
0==========0
| Rampaging \
0=======================================================>
When doing a Rampage you may want to just run to the Maintenance Rooms as
the Guards are trying to figure out what is going on. There is an Air Shaft
in the north Maintenance Room that connects it to the Hotel. You can use it
to get away from hostile Guards and reduce damage.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Jagd P22G - Carried by some of the Guards and found inside a storage
room north of the Security Room.
HX UMP - Carried by some of the Guards and found inside a storage room
north of the Security Room.
Police M590 12ga - Carried by some of the Guards and found inside a
storage room north of the Security Room.
>>Outfits
*******
Blackwater Receptionist.
Plumber.
Blackwater Custodian.
Blackwater Park Interior Guard.
Blackwater Manager.
>>Evidence
********
Inside the small Guard Room that sits between the two Maintenance
Rooms.
>>Objects
*******
Baseball Bat - By a wheelbarrow at the southeast corner of the Gardens.
Gasoline Can - By each of the portable lights stationed on the Gardens
(x4).
Baseball Bat - By a large square planter. When you reach the first
portable light you should see an entranceway into a
walled off portion of the Gardens to your left. Go
through this entrance and you should see the planter and
the Bat off to your right.
Wrench - On the counter inside the north Maintenance Room.
Coffee Mug - On the ground by the desk inside the north Maintenance
Room.
Fire Extinguisher - Laying on the ground in a corner of the Guard Room
at the lower level Storeroom and laying on the
ground in a corner of the Laundry Room.
Knife - On a shelf inside the lower level Storeroom and on the counter
inside the Break Room.
Radio - On a table inside the Break Room.
Movie Reel - On a counter in the hall between the Locker Room and the
Break Room.
Bottle - On a counter inside the Locker Room.
Screwdriver - On the desk inside the Projection Room.
Baseball Bat - Inside the Laundry Room.
Blackwater Receptionist Outfit - Inside the Laundry Room.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Crash Course"
**************
Find the Movie Reel and use it in the Projector.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then run east towards the Gardens area.
Eventually you will find long curved planters. Stop running then get into
sneak mode then go east along the planters to your left so you aren't seen
by the nearby Guards. Continue east until you reach the southeast corner.
There are three people here - two Guards and a worker. The Guard to your
right will be using a flashlight. There will be a Guard to your left and he
can be seen near a portable light. Stay behind the planter and keep an eye
on the left Guard.
Eventually he will stop just a few feet from you. When he turns around and
has his back to you then angle left and towards the fountain. When you get
to the fountain then head north but keep close to the walls to your right
as you do so. You will then reach a road curve.
After the road curve then you will find a portable light and a large red
Water Pump. Turn off the Water Pump and hide behind the Open Shaft nearby.
One of the workers inside the Maintenance Room will come to try to fix the
Pump. Sneak up and Subdue him, take his Outfit, then dump his body into the
Open Shaft to hide the body.
From here then just retrace your steps and go through the front door.
Proceed north through the reception area and go through the hall entrance
on the left side of the room then turn left. This will take you to the
Projection Room.
Inside the Projection Room is a Guard. Go to the Closet by the desk and
stop. Look northeast to find the door into the Locker Room. You should also
find a person there wearing a reddish jacket and a black hat. This is the
Blackwater Manager.
He will stand in the Locker Room for awhile and smoke then walk into the
Conference Room for awhile then head to the projector before walking back
to the Locker Room to smoke some more. However, in order to ambush him, you
need to take care of the Guards first.
The first Guard is here in the Projection Room. He has a very short patrol
route that takes him between the shelves and the First Aid Cabinet. When
the Manager walks into the Conference Room then the Guard should be at the
Cabinet. Subdue the Guard and dump his body in the Closet.
After that then walk to the Locker Room. Here you will find another Guard.
He has a very short patrol route within the hall between the Locker Room
and the Break Room. Walk past him where you will find a counter in the
hall. This is where you will find the Movie reel.
Take the Reel and head back to the Projector to activate it. The movie will
attract a bunch of nearby Guards into the Projector Room. However, it won't
attract the Guard by the Projector and that is why you have to Subdue him.
The Manager will notice the running Projector and will come to it to
investigate. Subdue him, take his Outfit, and dump him in the Closet. After
that then walk into the lobby where you should find the female Head of
Security who will then take you to the Elevator.
The Elevator uses a Retinal Scanner and she is the only one authorized to
use it. When she activates the Elevator then enter it and Push Button to
successfully complete this section.
0===========0
| Challenges \
0=======================================================>
>>Laundry Day"
************
You need to dump three bodies into the laundry chute inside the Laundry
Room. This is best done after a Rampage - after killing everybody then
just drag bodies to the Laundry Room for disposal.
>>"Hack N Backslash"
******************
You need to override the Retinal Scanner by using the computer inside
the Security Room. Even though the Projector will distract a lot of
Guards it won't attract the Guards in the Security Room. Like with the
previous Challenge this is also best done after a Rampage.
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. The Penthouse |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 finds himself on the top of the elevator after avoiding being killed by
security. He now needs to find and eliminate Layla Stockton, Dexter's right
hand person. But the Penthouse area is large and it is crawling with highly
trained Guards.....
0===========0
| Objectives \
0=======================================================>
>>Locate Layla.
>>Eliminate Layla.
>>Find the Panic Room.
0============0
| Orientation \
0=======================================================>
Your Entry Point is inside the Elevator Room which is in the center of the
Penthouse area. The door opens north into the large Dining Room which
comprises the northeast corner of the first floor. A secured Weapons Room
and Lenny's Bedroom are located on the second floor at the northwest corner
of the Penthouse.
