Hitman: Codename 47

Hitman - Codename 47

18.10.2013 01:10:13
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Dune Tiger's Guide to Hitman: Codename 47 2.2
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e-mail: dune_tiger@hotmail.com
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HHHHHHHHHH HHH HHH HHHHHHH HHHHH HHH HHHHHHHH Codename
HHH HHH HHH HHH HHH HHH HHH HHHHH HHH HHH 47
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This document ©2000 Brendon Yu.
Unpublished work ©2000 Brendon Yu.
Hitman: Codename 47 ©2000 Eidos Interactive.
Hitman: Codename 47 is a trademark of Eidos Interactive.
Hitman: Codename 47 developed by IO-Interactive.

This means that: You cannot reproduce, plagarize, or otherwise ape anything
in this FAQ without my express permission. It means you cannot change
or edit any of the content without my permission. At the very lowest
level of comprehension, it means that you are free to read and print
a hard copy for yourself, but you are not free to redistribute, sell,
or copy, in whole or in part, this FAQ without my permission.
Email me at dune_tiger@hotmail.com to ask. That's all I'm asking for.
Thanks.

THIS FAQ HAS BEEN SUBMITTED TO ONLY THE FOLLOWING:
http://www.gameFAQs.com/
http://www.neoseeker.com/
http://www.gamewinners.com/
http://www.cheatcc.com/
http://www.gamespot.com/
http://DLH.net/
http://www.game-revolution.com/
http://www.hitman47.net/
http://www.bdgames.net/
http://home.planetinternet.be/~twuyts
http://www.nonsologiochi.com/ (in Italian)
http://www.gamexperts.com/
http://www.pccheats.org.uk/
http://www.cheating.de/
http://www.actiontrip.com/
http://www.happypuppy.com/

(Free advertising? No, it couldn't be!)
(AS OF VERSION 2.1, THIS IS THE FINAL LIST. NO MORE SITES WILL BE ADDED)

If this FAQ appears anywhere except for the site(s) listed above, then
you are required to take it down. Please ask for my permission to use this
document. Thank you.

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Table of Contents
-----------------

i. Version History
ii. Introduction

1.0 Interface
1.1 Movement Setup
1.2 Sneaking
1.3 Leaning
1.4 Firing Your Weapon
1.5 Strangling
1.6 Dragging
1.7 Changing Clothes
1.8 Sniping
1.9 The Map
1.10 The Laptop

2.0 The HUD
2.1 The Static Display
2.2 The Dynamic Display

3.0 Weapons
3.1 The Garrotte (Piano) Wire
3.2 The Oyabun Knife
3.3 AMT 1911 'Hardballer'
3.4 Beretta 92.
3.5 Desert Eagle Mark XIX
3.6 Heckler and Koch MP5
3.7 Israeli Military Industries UZI
3.8 Mossberg Persuader Shotgun
3.9 Franchi PA3/215
3.10 Kalashnikov AK-103 (AK-47)
3.11 M16A2
3.12 US Army M60
3.13 M134 Minigun
3.14 Blaser Jugowaffen R93 Sniper
3.15 Walther WA2000 Sniper
3.16 Special Weapons
3.17 Other Items of Interest

4.0 Helpful Hints Before You Begin

5.0 Missions
****HONG KONG****
5.a Training
5.1 Kowloon Triads in Gang War
5.2 Ambush at the Wang Fou Restaurant
5.3 The Massacre at Cheung Chau Fish Restaurant
5.4 The Lee Hong Assassination
****COLOMBIA****
5.5 Find the U'Wa Tribe
5.6 The Jungle God
5.7 Say Hello to my Little Friend
****BUDAPEST****
5.8 Traditions of the Trade
****ROTTERDAM****
5.9 Gunrunner's Paradise
5.10a Plutonium Runs Loose
5.10b Plutonium Runs Loose - Alternate
****THE ASYLUM****
5.11 The Setup
5.12 Meet Your Brother

6.0 Cheats

7.0 Frequently-Asked Questions (includes drawing two pistols)

8.0 Afterword

9.0 Contact Information

10.0 Acknowledgements

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i. Version History
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Version
0.1 Initial release covering up to and including Lee Hong
Assassination

0.2 Fixed some minor clerical errors, no missions added.
Added a few alternate "if" scenarios in the Hong missions.

0.5 Colombian missions added to the best of my ability. Eep.
Added the Franchi to the weapons list.
The FAQ finds a few more homes. Hooray!

0.6 Budapest is now listed, and even MORE Hong possibilities
have been added. Oops, it's gamewinners, not gameadvice.
A few weapons added to the rifles and specials sections.

0.8 Actually, nobody saw 0.6, I'm sure, but oh well. Anyways,
the first Rotterdam mission has been included, as well as
a nice new gun in the weapons list (The Minigun).

1.0 Everything is finally done, with as many frickin variations
as I can think of, as well as having been pointed out to me.
Oops, kevlar's a fiber, not an alloy (thanks, James) and now
an Afterword. Woop woop!

2.0 Cripes! I've put enough in here to warrant a full version
upgrade. Added the Derringer and the Sawn-Off in the
Specials
section, re-wrote most of Find the U'Wa Tribe, and added a
completely different method of doing Plutonium Runs Loose.
Not to mention that there is now a FAQ section (fancy that).
ADDED THE MINIGUN TO COLOMBIA! LEAVE ME ALONE! ;)

2.1 Boop. Tiny additions. Can you believe I forgot to tell you
to give the hotel receptionist the room key? Oh, and a FAQ
I forgot to put in the first time 'round is now in there
(why
Ivan's mission fails even though you do it right). Also
fixed
my bad sense of direction.

2.2 Fixed bull-pup description, added new thingy for the
sawn-off,
and added some "things you don't really need to know" for
the
M16 and M60. Finally, and most importantly,
nonsologiochi.com
will be providing an Italian version of this document. NOT
Spanish. My sincerest apologies.

NOTE: I AM NOT TECH SUPPORT! I AM A GAME ENTHUSIAST! IF YOU ARE HAVING
TROUBLE RUNNING THE GAME AND I HAVEN'T ADDRESSED YOUR ISSUE IN THE FAQ
SECTION, PLEASE TRY TO CONTACT EIDOS INSTEAD OF ME. MOST OF THOSE
EMAILS WILL NOT BE REPLIED TO. SORRY, BUT I DON'T HAVE TIME TO TOOL
AROUND WITH CONFIGURATIONS TO TRY AND FIX YOUR PROBLEM.

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ii. Introduction
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This is my first-ever attempt at writing a FAQ, so please bare with me as we
go along. Basically, I'm here to present to you a thorough look at the game
and all of its attention to detail because first of all, it's one incredibly
tough game, and second of all, I absolutely love it.

Taking the time to write this FAQ has proven to be a lot more demanding than
I originally had thought it to be. It's lots of fun, but it does eat away
at
my time. I would have to say that the biggest challenge in writing this has
been to best give directions for a very visual game in a very non-visual
medium. Considering that this is strictly text, I apologize in advance for
not being able to provide screenshots or maps for you. I hope that I've put
enough in here so that you don't get too lost. IO-Interactive has obviously
put a LOT of work into this game, and hopefully, this FAQ will give it the
respect it deserves.

The plan, insofar as I can actually call anything I think of as a plan, is
to get every mission covered as quickly as possible with as many variations
as I can possibly test. It's a gruelling job considering I have to restart
every time I purposely pooch the mission, but hey, anything I can think of,
no matter how ridiculous, is worth trying. After I get as much as I can
cram
into the mission walkthroughs, I will eventually return with even more
variations on the missions. Hey, I might even come up with a better way to
do things. Well, on with the show.

(P.S. Any strategy guide companies wanna offer me a job? ;) )

~Dune

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1.0 Interface
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I assume that you all have instruction manuals for this game, so I'm not
going
to regurgitate everything in it, word for word. This section is here to
basically give you the suggestions and point out anything you might miss.

1.1 Movement Setup
------------------

I highly recommend that whatever setup you use, be it the WASD (my fave) or
NumPad setup (or, if you use your own personal configuration, skip this
part),
switch the "turn" and "strafe" buttons. This is ESPECIALLY recommended for
fans of the FPS genre. Nothing will annoy you more than turning when you
want
to strafe around.

So, in general:
Use 4 and 6 to strafe left and right respectively if using the NumPad setup,
or A and D to strafe left and right respectively if using the WASD setup.

But WHATEVER YOU DO, use the mouse!!


1.2 Sneaking
------------

Sneaking is annoying at times due to the slow movement, but it is the best
way to exploit the AI.

Eventually, you'll find that killing up close and personal might be better
suited to your needs than going in guns a-blazin', but you'll also find
that enemy guards have incredible hearing. That is to say, when you pull
out your trusty garrotte wire or Oyabun knife, the guards have a knack for
turning around and planting a bullet into your chest.

More often than not, going into sneak mode will totally counteract this
sense of hearing akin only to that of Marvel Comics' Daredevil. For some
odd reason, you can stand behind a guard and, for example, pull out your
knife and be heard, but stand at the same distance in sneak mode and do
the same thing and the guard knows nothing of what you're doing.