0======0
| Notes \
0=======================================================>
The Penthouse is a fairly large two level map. There are also a lot of
Guards here but you can still easily deal with Layla without too much
trouble with the right planning. There are also a bunch of Challenges so
you will spending some time here if you want to do them all.
Layla walks around the first floor of the Penthouse with a trio of Guards
wearing the Blackwater Tactical Team Outfit. This Outfit is different than
the standard Blackwater Bodyguard Outfit. What this means that if you are
wearing the Bodyguard Outfit then you won't get any suspicion from Layla's
Guards and vice versa. This is useful for some of the Challenges.
Layla's patrol pattern starts in the Dining Room where she berates a Guard.
Then she travels to the doorway at the north end of the Display Room where
she berates another Guard. She will then travel to a desk at the northeast
corner of the floor to check out a computer by herself.
After that then she will head to the Fireplace Room for a bit then cut
across the Display Room to berate another Guard before heading back to the
Dining Room.
Her patrol route, and certain behaviors, will change depending on what
Outfit you happen to be wearing and where you are at certain points in the
Penthouse. Examples:
>>Samurai Outfit
**************
She will walk by her computer instead of stopping and head straight
for the Fireplace Room. Once there she will *NEVER* leave the room no
matter how long you lay in wait for her or even if you change back
into another Outfit. This can actually be useful for one of the
Challenges.
>>Lenny's Bedroom
***************
When inside the Bedroom then Layla will go outside when she enters
the Dining Room which will give you the ability to kill her with a
Sniper Rifle.
0==========0
| Rampaging \
0=======================================================>
The Elevator Room is a good place to shield yourself as you pick off and
lure the Guards inside to their demise.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
HX AP-15 - Carried by all of the Guards and found on the desk by
Layla's Computer at the northwest corner of the first floor.
JAGD P22G - Found on the desk by Layla's Computer at the northwest
corner of the first floor.
Layla's JAGD P22G - Carried by Layla.
Black Kazo TRG - Inside Lenny's Bedroom.
>>Outfits
*******
Blackwater Tactical Team.
Blackwater Bodyguard.
Samurai.
>>Evidence
********
On a couch in a corner just east of the Harpoon Gun inside the Display
Room.
>>Objects
*******
Keycard - Found on a desk at the northwest corner of the first floor,
on the drawer beside the bed inside Lenny's Bedroom, and
carried by at least one Guard.
Radio - Inside Lenny's Bedroom.
Baseball Bat - Inside Lenny's Bedroom.
Bong - On the floor by the bed inside Lenny's Bedroom.
Gasoline Can - By the large grill just outside the door (to the left)
at the north side of the Dining Room. This door is
directly across the Dining Room from the Elevator Room
door.
Fire Poker - Inside the Fireplace Room by the fireplace. **NOTE: It
might not give you the option to acquire it. Use the
Silenced Silverballer and shoot it to knock it to the
ground so you can get the prompt to pick it up.
Fire Extinguisher - On the floor by a bookshelf in the small hallway at
the southeast corner of the Dining Room and on the
floor by a dresser at the top of the stairs just
above the door to the Elevator Room.
Statue Bust - On a display case at the top of the stairs just above the
door to the Elevator Room.
>>The following Objects can be found inside the secured Weapons Room on
the second floor:
--U'wa Tribe Poison
--Morning Star
--War Hammer
--Battle Axe
--Tomahawk
--Katana
--Mace
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
The first part of this is to obtain a Bodyguard Outfit and a Keycard. This
method is useful for this walkthrough and for most Challenges.
When you start this section then you will be on top of the elevator. For
proper timing for this first part you have to move fast. Go onto the Ledge
then drop down onto the catwalk. Sneak to the door and proceed through.
Layla and her trio of personal Guards will be to your left in the hallway.
Proceed forward past the display case, turn right, and head up the stairs.
When you get to the stair junction then turn left and proceed to the top.
At the top then turn right. You should see a Closet in the corner. Proceed
past the Closet and you should see an open Window at the hall junction.
Go through it and you should see a Bodyguard to your left by the Railing.
Subdue him and take his Outfit then drag him left from where he was
standing so he can't be seen through the Window. Go back through the Window
and hide in the Closet.
Eventually another Bodyguard will pass by it. When he passes by then exit
the loset and quickly Subdue him. Dump him in the Container to your left.
The reason for Subduing him is because he has a Keycard which will make
things easier.
Now head south and you will find the stairs leading down near the elevator.
On the floor below you are three stationary Bodyguards close together and
another patrolling Bodyguard. To avoid suspicion stay close to the wall and
left Railing as you go down. When you get to the bottom then do a
180-degree U-turn left to find the Keycard Door.
Go through the door and into the next room. Turn left to find an angled
wall. This is the Panic Room. Go into the room and stay close to the door.
Open the door and stay near it, to the left, to keep it open. When Layla
sees the open door and decides to investigate then turn around to get the
door to close and with your back against the wall.
When Layla opens the door then she will pass you. After she passes you then
Garrote her. Your next objective after that is to find the Panic Room. But,
since you are already inside the room, then go to the bed to find the Phone
and successfully complete the chapter.
0===========0
| Challenges \
0=======================================================>
>>"Skin Trade"
************
Do exactly what you did for the "Infiltrator" Challenge except that,
when you get to the Panic Room area, you wait outside of it. Stand by
the window opposite of the door and wait. Layla seems to notice that
you are there and will go into the Panic Room instead of passing it by.
Follow her inside to start a cutscene of her trying to seduce 47. She
will then pull out a gun and you now have to quickly Point Shoot her
just like you did with Skurky earlier. When you kill her then this
Challenge is completed.
>>"Blue Collar"
*************
You must kill Layla while wearing the Plumber Outfit and remain
undetected. To get the Outfit you will pretty much need to Rampage your
way through the Blackwater Park section and acquire the Radio as well.
The "Infiltrator" walkthrough will work for this but you need to do
some extra work. After dealing with the first two Bodyguards, and
acquire the Keycard, you need to lure the four Bodyguards near the
elevator so you can gain safe passage to the Panic Room.
When you head south along the upper level you will find a door to your
left just before you get to the stairs. Open the door and stop. To your
left is a window section that sticks out. That will provide cover as
you lure each Bodyguard up here.
Where you want to place the Radio is a few feet from the door at a
45-degree angle. That way the investigating Bodyguard will have his
back to you. Don't put the Radio too close to the Railing - you risk
possibly knocking it through the Railing and having it fall to the
ground thus losing it.
Make sure that Layla is not near the elevator when you use the Radio
(just to be safe). When you use the Radio then head to the opposite
side of the window section and wait. When the Bodyguard gets to the
Radio then sneak up and either Garrote or push the Bodyguard over the
Railing depending on how close he is.
Continue to use the Radio to lure the three stationary Bodyguards one
by one up here for disposal. The last Bodyguard left is the patrolling
one. When he reaches the end of his patrol route where the three
stationary Bodyguards were then use the Radio to lure him.
After disposing of him then check your Instinct for Layla's location
then head down to the Panic Room when the coast is clear. Open the door
to lure Layla and kill her so you can successfully complete the
chapter.
>>"Hallelujah"
************
You need to dump five people over the edge of the building. This should
be done after a Rampage. After you kill everybody then simply take five
of the bodies and throw them over the Railings.
>>"Mockingbird"
*************
You must kill Layla with a Sniper Rifle. As noted, there is a silenced
Black Kazo TRG inside Lenny's Bedroom on the second floor.
After acquiring the Bodyguard Outfit and the Keycard then head back to
the top of the stairs you came up on and stay close to the bald eagle.
There is a Bodyguard that patrols the upper level not far from you
which is why you stand here. Downstairs in the Dining Room should be
Layla and her group.
When she leaves then go downstairs and follow the group but not too
close. After berating the Bodyguard at the entrance to the Display Room
then she will head down the hallway.
Instead of following them, though, sneak up the stairs and stop next to
the display case at the top. There will be two Bodyguards talking about
Lenny's Bedroom. When they leave and have their backs to you then sneak
into the Bedroom. While you are entering the room then the two
Bodyguards will post up nearby.
You will find the Sniper Rifle by the Window. As noted, Layla will
change her patrol route when you enter the Bedroom so she will go
outside when she re-enters the Dining Room later.
When she goes outside and stops at the corner then snipe her in the
head to kill her and knock her over the edge. You can either do
Checkpoint Restart or put away your weapon and sneak out of the room
when the two nearby Guards have their backs to the door. Then make your
way to the Panic Room as before to successfully complete the chapter.
>>"Savage Sushi"
**************
You need to kill Layla by Poisoning the Sushi in the Dining Room. As
noted, the U'wa Tribe Poison is found inside the secured Weapons Room
on the second floor.
Make your way to the top of the stairs just like you did for the
"Mockingbird" Challenge. Except, when the Bodyguards leave Lenny's
Bedroom, then go through the double glass doors to your left to enter
the Weapons Room.
Use your Instinct to find the lasers and go along the left side of the
room as this is the safest way to the back where you can find the
Poison. You also need to go quickly because one of those two Guards may
go back and stop near Lenny's Bedroom - and he won't leave if he does.
After acquiring the Poison and leaving the Weapons Room then head back
downstairs and to the Dining Room. Then Poison the Sushi when the coast
is clear and head to the top of the stairs and stand by the bald eagle
- do *NOT* go to the Panic Room yet.
If you go to the Panic Room and wait for her to be Poisoned, it won't
work. Apparently, waiting in the Panic Room will cause her to *NOT* be
Poisoned - she will still walk around as before.
Wait for her to eat the Sushi and leave to go outside before going to
the Panic Room. Unlike the Fugu Fish Poison the U'wa Poison works more
slowly and is more of a hallucinogen. After she walks outside then she
will start to see things. She will then climb onto the Railing and
chase after what she perceives to be ladybugs before falling to her
death to complete the Challenge.
"Straight to the Heart" requires that you kill Layla with the Harpoon
Gun in the Display Room.
"Whaling" requires that you kill three people with the Harpoon Gun.
However, you can also complete this Challenge by killing people with
the whale skeleton after killing somebody with the Harpoon Gun.
"Cetacea" requires that you kill five people by dropping the whale
skeleton on them. This can either be done all at one time or one at a
time on multiple run-throughs since it is also cumulative.
For this to work properly you will need to acquire the Tactical Outfit
from one of Layla's Guards. You will spending some time in the Display
Room with a lot of regular Bodyguards so you will need this Outfit to
avoid suspicion.
After berating the Bodyguard at the north end of the Display Room then
she will go down the hallway leading to her computer. Follow the group
down the hall stop about halfway.
She will tell her Guards that she wants to be alone and the group will
split up for a while. One of the Guards will post in the hallway. Walk
past him then get behind him. When you hear Layla talk to herself then
Garrote the Guard and acquire his Outfit. When she leaves the computer
then dump his body into the Container behind the computer desk.
Stay far behind her group as they go through the Fireplace Room and the
Display Room. When they leave the Display Room then head to the Model
Factory display at the end of the room. Eventually Layla will re-enter
the room from the north. When she gets near the Harpoon Gun then turn
on the Model.