1.3 Leaning
-----------

Leaning is something that's rarely offered in games like this, so it's
only natural for the casual gamer to neglect its usefulness. So remember:

LEANING IS GOOD

Sometimes there's no possible way to slit your target's throat and thus,
you'll have to resort to some high-speed projectiles to take him/her out.
Leaning around corners is one of the best approaches to doing this
(aside from lining up shots behind closed doors) because, again, more
often than not, a guard won't detect your weapon if you're peeking around
a corner. This is excellent maneuvering for getting those head-shots.


1.4 Firing Your Weapon
----------------------

You might want to play it out like Hollywood, but what Hollywood doesn't
tell you is that guns don't always fire where you aim 'em. Always
make sure you pick the right weapon for the right distance, otherwise
you'll be wasting lots of ammo, and nobody wants that. Here's a guide:

Wire/Knife: In your face
Pistols: High accuracy up close and far away
Sub-Machine Guns: Larger rooms, but better up close
Rifles: Moderate-sized rooms, plenty of enemies
Sniper Rifles: Up high and away


1.5 Strangling
--------------

Strangling is great fun. It's all part of the atmosphere. The downside
is that strangling someone with the garrotte wire is time-consuming
and usually, you need to make the kill when there's a patrolling guard
close by.

If you know for sure that there is no possible way for anyone to witness
the strangulation by walking into the scene, then by all means, go for it.
It's loads of fun. Make sure you remember to ready up the wire before
you make the kill, otherwise your target will hear the tell-tale "sching"
sound.

However, if there's a patroller around, or bumbling civilians that you
know are going to turn the corner before the animation is done, use
a knife. It's faster, and just as silent.


1.6 Dragging
------------

The manual doesn't lie when it tells you to make your kill near your
'dumping grounds'. Dragging a body takes time, usually time that you're
incredibly short on, so make sure that if you've got a target you know
you want to drag away, then don't do it in, say, a hallway with no alcoves,
doorways, or pits.

What the manual doesn't tell you is how to move the dead body around.
Hitman is incredibly strong and can toss a limp body around like a rag
doll. The only thing is, physics demands that the body be behind you when
you drag it (duh), so it might be a problem getting that body into a pit
that's in front of you without falling into it yourself. If you're poised,
for example, at the edge of an open sewer grate, swing your mouse so that
the body is hanging (either by your hand or on its own) over the open hole
and then let go. Ususally, the body will slide in on its own (you gotta
love gravity), but if the body's butt is in the air and not going down,
pick up a leg and give it a little nudge.

*THE STRAFE-DRAG TECHNIQUE*: As you're dragging the body, instead of
walking forward or backward, strafe in the direction you wish and tap
the run button several times as you go along. You'll find that you won't
drop the body as you do this (so long as you don't hold down the run
button) and that you'll move a lot quicker than regular dragging.

*ADVANCED STRAFE-DRAG TECHNIQUE*: As long as you're holding the strafe
button down, I've found that you can run full speed and not drop the
body. The only trick to this is that you can't look up too far while
you're doing it, otherwise the body sometimes gets caught on something
or just plain slips out of your hands. If you know where you're going,
look at the ground and have a laugh as you drag a body across long
distances in a very short amount of time.


1.7 Changing Clothes
--------------------

You're not just playing Mr. Dressup here. Changing clothes is an essential
part of the game. Not only does it make you inconspicuous, it also gets
you into several places to advance in each mission. What's not mentioned
in the manual is that changing clothes while you're under suspicion (when
the guards are looking for someone of your description) takes the heat off
you for a while... IF nobody's there to see you do it.


1.8 Sniping
-----------

Ah, sniping. What fps (or, in this case, fps hybrid) would be complete
without a sniper gun?

What makes Hitman stand out is that its sniping mode accounts for subtle
body movements, the likes of which I have only seen in Metal Gear Solid.
That is to say, the scope WILL move as you try to line up your shot.
You'll want to smack Hitman for being such a heavy breather, but hey,
everyone's gotta breathe.

There are two ways to snipe where you want to snipe.
a) Get used to the bobbing movement of the scope and time your shot as
the crosshairs pass your target; or
b) Learn the timing of the bobbing and slide your mouse opposite to keep the
crosshairs still.

I find that option (b) is a bit harder to get used to, but in the end you
get better results. Mistiming a snipe might mean you get a body shot.


1.9 The Map
-----------

THE MAP IS YOUR FRIEND

No matter how much you think you know the layout of the mission, there is
always the possibility that you'll get lost somewhere. Hit M (default)
to bring up the map and reorient yourself.

Furthermore, you may also gain hints in the mission as to locations of
certain objects you're looking for. If you receive this kind of info,
head to the map and you might just see it marked for your convenience.

Oh yeah, and to zoom, click on the magnifying glass and then hover over
whatever you want to see up close and slide the mouse forward or backward
with the button held down.


1.11 The Laptop
---------------

The laptop is your in-between interface. It provides useful information,
as well as a screen for making your weapons purchase before the mission.
The thing you must ALWAYS check before you enter the mission is your goals.
It's tempting to jump right into the action, but you won't get anywhere
without knowing what your goals are, and eventually, the agency stops
making its weapons 'suggestions', leaving you with only a handgun to
raid a complex. Not fun at all.


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2.0 The HUD
-------------------------------------------------------------------------------

2.1 The Static Display
----------------------

This isn't your standard shooter where you can take a rocket in the face
and just brush it off like you're Superman.

The static display is everything that is constantly on your screen. These
being:

Health
Armor
Selected Item

Bullets do indeed hurt Hitman much moreso than heroes in other games (except
maybe Rainbow Six). Keep a close eye on your health, during and after a
firefight. If you're really low on health, chances are you won't make it to
the end of the mission if you're not already there. Take the time to
re-start
or it's likely you'll suffer the frustration of getting further and dying.

If your Armor (if you have it) is low, take the time to find a new vest,
especially if your health is near or under the 50% mark. Chances are
you'll get hit in the body more often than you'll be hit in the head and
the kevlar will help keep you alive without spending $3000 to continue.

Finally, the Selected Item is something you should glance at every now
and then, especially after a kill or a firefight. The last thing you want
to do is be forgetful and walk into a room with your weapon drawn. If you
don't intend to use it, put it away.


2.0 The Dynamic Display
-----------------------

************READ THIS, SKIMMERS************

Next to your health readout is a space for your Action Display. PAY CLOSE
ATTENTION TO THIS SPACE. If anything pops up in that space, chances are
that you'll need to know what it's saying, and it doesn't stay up there for
long. There are three types of boxes that appear here:

[Action]
This box lets you know a sample of what you can do with the object your
pointer is hovering over. For example, if you're hovering over an object
that you can pick up, it will tell you so.

[Warning]
This is the most important box to look out for while you're in a mission.
It will tell you two things:
a) If a guard finds a body, and
b) If you're under suspicion.
If you're ever wondering why people are firing at you, you probably don't
know because you missed this box. Pay close attention to it, and the second
it says you're under suspicion, go find some new threads to change into.

[Information]
This box's importance juggles with the Warning box. It's important info
that you need to know, but doesn't have anything to do with your actions.
Usually, it's like your eye in the sky, telling you exactly what other
people
are doing in the mission. On timed missions or on missions where your
target
can leave the map, make sure you look at this box because if your target
takes off, it's a 'fail'.


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3.0 Weapons
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3.1 The Garrotte (Piano) Wire
-----------------------------

Also known as the Fibre Wire when purchasing it, this is an entertaining
weapon. It offers you a silent and unfailing kill should you manage to
get it around your target's neck. Use it wisely as it takes a bit of time
to get your target onto the ground and more often than not, you're going
to have to hide that body quickly.


3.2 The Oyabun Knife
--------------------

Also known as the Pentagon, the Oyabun is perfect for the quick and silent
hit from behind, or the surprise slashfest from the front. It has the
distinct advantage over the Garrotte in that the speed with which you take
down a target from behind is much more efficient than strangulation.


**PISTOLS**
Pistols/Handguns in general are reliable weapons due to their accuracy
even at long distances and that you can conceal six of them on you.
Even still, you can go John Woo style with two guns firing away in a
hot firefight. They are especially useful in long-distance shoot-outs.

3.3 AMT 1911 'Hardballer'
-------------------------

The main handgun of choice in the game (as it is commonly suggested by the
agency), the Hardballer has the distinct advantage over its counterpart,
the Beretta 92. in that it seems to be a bit more powerful in its damage
factor. Its downside is that it only carries 7 bullets per clip and
is a bit worse in the noise department. It uses "pistol ammo".

3.4 Beretta 92.
---------------

The main handgun of choice for ME is the Beretta. Not only does it come in
the 'silenced' option for a few extra bucks, but it's a bit more silent
without the muffler than the Hardballer, and it also holds 8 extra bullets
per clip. And for what it's worth, 15 bullets in a firefight is better
than 7 in my books. Reloading in the middle of a firefight can bring you
a serious amount of pain and with the Beretta, the reloading comes less
frequently than when using the Hardballer. It uses "pistol ammo".