All of the nearby Bodyguards will start to cluster at the Model. Layla
will also head to the Model. As they come together then walk to the
Harpoon Gun and use your Instinct to get past her Guards. When you get
to the Gun then she will be in position.
Fire the Gun to kill her and one of her Guards to get two thirds of the
"Whaling" and complete the "Straight to the Heart" Challenges.
Immediately after this then turn right to find the hall leading back
near the Fireplace Room.
When you go past the two Bodyguards standing at the end then turn left
and find the stairs leading up to the second floor inside the Display
Room. Go up the stairs and back into the Display Room. Find the Winch
that holds up the whale skeleton and activate it to send it down on the
whole group of Guards just standing around.
This will finish off the "Whaling" Challenge and, because you just
killed seven Guards with the skeleton, you will also complete the
"Cetacea" Challenge.
>>"Bones"
*******
You need to kill Layla with the large whale skeleton in the Display
Room. After acquiring the Tactical Outfit then follow the group as
before. However, just before you reach the Fireplace Room, head up the
stairs going to the second floor and stand by the Winch. After leaving
the Fireplace Room then Layla will cut across the Display Room. Drop
the skeleton on her when she gets halfway.
Although you can kill anybody for this I recommend going after Layla as
this will help you for Part 3. As noted, she will change her patrol
pattern when you put on the Outfit so you need to act fast and at the
right place.
Her computer is the right place for that since she will be alone here.
In the prior Challenges you needed to kill one of her Guards while she
is at the computer to acquire his Outfit. This time, though, walk past
the Guard and angle right to find a Katana and a Samurai Outfit.
Grab the weapon, put on the Outfit, and quickly sneak up behind her
while she is using the computer then kill her with the Katana to
complete this Challenge.
You may want to start with Layla then kill the Bodyguard at the north
end of the Display Room. It should be noted that Layla's Guards do
*NOT* count towards this Challenge for some reason - you can still kill
him to get him out of the way though.
There is one Bodyguard on the second floor inside the Dining Room and
two on the patio outside that you can easily kill. After killing them
or if something goes wrong, then do Checkpoint Restart and kill the
same ones again to complete the Challenge.
>>"Fired Up"
**********
You need to kill Layla by throwing a Gasoline Can into the fireplace in
the Fireplace Room. Although there is a Gasoline Can outside by the
Dining Room it may be best to simply bring one with you from the
previous section.
To make this easier you may want to put on the Samurai Outfit and hide
for a bit to get Layla stuck in the Fireplace Room. After getting her
stuck then switch back to your Bodyguard Outfit so her Guards won't
give you any trouble. Get up behind the group and close enough to toss
the Can into the Fireplace.
If bounces out then wait for the Guards to settle down and go back and
collect the Can. They won't give you any problems - not even Layla.
Continue tossing the Can at the Fireplace until you succeed.
>>"Horn of Plenty"
****************
Complete the "Bones", "Fired Up", "Mockingbird", "Savage Sushi", "Skin
Trade", and "Straight to the Heart" Challenges.
0=+=+=+=+0
/ Part III \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS19. "Countdown" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Part III /
0+=+=+=+=0
0=================0
| General Overview \
0=======================================================>
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--HX AP-15 --Dexter's Ultramax
>>Outfits
*******
--Blackwater Tactical Team
>>Objects
*******
--Evidence --Brick
--Coffee Mug --Keycard
--Crowbar --Fire Axe
--Hammer --Metal Pipe
--Plunger --Screwdriver
--Sledge Hammer
**IMPORTANT NOTE: As noted earlier, the TNT is glitched and you cannot
pick it up. Because the current patch does not fix
this issue I will not list the Object in the Master
List.
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Blackwater Roof |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 starts on the roof of the hotel. There are plenty of Guards here but he
has the cover of thick fog to help in his quest for Victoria. But Dexter is
planning to blow up the roof to kill him. 47 must work fast to stop
Dexter.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is on the lower level of the rooftop at the southwest
corner. Dexter is on the Helipad at the east side of the roof. The stairs
leading up to the upper level are to the northeast of your position.
0======0
| Notes \
0=======================================================>
This chapter is a bit of a pain. You cannot get into any shootouts
otherwise Dexter will hear the gunfire and destroy the roof killing you in
the process. There is also a four and a half minute time limit in which to
rescue Victoria.
Even so, this isn't too hard once you figure out the best route to get
around the Guards and through the Minefields set up to stop you. The
"Infiltrator" will also get you the "Suit Only" Challenge.
However, this gets more complicated on the Hard difficulty since you cannot
get into shootouts. The Guards enhanced sensitivity and greater numbers
means that you have to sneak through them a different way than on Normal.
For this reason I've included a Hard walkthrough for this chapter.
0===========0
| Playstyles \
0=======================================================>
>>"Berserker"
***********
Going after the "Axed" Challenge will allow you to acquire this
Playstyle since the requirements are similar.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
HX AP-15 - Carried by all of the Guards.
Dexter's Ultramax - Carried by Dexter. After killing him you have a few
seconds to pick it up before the cutscene starts.
>>Evidence
********
On a desk inside the Locked Storeroom (northwest side of the upper
level). The Keycard is inside the Helipad Storeroom (under the
Helipad).
>>Objects
*******
Hammer - by the air conditioning unit at the north end of the lower
level.
Screwdriver - Near a pallet jack at the southwest corner of the upper
level and near the door to the Helipad Storeroom at the
southeast corner of the upper level.
Plunger - Inside a locker inside the entrance of the Locked Storeroom.
You may need to move around a bit to get the prompt to pick
it up.
Fire Axe - Inside the Locked Storeroom.
Brick - Inside a wheelbarrow at the southeast corner of the Minefield
by the Helipad. Grab the Helipad Ledge and shimmy left until
you can't go any further. Then drop down and acquire the
Object.
Crowbar - In the northwest corner of the Minefield by the Helipad. You
need to destroy some of the Mines by the stairs to get at it.
Use your Silenced Silverballers to destroy those closest to
the stairs to open a path to the Crowbar.
Metal Pipe - At one end of the line of wooden crates at the east side
of the Minefield by the Helipad. You need to jump over
them first to acquire the Object.
Coffee Mug - On the desk inside the Helipad Storeroom.
Keycard - On the desk inside the Helipad Storeroom.
Sledge Hammer - Laying against the machinery inside the east side of
the Helipad Storeroom near the Air Shaft.
0======================================0
| "Infiltrator"/"Suit Only" Walkthrough \
0===========================================================================>
>>"Stay on Target"
****************
Finish the chapter in under three minutes.
>>"It's Personal"
***************
Garrote Dexter.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start the chapter then get into sneak mode and head north. When
you get past the Guard looking down through the skylight then angle
northeast and to the next skylight. Stay along the south edge of this
skylight and carefully creep east. You should get close to the stairs
leading up but there is a Guard there.
Quickly get behind him before he Spots you then head up the stairs. When
you get to the top then angle northeast to find a pallet jack. Go to this
jack and get close to the wall. Ahead of you to the east is a Guard. Wait
for him to head south before moving. Move east along the wall. You should
not attract any attention.
Continue along the wall until you can't go any further. You will also be
near the lower Minefield. There will also be a Guard here. However, after
talking to someone, then he will leave. When he does then hold down your
Instinct and enter the Minefield. You can easily see the path through the
Mines.
When you safely get through the lower Minefield then climb the stairs. Here
you will find the upper Minefield. However, there are no openings through
the Mines - you need to find another way.
To your left is a line of wooden crates. Go into cover alongside them and
get the prompt to go over them. When you go over the crates then climb down
and shimmy left until you find the open path leading to the Helipad. Then
climb up, approach the Helipad, grab the Ledge (which will stop the timer),
and shimmy left until you can go no further.
At this point Dexter will get word of Layla's death and drag Victoria to
the edge of the Helipad. When his back is to you then climb up, sneak up
behind him, and Garrote him to successfully complete the chapter.
0============================0
| Hard Difficulty Walkthrough \
0=======================================================>
You can use this to acquire the Blackwater Tactical Team Outfit for the
"Chameleon" Challenge if you haven't already acquired it.
When you start the chapter then head northeast and to the south side of the
nearby skylight then look west. There will be one Guard patrolling between
the skylights and stop at the edge not far from you. Sneak up behind him
and throw him over. You cannot sneak by the Guard at the stairs the same
way as you could in Normal - you will be easily Spotted.
After throwing over the first Guard, head north and get the two Guards
there talking and head back south to get out of view. When they split up
then head around the air conditioning unit - do *NOT* toss the Guard in the
corner - you will be Spotted.
Go around the air conditioning unit then go behind the nearby Guard then go
behind the Guard at the stairs then head up. Move forward a couple of steps
then return to the top of the stairs and wait. One of the Guards near the
edge will come over to talk to another Guard then head back to his post at
the edge.
When he gets to the edge then sneak up behind him and Garrote him then take
his outfit and dump him over the edge. This will give you quite a bit of
Instinct.
Head back to the top of the stairs and wait. One of the Guards will head to
some crates nearby and go "Anybody got extra Fuses?". When he leaves then
head northeast to the wall and head east. When you get to the lower
Minefield then you will find two Guards instead of one. When you get close
enough then use your Instinct to get past them.
If they see you before you use your Instinct then that is okay. Since you
are in a Guard Outfit they will be suspicious and won't open fire on you
right away. Continue to hold down Instinct to make your way through the
Minefield even if you run out along the way.
By the time they become Hostile you will be by the stairs and out of view
(meaning they won't fire on you). And they won't chase you through the
Minefield either. Then head up the stairs, go along the same path to Dexter
as before, and Garrote him to finish the chapter.
0===========0
| Challenges \
0=======================================================>
>>"Axed"
******
This is one of the trickier Challenges of the game. The thing you need
to know is that you cannot acquire the Challenge and finish the chapter
at the same time. Thus, simply focus on the Challenge only.
Head to the north wall and proceed east when the coast is clear. When
you get past the two benches then turn southeast and to the door. When
you get close enough to the Guards there then use your Instinct to get
past them and enter the storeroom. Grab the Keycard off of the desk and
proceed to the Air Shaft at the east end of the room.
You won't have enough Instinct to get past the Guards if you go back
out the door so going through the Shaft and the lower Minefield is the
best way to get back to the main area. Then go west along the north
wall and stop just short of the locked door.
At this point there will be some Guards close to the door and you have
to wait for them to turn around before proceeding. When the coast is
clear then get to the door and quickly enter. Go into the office and
acquire the Evidence to refill your Instinct and get the Fire Axe.
Then head back outside and to the Checkpoint - use Instinct if you need
to get past nearby Guards. Then activate the Checkpoint. If you've done
everything correctly then you should have roughly two minutes left.
To do this right you need to kill the Guards on the lower level in a
specific order. To make the timing even better, after setting the
Checkpoint, then Restart Checkpoint. This will reset the Guard patrol
patterns on the lower level.
Here is the order I will dispatch the Guards:
From the top of the stairs, head down and use Instinct to get past
Victim #4. Then sneak to Victim #1 and kill him with the Axe. While you
were killing Victim #1 then Victim #3 will come to talk to another
Guard. Then they will split up and the second Guard will head to the
northwest corner.