3.5 Desert Eagle XIX
--------------------

While it remains my favorite gun of all time, it isn't suited for the
stealthy play of Hitman unless, of course, you're prepared to give the
enemy one heck of an onslaught. Great for clearing out areas, the Desert
Eagle is a noisy and messy gun that is efficient at taking out your targets
in both the head and the body. 7 bullets of incredible power, this gun uses
".50 Magnum" ammunition.


**SUB-MACHINE GUNS**
Sub-machine guns are close-quarters weapons and should be used as such.
In Hitman, and IRL, sub-machine guns have lower accuracy as the range
at which you're firing increases. While they have some use in larger
rooms, you're best off keeping it to room-sized rooms (as opposed to
large, open rooms where the guards can pick you off with pistols) and
whatever you do, DON'T SPRAY. Spraying is an incredibly inefficient way
to fire an automatic gun. Keep it in short, aimed bursts and you'll
take
your enemies down much faster. You can conceal up to two on you.

3.6 Heckler and Koch MP5
------------------------

The staple of SWAT teams and any close-quarters combat situations, the MP5
is
one of the best guns in the game. It's a great weapon for mowing down your
enemies and better yet, it proves to be an incredibly accurate gun compared
to its in-game counterpart, the UZI. The only thing you have to be wary of
is its high rate of fire. If you don't pay attention, you'll be plugging
already-dead bodies full of bullets and you'll have no ammunition left for
the living. Even better YET, it comes in a silenced mode later in the game!
It uses "SMG Ammo".


3.7 Israeli Military Industries UZI
-----------------------------------

The UZI, while I knocked on it in the MP5 description a little, isn't really
that bad of a weapon. It has a lower rate of fire than the MP5 and lower
accuracy, but it makes up for this in that it packs a bit more of a punch.
That is, if you can get it to hit anything. The gun's major downfall is
that
it fires bullets like a lawn sprinkler: everywhere. Don't count on getting
too many head shots with this gun, so you'll be expending a lot more ammo
trying to get through body armor. Again, short, controlled bursts is the
best
way to getting use out of this weapon, and it can be a devastating weapon
if you know how to use it. Oh, and I don't think there's a silencer for
this
beast. It uses "SMG Ammo".


**RIFLES**
The rifle class gun in Hitman is all about power and less about
accuracy.
Included in this class are the shotgun and the AK-47. As we all know
from playing Quake and other FPSs, the shotgun is best used up close
and personal. The AK-47 is the same, but it can be useful at a
distance,
but not TOO far a distance. The downfall of carrying so much power
under your arm is that you can't conceal it. If you've got to carry one
make sure you're dressed for the occassion, or make sure you're ready to
use it. You can carry up to one rifle at a time, WITH NO CONCEALMENT.

3.8 Mossberg Persuader Shotgun
------------------------------

It's loud, it's messy, it's incredibly powerful. What more could you ask
for?
Again, in a firefight, reloading can be tricky and the unfortunate thing
about this pump-action shotgun is that it loads one shell at a time, meaning
you better be ready to take some hits or duck and weave as you ready up the
next round to take a bite out of someone's arse. The best use for the
shotgun would probably be holding down a hoarde in a bottleneck. If you're
in trouble and you've got this baby handy, lead everyone into a tight spot
and pick them off as they're forced to come one by one. Bang, shick-shock.
It uses "Shotgun shells".


3.9 Franchi PA3/215
-------------------

Oddly enough, I have no information screen for this weapon, but taking it
into the mission is the only way to truly test these things out, right?
The Franchi is the better of the two shotguns in the game. While the
Mossberg
and the Franchi don't differ too much in the way of firepower, the Franchi
does have one distinct advantage; a magazine that holds 8 shells. What does
this mean? Well, my fellow killers, it means the ability to fire the gun
like a semi-auto without having to reload after every shot. While a great
advantage in the comparison between shotguns, it, like the Mossberg, still
needs to be used up close for any efficient use. I haven't seen a single
instance in which a shotgun is necessary, but who knows, maybe further down
the line.


3.10 Kalashnikov AK-103 (AK-47)
------------------------------

Affectionately known as the AK-47, you commonly see this gun in movies in
the
hands of the bad guy. Probably something to do with its availability.
Anyways, the AK-47 is a fully automatic machine gun. Like the shotgun, it's
incredibly loud, and incredibly powerful. However, it is also incredibly
inaccurate. Best suited not for range battles, but for taking out a lot of
mean people very quickly. Use this gun when you've got hoardes after you,
and trust me, you will, and there will be juicy bits and pieces flying
everywhere. Just make sure you aim it. Remember, folks, nothing over 20
meters. It uses "7.62mm clips".
* Despite the obvious difference in color between the two guns, it's
been
reported that the AK-103 fires a bit faster and a bit more accurately
than the AK-47. I still don't see the difference, but hey, who am I
to argue?


3.11 M16A2
----------

What game using licensed guns would be complete without the good ol' M16?
This gun, using a smaller caliber round than the AK-47 delivers a bit
less on the damage aspect of things, but more than makes up for it in
longer distance accuracy. In the right situation where you can focus
in your line of sight, the M16 can be your best friend. Be careful when
purchasing it, though. It's a tempting buy, but you can't conceal it.
You might as well just paint a target on your butt. It uses "Machinegun
Ammo".
* Apparently, the M16A2 in Hitman is not accurately portrayed. It
is not a full auto (thought it was), but instead shoots 3-round
bursts. What appears in the game is actually the A1. (Info from
M. Warner)


3.12 US Army M60
----------------

The M60 is a beast, hands down, but then again, so is the Hitman, especially
when he can run with this thing in his arms when the thing itself requires
a tripod to balance its muzzle. The best part about this gun is that you
can buy a stock of up to 300 rounds, and that is a lot of power. I haven't
noticed a difference in the rate of fire between the M60 and the M16, but
obviously, the power advantage in the M60 requires a lower accuracy. Still,
it remains a great long-distance shooter and with 300 rounds, who cares if
you miss from time to time? It also carries 20 more rounds in its magazine
than the M16. It uses "Machinegun Ammo".
* The M60 in Hitman is supposed to have a higher ROF than the M16, but
this is not so in Hitman. It's also supposed to be a two-man weapon;
one to shoot, and one to feed the ammo. (Also from M. Warner)


3.13 M134 Minigun
-----------------

Power of biblical proportions. If Metal Gear Solid and those Making-Of
shows
I've seen way back when people still thought they were interesting (I still
do)
have taught me anything, it's that a minigun like this cannot possibly
exist.
Jesse Ventura in Predator? Specially made. Arnie in T2? Specially made.
Vulcan Raven in MGS? He tore it off a helicopter. Oh well, maybe I'm not
up
on my gun trivia. Anyways, I'm glad such a fantastic... well, it's not a
gun;
it's a cannon. I'm glad such a fantastic cannon has made it into this game.
This is what you want to carry with you if you've ever wanted to toss
lightning bolts from the skies. At $1000 a clip, there's a reason why you
can't buy this gun in Hong Kong. The first you'll ever see of it is in
Colombia, and needless to say, there's no way you can hide this sucker,
even if you're not shooting at anything. You can purchase up to 6000 rounds
for it, which is, amazingly, 6 full magazines of ammunition to waste on any
target you want. Unfortunately, the gun doesn't have too much use when it
appears, but it's fun to bring along anyway. The big hinderance is that
this weapon is heavy, meaning that you can only walk with it. Funny,
though,
if you holster it (you have to choose in the menu, otherwise you drop it),
you can run as much as you like. The second thing about having this much
power under your arms is that you have to wait for the barrel to prime
itself.
That is to say, the barrel has to start spinning before it starts spitting,
so make sure you're prepared to take a few hits because there's no way you
can surprise ANYONE with this. Love it or leave it, it requires a lot of
grunting to take in (apologies to Tim Allen). It uses "machinegun ammo".
(Since its original writing, I have been informed that such a Minigun
-does- indeed exist. It's a crazy world out there!)

***Minigun Tip***
If you know you're going to fire and want to avoid the priming of the
barrel, tap the trigger (click the mouse) to get the barrel spinning. The
next time you hit the trigger, you should be firing instantaneously so make
sure you hold it down when you do (unless, of course, you've already made
minced meat out of everyone).


3.14 Blaser Jugowaffen R93 Sniper
---------------------------------

Claimed to be the "assassin's most lethal weapon" by the folks at Eidos and
IO (they've obviously not seen the Professional), the R93 will give you
plenty of fun and makes a great Christmas gift for Grandma. Seriously,
though, while it is fun to pick a spot and pick off your targets, the
unsilenced sniper rifle of Hitman, while tempting, is rarely useful outside
of the high-and-dry missions. On several occassions, you'll see one lying
around, just calling out to you, but ignore it. If you're seen with it,
expect
to have your butt lit up. If you're not seen with it, expect one good shot
before the entire complex knows where you are and what you look like. It's
a very loud gun and draws much unwanted attention. On small missions, if
you wish, bring it along for fun, but on the missions where the maps take
a half hour to navigate, leave it at home. Restarting because you alerted
everyone for one clean shot is no fun. It uses "Sniper Ammo".


3.15 Walther WA2000 Sniper
--------------------------

You won't get to use this rifle until much later in the game when you reach
Rotterdam. I didn't even know Walther made a sniper rifle... shows what I
know, huh? Anyways, the gun works and feels the same as the R93. The only
difference is that the WA2K uses a magazine and holds up to 6 rounds before
you need to reload. Did someone say semi-automatic sniper rifle? I think
they did. Looking at the picture, though, it seems that this gun is of
bull-pup configuration. For the uninitiated, bull-pup means that you are
basically shortening the rifle without actually hindering range or accuracy.
How this works is that the triggering mechanism is placed in front of the
clip and firing pin instead of behind it. So imagine the bullet being fired
right next to your ear and wonder if it's worth it (thanks Mark and Xeno)^_^
Just a little trivia for you. In any case, the bull-pup config works well
as the WA2K adds 200 more meters to its "effective range" listing. It
uses "Sniper Ammo".


**3.16 SPECIAL WEAPONS**
The special weapons section will cover (eventually) all of the weapons
that aren't regularly available for purchase. These are usually
mission-specific weapons that you will need to use to complete your
objectives efficiently. You COULD just shoot everyone, but where'd the
fun be in that? Okay, let me rephrase, wouldn't you rather use that
one-time weapon and save the shoot-up for another day?

3.16a The Car Bomb
------------------

The car bomb appears in "Ambush at the Wang Fou Restaurant" and is detonated
remotely. You'll need a good disguise to plant it and make sure you're
nowhere near it when you decide to press the button. A word to the wise,
though, there is a slight delay between the call to arm the bomb and the
actual detonation. It lasts about a second, but it could mean the
difference
between success and failure.


3.16b Bomb
----------

This bomb appears in Colombia and sits atop Pablo's desk. It looks like a
block of plastique with a remote detonator in it. Who knows. You'll need
to leave it behind in a lab and make sure you're far, far away when you set
it off.


3.16c Luger P08
---------------

You'll find this gun in Budapest. It's exactly like the Beretta, and you'll
only have 8 rounds when you find it. The plus side is that when you do
find it, it's silenced.


3.16d Chemical Bomb
-------------------

You'll also find this in Budapest. You don't actually use it, but Frantz
intends to blow everything to kingdom come and you need to put a stop to
it... but you can't destroy this thing. Your client wants it safe and
sound so you need to find something to carry it in before you take it away.


3.16e Derringer
---------------

This is the gun that you see in the movies, usually Westerns, and no self-
respecting cowpoke would ever own one (it takes away from the image, you
see), but there's always a point in the flick where he needs a bit of help
and that's where the sassy lass in the big, frilly skirt offers her little
pea shooter. That's the Derringer. I haven't actually come across it when
playing except when using the 'giveall' cheat, but I'm sure it's carried by
one of those classy ladies you see in either the Hong Assassination or in
the Budapest mission. It's completely useless as there really is no need
for a gun so small and so inaccurate (not to mention it's the weakest gun
out there). It takes up one of your six pistol slots and considering that
as long as a gun is in a certain class, your ability to conceal it doesn't
pay much attention to size. If you ever find the woman who carries this
and kill her (you fiend, you make me sick!) it's best to leave this gun
alone. It uses "pistol ammo".


3.16f Sawn-Off Shotgun
----------------------

By far my favorite gun in terms of entertainment, the Sawn-Off acts as a
semi-automatic pistol (thus, it's concealable), but retains the power of
the shotgun (even moreso). It holds only two shells, but they can both
be fired off in quick succession and seriously, if you plan to use this,
you're probably cheating already so it's long reload time shouldn't
affect you. You run into this fantastically fun gun (as it causes people
to fly... literally!) in the Hong Assassination and maybe the Fish
Restaurant. In any case, you'll have to take out the bartender if you
want to get your hands on it, but once you do, make sure you find some
shells to fill it with as the two rounds you find in it are the only ones
the bartender had on hand. It uses "shotgun shells".
* It is important to note that it does indeed act like a pistol AND
is considered as such. This means that if you're cheating, have
some fun and you can pull out two of these suckers. Even more fun
is exploiting the "ammo bug", where you wield two guns, but what
shows up in your display box is the pistol. So when you fire John
Woo style, you get the same amount of shotgun shells that your
pistol can hold. That is to say, if your pistol holds 15 bullets,
your sawn-off now holds 15 shells. Neat, huh?



**3.17 OTHER ITEMS OF INTEREST**
This part will cover anything that isn't lethal (at least in the game.
I mean, who knows, you probably COULD kill someone with a compass) that
is
available for purchase during your pre-mission prep.

3.17a Compass
-------------

On every mission, you'll be able to purchase the compass for use. While
this is a nice feature, it's really not necessary to spend your
hard-earned funds on it on the earlier levels. It's likely that you'll
never
look at it and if you ever get lost, just check the map and reorient
yourself
to where you want to go. Later on, when the maps get impossibly huge,
you might find that constant map-checking gets tedious, so it might be good
to bring it along.


3.17b Binoculars
----------------

Again, this little item may or may not be useful to you. It can seriously
get in the way, especially if you have "fat fingers" (meaning you go for a
key on your keyboard and miss in the chaos). Nothing like trying to run
forward when all of a sudden, binocs come into view. Again, in the earlier
levels, you won't need it. It'll be $700-some-odd wasted, so leave it
until you get to the big maps. When the maps are fairly large and open
(it's advised you do a quick run-through before actually attempting to
survive the mission), the binoculars can be an invaluable asset in your
pocket. First of all, when you're carrying it, you won't be attacked and
it doesn't draw any attention. Second of all, in big, open spaces, you
might need to take some time to plan a route of attack. Use them binocs.


3.17c Kevlar Body Armor
-----------------------

Like the Punisher, you can purchase body armor made out of Kevlar, a thick,
yet lightweight fiber that slows most bullets, if not stopping them
completely.
KEVLAR IS YOUR FRIEND!
You'll find that eventually, no matter what, you're going to get into a
shoot
out without fail, and that's where kevlar will come into play. It doesn't
work like Doom armor where it depletes and then your health goes. No, I'm
afraid that you can still get hurt while wearing it (especially if a bullet
takes a chunk out of your shiny, bald head). However, it does make the hurt
less than it would be without it. With a vest on, you're more likely to
survive an onslaught and complete the mission. Always take it with you as
a precautionary measure, unless you know how to get some within the mission
without taking too many (or any at all) hits.


-------------------------------------------------------------------------------
4.0 Helpful Hints Before You Begin
-------------------------------------------------------------------------------

- A good way to go about a mission is to run through it first and figure out
what you need to bring with you (or, sometimes, what you don't need to
bring with you)

- NEVER pull out a weapon unless you intend to use it.

- On that note, when using the knife or wire, do not draw it until the very
last second. Otherwise, you risk discovery.

- If you pick up a weapon, put it away if you're not going to use it.

- NEVER shoot cops unless it's absolutely necessary.

- NEVER shoot civilians unless it can't be helped.

- Always bring a silenced weapon if you can.

- Sneak, sneak, sneak before you make a close-up kill with the knife or
wire.

- The wire is fun, but the knife is efficient.

- Keep an eye on your displays. They're not there for ambience.

- Always watch out for patrolling guards and learn their paths.

- Pick up ammo whenever you can.

- Don't pick up a vest if you have 100% armor. It's one less vest that you
can't use if you need a new one.

- The map is your friend. Kevlar is your friend.

- Don't be afraid to hit Shift-Esc to restart the mission if things aren't
going your way. Better to restart than to waste time on something you
know you're going to fail.

- If you don't have time to drag a body somewhere, just abandon it.
It's better to have the guards find the body without you there instead
of having them gun you down as you drag their fallen comrade around.
What happens when they find the body is dependant on the mission, but
as long as you're not around during discovery, you won't be put under
suspicion. "It's not wrong until you get caught."

- Finally, if there is no possible way to get where you want to go without
killing silently, then try to find a door that swings both ways so that
you can stand behind it and line up your shot. After it closes, draw
your
gun, open the door and let loose the fury.


-------------------------------------------------------------------------------
5.0 Missions
-------------------------------------------------------------------------------

* It is assumed that you will also purchase ammo for whatever gun you
bring along. Anything marked with an asterisk (*) in the recommended
equipment is a side note on the suggestion and possibly contains an
optional item to bring.

************
5.a Training
************

Training is straightforward. If you don't know what to do, the obvious
thing
to do is listen to the voice on the intercom. If not that, then pick up a
weapon and wait for instructions. If not that, then follow the outline in
your instruction manual. If not that, then go out and buy a legitimate copy
of the game.