Sneak to him while he is in the northwest corner and toss him over the
edge so he doesn't interfere. Then head around the air conditioning
unit, get behind Victim #2, and kill him. This will attract the
attention of Victim #4. While he is heading to the now dead Guard then
head back the same way you came and kill Victim #3.
And, if you haven't already acquired it, you will also get the
"Berserker" Playstyle.
>>"Hazardous"
***********
You need to kill two Guards in one Accident. This is actually pretty
easy. There is a raised pallet at the northeast corner of the lower
area. Sneak up to the top of the stairs and wait.
Throw the closest Guard from the start over the edge for Body #1. After
the two Guards north of you split up then go to the Guard in the corner
and throw him over for Body #2. Then go back to the nearby skylight and
throw the Guard through the skylight for Body #3.
Then go around the air conditioning unit and Garrote the nearby Guard.
Then Garrote the Guard by the base of the stairs and Garrote the Guard
south of him. Toss the nearby Guard through the skylight for Body #4.
Then dump two of the remaining dead Guards through skylights for Bodies
#5 and #6.
Grab the Screwdriver on the ground as you sneak your way to him. Push
him over the edge then carefully head east and push another Guard over
the edge. Now head back towards the stairs and wait for a Guard to come
close to your position. Then use your Screwdriver and throw it at his
head to kill him and successfully complete the Challenge.
/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
/=========================================================================\
| >HTM5. Epilogue |
\=========================================================================/
\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
Blake Dexter is now dead and Victoria is safe. However, there is still one
thing left to do: eliminate Benjamin Travis. Travis was conducting genetic
experiments without the knowledge of The Agency's top brass. Victoria was
their major achievement.
Diana went rogue and took Victoria with her to keep her out of Travis's
hands. Diana knew that The Agency would send 47 after her and left a note for
him telling him of Victoria and of Travis's treachery. Killing Travis is now
47's next contract.
0=+=+=+=+0
/ Epilogue \
/+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
| >ABS20. "Absolution" 0
\+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
\ Epilogue /
0+=+=+=+=0
0=================0
| General Overview \
0=======================================================>
Travis and his ICA crew have commandeered a Cemetery looking for proof that
Diana is actually dead. 47 needs to infiltrate the area and fulfill his
contract, and promise, to Diana.....
0===========================0
| Lost and Found Master List \
0=======================================================>
>>Weapons
*******
--Agency Swiss 3000 --Agency ARZ 160
--Agency SPS 12 --Kazo TRG
>>Outfits
*******
--Agency Guard --Agency Heavy Trooper
--Agency Technician
>>Objects
*******
--Evidence --Book
--Brick --Vase
--Dog's Bone --Gasoline Can
--Remote Explosive --Scissors
--Screwdriver --Proximity Mine
>>Challenges
**********
--Wolf in Sheep's Clothing --Heart of Stone
--Crossed Out --Numb
--Arm's Length Principle --Predator
--The Higher Ground - Part 1 --The Higher Ground - Part 2
--The Higher Ground - Part 3
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| A. Cemetery Entrance |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
0=========0
| Overview \
0=======================================================>
47 starts near the entrance of the Cemetery. There are a lot of Guards here
that he needs to either sneak by or outright kill to proceed. The good news
is that he has a silenced Sniper Rifle to help in this task.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is on an upper level near a small building at the south
side of the area. The Exit Point is at the north end of this area.
0======0
| Notes \
0=======================================================>
Not too hard to get past regardless of method. There are three Challenges
that can be done here and aren't too hard to do (except for one). It is
best to do these Challenges when you are doing shootouts to acquire all of
the Lost and Found items and get those out of the way.
This is also a good place to get "The Russian Hare" Accomplishment. After
running out of Sniper Rifle ammo then restart checkpoint, get some more
headshots until you run out of ammo, then restart checkpoint again.
Continue this until you get the Accomplishment.
0==========0
| Rampaging \
0=======================================================>
The curved stairs and upper level where you start make for excellent cover
when sniping or getting into shootouts. During shootouts the Guards usually
enter the small building in pairs and can easily be dealt with without
taking damage even in Hard mode.
0===========0
| Playstyles \
0=======================================================>
>>"Maestro"
*********
Going after "The Higher Ground" Challenges will allow you to acquire
this Playstyle since the requirements are essentially the same.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency ARZ 160 - Carried by some of the Guards.
Kazo TRG - You start off with this weapon.
>>Outfits
*******
Agency Guard.
>>Evidence
********
On the short wall along the main path from the small building to the
Exit Point.
>>Objects
*******
Brick - By the stairs leading down on the east side.
Scissors - On the short wall by the small angel statue directly south
of the small building.
Gasoline Can - By the large statue of Mary on the upper level on the
west side.
Book - In the pile of rocks on the mid-level section at the northeast
corner of the area.
>>The Dog's Bone can be found at the following places:
--By the open grave at the west side by the seawall.
--On the ground south of the large statue of Mary at the west side
of the area.
--On the ground by the wall near the open grave at the north side.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
When you start this section then put away the Kazo TRG and sneak partway
down the curved stairs. One of the Guards will come in just inside the
doorway then leave. When he leaves then head inside the building and grab
the Vase then head back up the stairs. Get up onto the upper level and aim
through the doorway.
When the Guard returns then toss the Vase at the table. When he goes to
investigate then sneak up and Subdue him then take his Outfit. Then go
through the nearby Window east of the door and hide behind the large
statue.
Eventually one Guard from the west will come east and stop ahead of you.
There will be another Guard, in a black mask, that will come from the east
and stop just north of the other Guard - they will practically line up.
While they are stopped then proceed forward to the first gravestone then
angle right to get behind a wall extension.