Let the voice finish speaking if you're interested in what he's saying.
That
is to say, pick things up one at a time and stop moving if he's speaking.
That way, you'll hear everything he has to say.

When you ride the elevator up immediately after your sniper training,
prepare
a gun, either a sub-machine gun or a handgun (there's no way you're going to
get close to the orderly). As soon as you see the orderly coming toward
you,
put a few bullets in him. No need to drag him away unless you killed him
right
in front of the door.

Steal the orderly's clothes.

Make sure you're wearing the orderly's uniform when you walk through the
door,
otherwise the other orderly won't unlock the gate for you. It isn't
necessary
to kill the second orderly, but you'll receive no punishment if you do.
He's
a jerk anyway.

Proceed past the second orderly and you'll be treated to a cutscene.

-----------------
|***HONG KONG***|
-----------------

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


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

Mission Objectives
- Eliminate Red Dragon Negotiator

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

The first inhibition people will probably have is that they have to avoid
everyone. Throw that thinking out the window. If nobody has any reason to
attack you, they won't. For all they know, you're just a guy carrying a
brief case. You can walk right up to the guards if you want to.

When you first start out, you'll be facing a row of buildings, their alleys
fenced off. Turn down the road and follow the street until you see an empty
'lot' with a dumpster in it. It should be the first alley you can walk
down.

When you come out of the alley, keep going straight, following the street.

There are three places you can set up your perch. You'll pass each one as
you continue down the street. On your first open left, you'll see a
construction elevator leading up to the roof of the building. There are
two more just like it. The first one won't give you a good shot if you've
never played this mission before, so let's take the second one (on the north
side of the map).

On the ride up, give yourself some room to put together your rifle so that
when you leave the elevator, the case will remain inside it instead of
sitting
out on the roof.

Head out of the elevator and walk along the edge overlooking the park. You
should be able to see a bell or sculpture that looks like a big bell.

Wait for the negotiators to arrive.

When the negotiators meet at the structure, click fire once to enter sniper
mode if you haven't already. Zoom in as needed and line up your shot. Not
to
worry, though, take your time. They're not going anywhere.

>From this vantage point, you should see only the head of the Red Dragon
Negotiator. From the first or third perch, you should be able to see both
of them standing there. If this is the case, make sure you don't shoot the
blue negotiator.

* If you choose the first perch, the blue negotiator will be in front
of you. Make sure you position yourself so you can get a good
angle on the red negotiator without popping the blue guy.

Once you have your shot lined up, take out the red negotiator and ONLY the
red negotiator. Shoot anyone else and you fail the mission. As soon as the
shot's taken, don't even wait for him to go down. You won't get a second
chance anyway because he'll head for the hills. Get out of sniper mode and
run to the elevator, putting your gun back in its case on the ride down.

* If you dawdle on the rooftop too long, a helicopter will fly by with a
not-so-friendly guard balancing a not-so-friendly gun on his knee and
it
will take only a few shots to take you down.

* If you don't put your gun back in your case, it's possible that a
guard
near the park will see you with it and will begin firing at you.

Once you've made it back down to ground level (hopefully without the
helicopter
pegging your description on the rooftop), run down a few alleys and make
your
way back to your car where you started. Once you get there, you're done the
mission. It only gets harder from here.


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

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

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

This map is pretty small, and the mission is pretty short, although it
provides a good introduction into the usefulness of changing clothes.
The thing that might throw you off guard is the mission goal to eliminate
all the Blue Lotus Triad members. If you turn to the right before you
move anywhere, you'll see some guards standing around on the street corner.
THESE are the guys you need to kill, but leave them alone for now.

Head towards the restaurant either through the alleys or by following the
road. Whatever you do, don't enter the restaurant. For some reason, they
get all angry and start firing on you, so stay on the sidewalk. There's no
reason to go into the restaurant anyway.

* Entering the restaurant causes everyone to start shooting you.
It doesn't make much sense, but then again, you're a killer, not
a philosopher.

When you get there, you should see two garbage cans against a... well, a
rail of some sort. I think it's a bike rack or something. Stay near it,
and
don't go too far.

Eventually, either before or after you get there, the limo will pull up. If
you're feeling especially rowdy, you can hit escape to skip the cutscene and
try shooting everyone up right away. Chances are, you'll die. Don't say
I didn't warn you.

Soon after everyone's inside the building, the limo driver will walk around
to your side of the street and down into an alley for some privacy. Too
bad.
He's not going to get any. Follow him at a close distance until he turns
the corner towards the grate. No matter how tempting it is to kill him
right
off the bat, it would be much wiser to wait.

At about the same time the driver begins to relieve himself on the wall, a
civilian will walk onto the scene. Position yourself behind the driver,
but WAIT for the civilian to pass by and go along his merry way. As soon as
you're clear, quickly take out the guard silently (SNEAK) either with the
wire or the knife and drag his body over the open grate, letting it slip
down
into the sewers. Jump down after it and steal his uniform (you can do it
before you drop him, but you risk the chance of being discovered) and then
make your way to the parked limo. REMEMBER TO PUT AWAY YOUR WEAPON!

Make your way to the driver's side of the car (it's on the left, even though
you're in Hong Kong. Must've slipped their minds). If the guard is there,
you might want to wait for him to move to the other side. If he's already
on the passenger side, then click on the front door and plant the bomb. It
-is- necessary to remove the bomb from your pocket first. (Previous
versions of this document reported the opposite. My apologies.)

After all's said and done, head back toward your car, and if you're feeling
like it, you can stop off in the sewer to get your clothes back (but you
don't need to).

Now play the waiting game and face the guys standing on the corner. I'm
not sure what happens if you walk up to them with the detonator drawn, so
if you're not feeling bold, stay behind the wall near your car and wait
for the limo to drive by. Draw the detonator in the meantime.

A word of caution, there is a delay between the click of the remote and the
detonation of the bomb, so you'll need to hit the trigger about half a
second
before the limo makes its turn between the four guards on the corner.

If you've timed it right, you've killed the emissary, all the triad members
in the car, and all the triad members on the street in the single explosion.
Turn around and walk to your car and you'll be handed a success.


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

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

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

This is a very entertaining mission, straight out of the Godfather. As you
know by reading the briefing, you've got to make a kill in a restaurant (and
just as a reminder, the bartender carries a powerful gun), but you've also
got to make it look like the Red Dragons did it. Here's how.

This map is small compared to the one coming up, so enjoy it while you can.
This is a semi-timed mission in that you have to replace the Red Dragon
negotiator with yourself before he makes it to the restaurant for the big
pow wow. The mission begins before anyone has arrived on the scene. The
man you're after will arrive from the north-east corner of the map.
Everyone
else will be at the restaurant when they need to be.

* On the west side of the map is an alleyway that contains an R93
Sniper.
Nobody knows why it's there (complete with two ammo clips, mind you),
but you won't need it. This mission is stealthy, and the rifle is
not.
Resist the temptation and leave it alone.

First off, get to the restaurant and talk to the bartender. Don't worry
about
anyone attacking you for the moment so long as you don't have any weapons
drawn. He'll give you a key to the bathroom.

* You'd think you could just wait in the bathroom and kick down the door
in a surprise attack, shooting everyone before they even know what hit
them, but the Chief didn't rise in rank by being stupid. If you're in
the bathroom after everyone's entered the restaurant, the Chief will
come and kick you out. You could, of course, just kill him then, but
then the Red Dragon negotiator will take off, thus causing you to fail
the mission.

Enter the wonderful bathroom (small restaurant, ain't it?) and close the
door
behind you. Draw your Beretta and then drop it (F on the WASD setup). This
is done because you're a crafty killer who knows how to get things done.

Head back out of the restaurant and run to the north-east corner of the map.
By now, you should have seen an information display saying that the targets
have arrived on the map. In the distance, where you can't walk, you should
see the Red Dragon negotiator approaching. Now's a good time to check the
map to see the location of the nearby sewer (on the north end of the map
seeing as that's where you want to ditch him after the kill.

When he turns the corner, follow him closely, but don't make your kill until
he's near the sewer. As long as you are walking, and as long as you are
quick, you won't need to enter sneak mode to get this kill. Ready your wire
or knife and use it immediately. Remember, do not draw you're weapon until
the very last second, otherwise all your efforts are for nothing. Steal his
clothes before or after you drag his body into the sewer, but remember that
you don't have a lot of time to dawdle. Remember to take the amulet as
well.

* Killing the Red Dragon right after he turns the corner means you'll
be discovered. There are a few cops patrolling the outer areas of
the map and one comes from the west soon after you make the kill. If
you're too far away from the sewer, your butt is toast.

* Hiding the body in the corner of the map is no good either. Either a
cop or civilian will see it and then report it to the Chief. That's
not very professional of you, now is it?

If you're in the sewer, head on up once you've got the clothes and amulet.

Put your weapon away and stroll casually back to the restaurant. By now,
both the Blue Lotus negotiator and the Chief of Police should be sitting in
the restaurant, awaiting your arrival. Head in the front door and whatever
weapons you may be carrying will be removed from you (except for the UZI, if
you've brought it along).

Here's where your thinking-ahead will come into play. Instead of talking to
the Chief, head into the bathroom and pick up your gun.

* If you stand around too long, the Chief will stand up and attempt to
talk to you. At that point, he's discovered who you are and now every
cop on the map will be looking for you. Furthermore, you'll be
without
a weapon to defend yourself.

There are two ways to ensure that you pick the Chief off before he knows
what's going on. With the gun drawn, you can just open the door and walk
out,
firing away, but be sure the Chief is dead before you kill anyone else.
If, on the other hand, you're not quite confident in your quick-aiming,
holster the weapon (R in WASD) and walk up to the door. Open it and line
up your shot with the white circle. Wait for the door to close and then
draw your gun. Open it again without moving your crosshairs and the shot
can
be taken right away.

* An alternate route is instead of even bothering to enter the front
door
(or even planting a gun, for that matter), you can simply hang around
outside after you get the bathroom key and wait for everyone to
gather.
You -must- kill the Red Dragon, though, seeing as his death and the
stashing of his body are two objectives for the mission. Anyways,
if you haven't noticed already, you can enter as well as exit the
restaurant through the bathroom window (just make sure nobody sees
you).
So, once everyone's sitting down for their chat, hop in the window
fully armed and burst through the door. Fun, ain't it?

Once the Chief is down, the Blue Lotus member will take off like a sissy and
the bartender will be quite cheesed. The bartender is your priority. If
the
Blue negotiator gets away, don't worry about it. He's not in the mission
goals. Take out the bartender and quickly ready up the Red Dragon amulet.
There's no actual action to plant it in the restaurant, so just hit the drop
key.

* You can also safely drop the amulet before you go get your gun. I'm
surprised I didn't think of it myself. Thanks, Erik.

Now's the time to make your escape. The best course of action is to head
back into the bathroom and leave through the window. Do this as quickly
as you can because the cops will follow you in there. The good thing about
this is that you've led quite a few of them into the bathroom and that means
less of them will be on the street trying to pick you off.

* You can also shoot out one of the windows and attempt to sprint
back to your car that way (so you don't have to bother opening the
restaurant door).

*WARNING* Whatever you do, do NOT shoot any cops. The only cop you're
allowed to kill is the Chief. Kill any more and it's $5000
off of your income EACH, not to mention that if you kill too
many, the Agency gives you a fail and you have to do it all
over
again.

Once you're on the road, run back to your car, taking any route you have to
to avoid the bullets that are bound to be fired at you. DO NOT STOP to
fight back. Just head back to your car and you'll get a success.


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

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

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

At first, the sheer size of this mission's map is intimidating, and
rightfully
so, because if you don't know where you're going, you'll be spending a LOT
of
time wandering aimlessly. I recommend a walk-around before you attempt
anything vital to your plan, but I'll do my best to tell you where to go.
At least study the map.

If at any time a body is discovered, Lee Hong will lock the front door to
his HQ. You do not need to restart the mission if this happens. This
walkthrough will completely avoid the front door so not to worry.

You'll first start off outside the Wang Fou Restaurant from the second
mission.
There is nothing to do out here other than reminisce about missions past.
Oh,
and that R93 I mentioned in the alleyway? That's gone now.

Head on into the restaurant. To the left is a stairway leading up to two
doors, one on the right, and a higher one on the left. That goes to the VIP
Area. To the right is a doorway with two (or three) guards in front of it
with no stairway. This leads to what I'll be referring to as the BROTHEL
AREA.
This area is not labeled on the map, so if I refer to it, remember what I
mean.

If you walk around the divider, you'll see a door up ahead with the word
"BAR"
above it in fake Kanji. Just before that should be a door on the right with
a single guard in front of it. That door on the right leads to a store
room,
perfect for stashing a body. How convenient.

Walk behind that guard (easier to approach from HIS right) and open the door
to the store room. Don't walk too far in. Instead, sit yourself right on
the
door's threshold and turn around. This way, the door doesn't close on you,
saving you a bit of time in the very near future. Enter sneak mode and
prepare
to make a kill. There is a third guard near the entrance to the Brothel
Area
that patrols between the bar and the Brothel door. Make sure she passes by
either way before you pull out your knife and cut the guard. Since you're
standing in the doorway, simply drag him into the store room and stick him
in
a corner. You won't have time to steal his clothes right away, so make sure
you stash him first. Once he's in there, hidden from the unknowing guards,
feel free to relieve him of his suit and his Beretta.

Put your weapons away and leave the store room, heading for the bar. Make
note of the door just right of the bar. This leads to the Restaurant Area
marked on the map, where the Herbal Shop (not labeled) makes its connection.
More on that later.

Talk to the bartender and he'll recommend you go upstairs for a little
'action'. Of course, you won't be allowed into the Brothel Area without the
flyer, which the bartender conveniently leaves on the bar.

* If you want to explore some more dialogue, talk to one of the waiters
first and he'll recommend you to the bartender. Talk to the bartender
a second time, and he'll let you know of another foreigner locked in
the
basement for trying to crack one of Hong's many safes.

Pick up the flyer and return to the lobby, taking the door without the
stairs
to the Brothel Area. Follow the long ramp down after climbing the short
steps
up. Turning to the right reveals another restaurant area (which you can see
through one of the windows at the top of the ramp), as well as a set of
double doors guarded by a fat man. Approach this door and he'll let you in
(funny, he has the same voice as the guy out in the lobby! How strange...).
Climb up the steps and you'll be in the Brothel (labeled on the map).

At the top of the stairs, you'll see an old lady and a younger lady in
purple.
Talk to the old lady and she'll offer you her best girl (how nice,
considering
that the girl standing next to her is the ONLY girl in the brothel). Once
Hitman puts the woman's fee on his tab at the bar, the young woman will head
through the door behind her. Follow her to her room (annoying since you
walk
faster than her) and when you get the chance, talk to her. She'll tell you
that she doesn't belong there and wants your help. You have no choice, but
to agree. Besides, she knows the combination to Hong's safe.

So, once the dialogue's over, she'll begin to... trot, I guess, out of the
room to her shortcut over the rooftops. Follow her, but make sure you don't
run too far ahead of her or fall back too far behind her (annoying because
you walk slower than her, but run faster than she trots). She'll lead you
a short way outside and around a fence to a ladder. When she gets there,
she'll wait for you to climb up first. Watch the cutscene.

* If you're feeling like a big butthead, you can also shoot Ling and
just take the combo from her. Of course, you'll probably be charged
for
an unnecessary kill, so be wary.

When you regain control, you should be behind a dumpster, facing the
patrolling
guard. Never mind him. So long as you're still in the guard's uniform,
he'll
leave you alone. Notice how he's a Red Dragon, too. Anyways, spin around
to
the right and you'll see your lovely damsel in distress making her way to
the
gate. Follow her there and she'll wait for you to talk to her. Watch the
cutscene (gotta love the shiver). Don't worry if the guard comes up to you
after she's gone. He doesn't do anything.

That's one objective off the list. Now to free the captured agent.

Head back the way you came. You won't be able to climb back up the ladder,
but
there's no need to anyway. You should see a set of stairs leading up to
three
doors (your only way out of the back yard). Take the center door and you
should be in the kitchen. Head straight for a bit and you'll see a skinny
passage that leads down to the basement on your left (second opening in the
wall). Head on down.

You're still wearing that guard's uniform, right? Good. You'll see a
hoarde
of Red Dragons, heavily armed and guarding the basement. They shouldn't
bother you so long as they think you're a guard. Remember, customers have
no business being there. If you walk around the guard and avoid opening
any doors (and ignoring the guard standing in a doorway with his back to
you),
the open path should lead you directly to a door sunk into the ground with a
single guard in front of it. This door leads to where the Agent is being
held.

No matter how many times the guard says, "Leave immediately," sidle up
behind
him against the concrete wall and cue up your knife in the inventory, but do
not draw it. Facing the guard's back, the opening to your left is part of
another guard's patrol, so your timing needs to be just right to pull this
off. Also remember to hit sneak mode.

The patrolling guard will either pass by left or right as he backtracks
continuously past the 'dungeon'. It shouldn't matter what direction he
passes
by on, but it's best to wait for him to be walking left (so that as he comes
back, he's more likely to not see you). In any case, after the patrolling
guard passes, make your kill and be quick.

* It is important to note that there is a glitch in this mission.
Depending on where you stand when you make the kill, you may or may
not be able to drag the body.

* If you're having too much trouble dealing with the patrolling guard,
you can spend some time following him on his patrol. At one point,
he'll stop in front of another guard. His next stop will be in an
alcove near a sniper rifle (which you don't need). You can drop him
here if you need to and put him near the rifle. No patrols pass
through this stop.

If you can drag the body, be quick on your feet and drag him toward the
door.
Turn around, open the door, and then pick up the body again, dragging him in
and to the left (towards the cot). If you're too slow, the patrolling guard
will see the dead guard's foot and will come investigate.