Keep an eye on the masked Guard - when he turns right then slowly proceed
forward until the other Guard heads back west. Then go north through the
break in the wall and turn right. You should see the masked Guard by an
open grave. Push him in and proceed down the nearby stairs.
When you head down then look to your left to find a pointed gravestone.
Just ahead of that is a large square gravestone. Stop on the east side of
the square gravestone and look towards the Exit Point. You will see one
Guard stop at the Exit Point itself and you will see another Guard stopped
about fifty feet ahead of you.
When the Guard nearest you turns and heads east then head south through the
break in the wall then angle northwest towards where he was just standing
and grab the Evidence. After grabbing the Evidence then head north towards
the Exit Point.
The Guard that was just there is now standing by the First Aid Cabinet east
of it. Subdue him and dump the body in the Container nearby to keep him
from causing trouble. Then head back to the Exit Point and pick the lock to
proceed to the next section.
0===========0
| Challenges \
0=======================================================>
You can quickly find two others if you pan to the right. You have to do
this in five shots or you will be forced to reload which will pretty
much ensure that time runs out before you can finish.
0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| B. Burnwood Family Tomb |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
0===========0
| Objectives \
0=======================================================>
>>Locate Jade.
>>Eliminate Jade.
>>Find the way to the Crematorium.
0============0
| Orientation \
0=======================================================>
Your Entry Point is at a door at the southeast end of the area and the Exit
Point is at the northeast end. Jade can be found wandering at the west side
of this section. Diana's Grave is in the center.
0======0
| Notes \
0=======================================================>
The Agency Technician Outfit is the perfect disguise for this area as the
Guards will be friendly and helpful to you although you still need to avoid
the one Technician that is here in this area but that isn't hard to do. For
one of the Challenges, however, you need to get rid of him.
It is important to point out that Jade and the Agency Technician will
remain at Diana's Grave until you get close enough to locate her. When you
do that then they will begin their patrol patterns and make it easier to
ambush Jade.
In addition, there are Shrines which serve as Closets for this area. In the
Lost and Found section you'll hear me mention "Columbarium Wall". A
Columbarium Wall is where urns, holding cremated remains, are interred.
0==========0
| Rampaging \
0=======================================================>
The door at your Entry Point is an excellent place to lure Guards so you
can take them down with little or no damage.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency Swiss 3000 - Carried by some of the Guards and Jade.
Agency ARZ 160 - Carried by some of the Guards including the Heavy
Troopers and on the small wall at the upper level
northwest of Diana's Grave.
Agency SPS 12 - Carried by some of the Guards and leaning against the
open black crate inside the curved tunnel at the north
side of the area.
>>Outfits
*******
Agency Guard.
Agency Heavy Trooper.
Agency Technician.
>>Evidence
********
On the black crate next to the laptop southwest of Diana's grave.
>>Objects
*******
Screwdriver - On the ground by the Columbarium Wall south of Diana's
Grave and by the lit candles near the Columbarium Wall
northeast of Diana's Grave.
Proximity Mine - On the ground near the Columbarium Wall just south of
Diana's Grave and on the black crate just west of
Diana's Grave.
Remote Explosive - On the black crates in the corner just southwest of
Diana's Grave (x3) and on the black crate at the
upper level west of Diana's Grave.
Agency Technician Outfit - On the black crates at the center of the
upper level west of Diana's Grave.
Vase - On the ground just south of the Agency Technician Outfit
location.
Scissors - On the short wall south of the Agency Technician Outfit
location.
Dog's Bone - On the ground by the black crates on the stairs just west
of the west entrance of the curved tunnel.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Crossed Out"
*************
You need to kill Jade by caving in a Cemetery tunnel with an
explosion.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then run north along the path and down the
stairs. The first thing you will see is a path to your left but don't go
there. Instead, proceed north to find another path. Stop running when you
get to this junction then turn left to enter this area and angle northwest.
You should see two black crates and a doorway into a curved tunnel.
There is a Guard here but, by the time you get to the entrance, he will
have turned away. Sneak up behind him, Subdue him, and dump his body into
the nearby Shrine. From here, head west to find several large nooks just
before the junction with another path. Stop in the nook on the right side
of this path just before the junction. Then look towards the path.
You will see a Guard go from left to right. Then he will turn around and
head back. When he passes then sneak out, get behind him, and Subdue him.
Drag his body back and dump him with the other Guard.
Then get back into sneak mode, run back to the path, turn right, and head
up the stairs. Here you will find three black crates. Stay crouched at the
east end of them. A Guard will then head your way. As he moves into
position then carefully go around the crates and head to the entrance into
the central area.
After going through the entrance then angle right to find the Agency
Technician Outfit. Put it on to finally blend in. Go over to the nearby
laptop to acquire the Evidence then angle southeast to the Columbarium Wall
to grab the Proximity Mine on the ground.
There are two unstable tunnels that you can booby trap with the Mine. There
is one northwest of Diana's Grave and one northeast of the Grave. Head to
the northeast tunnel.
When you get to the north end of the tunnel then drop the Mine and arm it.
Then head to the Exit Point and wait. If you want the "Arm's Length
Principle" Challenge in the next section then you will need to grab another
Proximity Mine before leaving this area.
When Jade comes into the tunnel then she will trigger the Mine and will be
killed. After that then proceed through the Exit Point to the next section.
0===========0
| Challenges \
0=======================================================>
Get behind him, Garrote him, and place his body into the nearby
Shrine. Then hide along one side of the entrance of the tunnel leading
to Diana's Grave (and with your back to the wall) and wait for Jade to
come along. When she exits the tunnel then sneak up and Garrote her
then place her body into the Shrine to complete the Challenge.