If you can't drag the body, make sure you're not there when the patrolling
guard passes by again. Instead, just open the door and head on in.

Talk to the bound Agent and he'll tell you where the safe is. If you
haven't
noticed already, Hong has several decoy safes in the building. Opening the
wrong one alerts the guards to your presence and you'll soon be surrounded.
The Agent tells you which safe to go to (one of four locations) and then
runs off. Head back up to the kitchen and check your map.

On your map should be a new blip. This is where the safe is in case you
weren't paying attention. Head there and open the safe. It's not necessary
to pull the combination from your suit. The door should open just fine.
I'll go through each location just to be safe (no pun intended).

- If the safe location is in the Brothel, you're in luck. This is the
easiest one to get to seeing as you've already been there. Instead of
going through the door Ling led you through, turn left and head to the
door at the end of the hallway. You should see the old lady in there
as well as a guard. If you need it, pick up the ammo on the dresser.
Head into the next door at the end (not the one behind the lady) and
you'll see your target (the safe is next to a set of stairs). There
are
no patrols through this room, so just sidle up behind the guard and
kill
him, dragging him into the corner opposite the safe (so that when you
open the door, nobody'll see his body). Open the safe and take the
Jade
Figure.

- If the safe is on the first floor, head to the Brothel Area and walk
into the open restaurant area. In the back wall there should be a
door.
Head through it and you should be in a warehouse where the safe is.
I haven't seen any patrols come through the warehouse, but then again,
I'm an impatient man, so just to be safe, drag the body to a safe
location behind a few boxes. Head back to the safe, open it, and take
the Jade Figure.

- I haven't actually been through a mission where the safe was reported
to be here, but just to be safe (no pun intended), there is one being
guarded in the VIP area. There aren't any patrols that pass through
this room, and the only two guards are easy to take out. The one
standing next to the safe won't move. The other moves from the
octagon
window to the platform next to the safe and back again. When he's
at the window, it's safe to slit his throat. The guard next to the
safe shouldn't hear you, but he may turn around during a stretch or
so, so don't drag the body out yet. Instead, turn around and, while
still in sneak mode, fire on him with the silenced Beretta. Make sure
you aim for the head so he can't call out. If, on the chance that you
miss, the guard screams for help, spin around after taking him down
and
be prepared to defend yourself from those double doors. Otherwise,
take the first body and drag him into the room below, lest the guards
outside the door see the body and open fire on you. Open the safe and
take the Jade Figure.

- If the safe is in the guard's quarters, you've had a bad stroke of
luck.
I know that the location is supposed to be a random pick of the three,
but I had the honor of getting it three times in a row (yes, I failed
this mission quite a few times before I got it right). Anyways, the
quickest way to the guard's quarters is via the elevator in the VIP
Area (the stairway doors in the lobby). I think there are two there,
so make sure you find the one that leads up to the guard's quarters
(there ARE two elevators there, but one isn't marked on the map. Go
to the marked one and you should have no problems getting there).
Once there, you should be able to turn left and around the wall to
see two or three guards in front of a safe. You'll know the room when
you see an AK-47 on the table. As you can see, there is no way to
knife these guys without the other knowing, and the third guard (the
one who takes his post near the front of the table) patrols in and
out of the room. The best way to take them out is to head into the
closet next to the safe. The guard might hassle you (Leave
immediately)
but you'll be able to get in there fine. Turn around and open the
door
(you may have to wait for it to close, but it's the only way to ensure
you can open it when you need to) and line up your shot with your
aiming
reticle. The shot should be aimed at the closest guard's head. You
may
want to open the door a few more times and lean to the left to see if
the patrolling guard is still there. Better to wait for him to leave.
When you're ready, let the door close and then pull out your silenced
Beretta. If you've done it right, you should be able to open the door
with a clear shot at the guy's head. Take him out, then take out the
far guard. Two things can happen here, either the third guard is
confused and standing around looking for where the noises came from
out in the hall in front of the elevator (exit left to find him)
or he'll come charging in. Take him out quickly either way. If he
was in the hall doing nothing and doesn't manage to get a shot off,
no other guards should be alerted. However, if the tell-tale buzzing
of the warning display goes off, wait by the door way for the guard(s)
to come down the stairs. Take them out and you'll be fine. No
patrols
enter the break room so you can now go to the safe and get the Jade
Figure. (If you feel like it, drag all the bodies into the closet)

* It is also possible to follow the patrolling guard and take
him out first so that you'll have a lesser chance of the
guard up the stairs being alerted. He has a few stops on
his short route: in the threshold looking into the safe room,
on the stairs, and in front of the elevator. Wait until he
walks into that small hallway where you come out of the
elevator and slit his throat. He may not stop so as soon as
you can, jog up to him and take him out. Then proceed with
the two guarding the safe.

Put away the figure to avoid suspicion.

Now you have to make your delivery. Remember that door I pointed out to the
right of the bar? Head back down to the VIP area and to the bar, going
through that door. If you walk straight, you should see two sets of double
doors on your left and a door just ahead in the wall. Go through that and
you should be in the unlabeled Herbal Shop. Wait for the old man to come
into talking range and talk to him.

When the conversation ends, there should be a bottle of poison you can
snatch
up. You have the option of not using it and heading to Hong's right away.
(Make sure you pick up a Dragon uniform first... hmm, didn't you leave a
dead
guy in the dungeon?) You also have the option of trying to cap him in the
head while he's in the restaurant, but then you'll have to deal with the
guards and his fat sidekick Tzun (remember him from the surveilance video?).
If you do that, it'll be hard to get to the boat seeing as how you'll
probably
die before you get there. The last option is to be sneaky and try to use
it.
Let's do that. Go on and pick up the bottle. You know you want to.

First, you need to make like you're a waiter. Head over to the restrooms
and wait in the left one. The two waiters (yellow and purple) frequently go
there to check on their makeup or something and you'll need one of their
uniforms. When either one of them are in there, pull out your knife and
take him out when he stops to look in the mirror. Drag the body to the back
and take the uniform. If the second waiter comes, don't worry. He'll run
to
check on his buddy before he screams, so kill him too if you wish. Put
away your weapon when you're looking silly.

Head back out and to the kitchen (thorough the beige double doors in the
dining
area) and the cook should request you to take the soup to Hong. As long as
the
chef's not standing next to you, put the poison into the soup and you'll
automatically pick it up. Head back out to the dining area and you should
see
Hong and his bodyguard, Tzun, at the far end of the restaurant. You can't
give the soup directly to Hong, so just head towards Tzun. Hong will begin
to reach for it when Tzun decides to taste test. Observe.

* Not trying to poison Hong means you'll have to deal with Tzun at
Hong's
headquarters on the north end of the map. The problem with this is
that
Tzun can see through your disguises no matter what you're wearing and
there are a LOT of guards in the HQ. If you're feeling more bold and
less sneaky, then you're welcome to try.

Be quick about this, because you CAN get away scott free for killing Tzun.
As
soon as you regain control from the cutscene, you'll be carrying a
Hardballer.
PUT IT AWAY and then RUN out the way Hong went. If you make it out there
before the guards discover what you did to poor Tzun and aren't carrying a
weapon, the guards outside won't attack you, and you won't be held under
suspicion for the killing. If you don't, be prepared for one heck of a
shoot
out. No matter what, the front door to the HQ is locked from now on.

* Another interesting way to take out Hong (as delivered by tipster
MOFO),
is to instead head up to the rooftop where you led Lei Ling while he's
sitting down in the restaurant. When there, you should be able to see
a skylight that you can look through and pop him that way.

Since you're outside, head out to the garden and cross the bridge at the
bottom
of the valley, following the path up the side. There should be a single
guard
there who won't let you in. Oops, you're still dressed as a waiter. Stand
behind him and take him out. Don't worry, nobody will see you and there's
no patrols up on this side of the garden. Steal his clothes so you're in
a fresh guard uniform. The waiter's clothes are of no use anymore. If you
look across the garden, you might see a few guards running around. They've
just found Tzun's body. What fun!

Okay, head back down to the basement in your guard's uniform and back to the
dungeon. If you were discovered killing Tzun, then chances are the guards
in
the basement will open fire on you, so if you went the way of the noisy
cricket, then be prepared to fight back. If not, and I know you were
successful, then stroll merrily past the guards back to the dungeon and pick
up a Red Dragon uniform from the dead guard you either left outside or
inside the chamber.

* If you attempt to enter Hong's HQ in the guard's uniform, you'll be
attacked.

Somewhere in the basement is a raised platform with a few crates on it. On
top of a crate are two AK-47's and some ammo for it. Pick up a gun and all
the ammo. Not to worry, this is one of the few times you can walk around
with
a weapon showing. You'll note that every guard in the basement is showing a
weapon, so why should you be any different?

>From the AK-47's, check the map and head towards the long hallway leading
north. This leads to an elevator that goes right up into Hong's HQ. You'll
know you're on the right path when you see a set of stairs leading down a
short way and two guards standing in a cement room that bends off to the
left. Take the elevator on up.