>>"Heart of Stone"
****************
You need to kill Jade by dropping the tomb lid, suspended in the air by
the crane next to Diana's Grave, onto her. For this you need to get rid
of the lone Agency Technician.
At the top of the stairs where you would normally sneak around the trio
of crates to get past the patrolling Guard, just go behind him and
Garrote him instead. Then quickly drag the body behind the crates to
make sure he isn't seen.
Then go into the nearby unstable tunnel just enough to make sure that
you don't attract the attention of the other Guards but locate Jade so
you can get her patrol pattern started. Then go back to the path and
stand on the bushes by the tunnel entrance, get into sneak mode, and
wait.
When the Agency Technician comes through the tunnel then quickly get up
behind him, Garrote him, then drag him behind the pair of black crates
partway up the stairs to change into his Outfit and hide the body.
After acquiring the Outfit then go to the crane. Stand by the button to
highlight it and look towards the tomb lid. When Jade comes back and
gets just under it then push the button to drop the tomb lid on her and
complete the Challenge.
>>"Numb"
******
Complete the "Heart of Stone" and "Crossed Out" Challenges.
0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
| C. The Crematorium |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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0=========0
| Overview \
0=======================================================>
The only thing standing between you and Travis are three highly trained
specialized soldiers.....
0===========0
| Objectives \
0=======================================================>
0============0
| Orientation \
0=======================================================>
Your Entry Point is at a door at the south end of the area and the
Crematorium is at the north end.
0======0
| Notes \
0=======================================================>
These guys have laid out a ton of explosive booby traps which makes this
irritating. Using your Instinct can help you find these Mines by
highlighting the lasers they emit.
As for the Praetorians, they are pretty tough customers and you do not want
to face them in a shootout. Even so, they can be easily dealt with and
without them knowing what hit them.
Each of them have a specific patrol route. Jack has the west side, Carey
has the middle, and John has the east.
0===============0
| Lost and Found \
0=======================================================>
>>Weapons
*******
Agency SPS 12 - On the black crates near the east end of Carey's patrol
route.
Agency ARZ 160 - On the black crates near the west end of Carey's
patrol route and carried by all three Praetorians.
>>Evidence
********
On the black crates near the east end of Carey's patrol route (next to
the Agency SPS 12).
>>Objects
*******
Brick - On the ground near the Container at the west end of Jack's
patrol route.
Dog's Bone - On the ground near the Container at the east end of John's
patrol route.
0==========================0
| "Infiltrator" Walkthrough \
0=======================================================>
>>"Predator"
**********
You need to Garrote all three of the Praetorians without being
detected. This is also cumulative so you can kill the same one
repeatedly.
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
When you start this section then get to the top of the stairs then enter
sneak mode and turn left and proceed along the wall until you get past a
large tree. Then turn north and you will find another large tree. Go to the
*RIGHT* of this tree because of the Mine attached to the left side.
After getting past this tree then angle northwest and to the wall. Grab the
Ledge, climb up, and hide along the west side of the small Crypt/Shrine.
Eventually Jack will stop near you. When he turns north then get up behind
him and Garrote him. You can leave the body or place him in the Shrine.
Next to where you killed Jack is a short path leading east through some
additional statues. Near the end is a couple of large rectangular posts.
Stop by the left one and wait. Carey will eventually reach the end of his
patrol route near you. When he turns around then sneak up behind him and
Garrote him.
After killing Carey then run back to the Ledge where you climbed up, climb
down, and retrace your path back to where you started. Then head east along
the wall, through the large rocks, then turn north to the wall. Grab the
Ledge and wait.
Eventually John will stop at the east end of his patrol route ahead of you.
The moment he turns around then immediately climb up, get behind him, and
Garrote him. After killing John then head west to find a pair of black
crates where you will find the last piece of Evidence. Then head up the
next set of stairs to find some explosives on some black crates.
0===========0
| Challenges \
0=======================================================>
<0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
And this completes this guide for "Absolution" and I will now close things
up.....
/==++====++==\ /==++====++==\
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| >FSV3. Conclusion |
\==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
\==++====++==/ \==++====++==/
0================0
| General Notices \
0===============================================>
This guide may only be distributed and/or posted in its original format
(and, most importantly, *UNALTERED* in any way).
If you wish to post or use excerpts from this guide then please ask for my
permission first before doing so (especially if you work for a magazine or
website). A lot of time and effort was spent putting this thing together
and that should be taken into consideration.
And remember.....
"Respect is everything."
Although my guides and FAQs can be found at many sites around the internet,
the latest versions of my work can always be found first at GameFAQs since
that is my primary contribution site. A complete listing of all of my work
can be found here:
>>http://rarusk.livejournal.com/6177.html
Most of my guides are dedicated to the popular "Grand Theft Auto" game
series but some of my other work include "The Chronicles of Riddick" games,
"Bully", and "The Darkness" titles.
0===================0
| Additional Sources \
0=======================================================>
0=========================0
| Additional Contributions \
0=======================================================>
--Chris Kinster
0========0
| Credits \
0=======================================================>
>>IO Interactive
**************
For creating and continuing this wonderful game series.
And finally, my biggest thanks of all goes to you the reader (and especially
those who have made suggestions as well as those who took the time to write
me).
0====================0
| Contact Information \
0===============================================>
E-MAIL: rarusk[at]netzero[dot]com
FACEBOOK: http://www.facebook.com/robert.a.rusk
LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b
BLOG: http://rarusk.livejournal.com
XBOX LIVE GAMERTAG: RARusk
So now I've come to the end of yet another gaming adventure and looking
forward to new ones. I hope that my guide helps you in getting the most out
of "Hitman: Absolution".
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