Once you're out of the elevator, you should be facing some stairs and, not
to mention, a lot of guards. The rest of the HQ on the first floor is the
training dojo and there's of interest there. Head on up the stairs.

When you come out of the stairwell, you should see a bunch of openings.
One of them leads to an office (which should be straight ahead when you come
out of the stairs) and you'll see Hong pacing away, wondering when the
killer
is coming. Feel free to chuckle maniacally to yourself. Head into the
office and turn around. Just behind the doorway is a tiny alcove hidden
away from the door's view. Stand in it and wait for Hong to walk into the
office. When he's at the desk, fire away and make sure he goes down. The
guards in the hall/room outside will begin rushing in one by one. The fun
part
of this is that the guards will rush to Hong's body to see what's going on,
and their backs will be turned to you. Cap 'em all! Sooner or later, they
stop coming. So long as none of them fire at you, the guards downstairs
(and,
subsequently, ON the stairs) won't have a single clue as to what just
happened.
Remember to re-load between guards ;) Once the guards stop filing into the
room like lemmings, walk up to the pile of bodies and rob Hong of all he's
got.
It's not necessary since it's not in the mission goals, but why the heck
not?
Oh, and no need to drop the gun either. Just hang onto it in case anyone
wants to surprise you.

* If you want to read the letter, simply select it from your inventory.
Make sure there aren't any guards coming, otherwise the letter will
be blocking your view when they come.

Once you're finished upstairs, stroll on down. Nobody should give you any
problems, but if they do, you've got an AK-47, right? Anyways, downstairs,
against one of the walls (the west one) is a metal grate with a guard in
front of it. Walk around him and open it, head to the elevator and take it
down to the docks. Walk up to the boat and ride off out of Hong Kong.

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

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


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

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

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

After playing this mission through several times, it took a friendly tip
from
M.P. (thanks!) to show me the light of this otherwise incredibly tough
mission.
You may die, it's true, but if you -do- die and it's late in the mission,
then there's no need to restart. You'll smack yourself if you do, I
promise.
I only recommend restarting the level only if you've totally pooched the
mission, as it can happen. Don't despair, though. It -is- possible to
complete this mission without losing a life.

First off, before you even go into the mission, check the map thoroughly.
You will notice that there are quite a few gun-n-ammo icons on the map.
Don't be fooled by the default view of the map. Zoom in on each to see
how far apart they are from each other. These are ammunition crates that
have been dropped in the jungle. The big thing you should notice on
the map is the hashed circle with a green blob in it. That green blob is
the crash site you're looking for, not the edge of the circle. Ready?

Make sure you take what you need at the start of the mission. Sorry, folks,
but what you take is what you get for three missions. This includes what
you bring along with you in the purchase, and what you pick up in the
mission. This is what makes part of this mission so damned frustrating,
but that's what you get for trying to do an op in one day. Silly agency.

Now, it must be mentioned that in previous write-ups of this mission, I
recommended the M60 and the M16A2 (depending on your preference). The
reason I've changed this is because, on M.P.'s recommendation (and I
seriously can't fathom why I didn't think of this in the first place
considering what I'd been through in the Hong missions), once you're in
uniform, guards won't attack you if you're carrying the AK-47. The AK is
standard evil bad-guy issue and so long as you fit the bill, they'll think
you're one of their buddies. Carrying the M60 or M16A2 however, can
attract some much un-wanted attention and make the mission much bloodier
than it has to be.

When you first hop into the mission, you'll be treated to a cutscene. As
soon as it's over, turn on your compass if you've got one, and ready up your
AK-47. I don't mean cue it up in the menu either. Bring it out. Do all of
this while you're running if you can, and head eastward, moving south from
time to time every now and then. You're heading for the crash site.
Check your map every now and then to make sure you're heading in the right
direction. Dodging trees can put you off track. Don't forget to turn on
sneak mode so that when you stop, you'll crouch for cover.

Eventually, you will come up to a group of soldiers. There are several in
this jungle. Heading directly east without moving south right from the
start
will let you catch one of these groups off guard. Heading slightly south
has the possibility of having you avoid them, but more often than not, you
will run into them. Shoot first, ask questions later. These soldiers will
shoot at anything that isn't in uniform, so you might as well start the
fight.
Be careful not to get too close. The fog is a hinderance, but you should
see
some silhouettes before you hear the tell-tale "hey!" There may be up to
six soldiers. The strategy here is to stay near a tree and pick them off.
Be watchful of your targets as some will try to flank you. As they begin
to fire at you, move backwards so nobody can run past you without you
knowing.

* Sometimes, as mentioned above, you won't run into a single group of
guards (which makes getting the idol all the more easier). If you've
got time to try it out, bring up your compass and head south-east, but
angle very shallowly to the south. If you look close on the compass,
you'll see that there are ticks in between the letters. Aiming
yourself with the tick just right of the "E" usually gets you there
without any problems, but you'll still need to pick up a uniform
eventually.

Now that you're in uniform, nobody should give you any lip for being in the
jungle uninvited. The only caution here is that if you do run into a group
of soldiers, make sure that you've cleared everyone in the immediate area
so that nobody will see the one guard in his boxers. If they do, you'll be
under suspicion and you'll need to find yourself another uniform. Funny
enough, the uniform can look exactly the same. It just needs to be fresh.

Head on over to the crash site. You should be able to run in and out
without a problem if the soldiers haven't secured the site yet. The idol
rests in front of the open door of the plane (the side with the wing still
attached). Just pick it up and move along... er, wait. Put it away first,
and THEN move along.

* If the soldiers have secured the crash site before you arrive (you'll
see an info display), then there's a bit more of a problem. So long
as you're in uniform and nothing is visible on you (the exception, of
course, being the AK-47), you'll need to take one of the soldiers
down to get the idol. On your way into the crash site, they shouldn't
give you any trouble, but you will find the idol in front of the open
door of the plane sitting next to a guard. He doesn't take too kindly
to you trying to pick up the idol in front of him so you'll need to
take him out first. You'll notice that every soldier occupying the
site faces outward. Sneak up to the idol's guard from the tail of
the plane and situate yourself behind him. Quickly bring out your
knife and drop him where he stands, putting away your knife right
away. Don't worry about dropping the AK-47. So long as you don't
look the part of a killer, nobody will be alerted to who you are if,
in the unlikely event that the others hear a death scream, you're not
standing there with a knife in your hand and a dumb look on your face.

* However, if on the chance that the guards do see you, don't bother to
put away the knife. You'll drop the AK-47 and you'll need it if
there's going to be a firefight. You'll need to watch out for the
guy standing on the wing above you as he'll be your primary threat.
Head around the tail and run eastward away from the site, but not
too far away. Spin around and you should be in prime position for
easy pickings. Take out whoever's chasing you and the rest will
mainly file towards you from the site, so keep cover and let
loose on them. Whatever you do, don't move until you see nothing else
moving in the distance. Patience will be the key to your survival in
the assault. When it's clear, walk around to the other side of the
plane and pick up the Idol. There may be a few stray guards so be
sure to keep your guard up.

Now you can relax a little bit. There are no more sequences in this mission
involving time, so you're free to do a little exploring now.

If you're running low on ammo, head to the north-eastern most ammo crate.
It's the only crate on the map that has machine gun ammo, and you'll get
about 250 rounds or so. The other crates contain ammunition for AK-47's,
pistols, and the M16. If you don't have a pistol, the crate just north of
your start point should have two Berettas for you. Otherwise, there's no
need to pick up the M16 since you have the AK-47. Otherwise, re-check your
map and look at the eastern side. All those little dots in the east
represent the location of the U'Wa tribe. Head towards it.

Before you enter the village, though, take the Idol out from your pocket
and hold it out in front of you. If you don't, the villagers will most
likely attack you, especially if you're in a soldier's uniform. Otherwise,
head on in and one of the tribe members will tell you to see the chief. He
is located on the south-eastern side of the village. If you're having
trouble figuring out where he is, remember that the village is mainly two
parts (north and south). Head to the southern part near the river and you
should find him among his council. Watch the cutscene.

It would have figured that a mission this huge can't possibly have just two
measly objectives. Now you have to save the chief's brother. Bah. Ready
up your AK again and follow the river west-ward towards the new blip on
the map. If no guards have found any dead soldiers (you did take out all
the stragglers from each group you fought, right?), then nobody should
be attacking you on your way. You'll see two sentries chatting it up,
and after a long, boring run, you'll reach the bridge. So long as you're
in uniform, the guards at the bridge will leave you alone.

The chief's brother is being held captive in the center of the bridge.
There
should be three guards on your end of the bridge, two guards with the
prisoner, some more at the other end, and a guard in each tower (north and
south). You'll be on the north side of the bridge, where a guard tower
stands tall.

Climb on up and sneak up to the guard standing there. You'll see a sniper
rifle leaning against the wall with some clips below it. Remember that the
sniper rifle can only hold one round at a time so leave it for now.
However,
you may want to pick up the sniper clips seeing as you'll need them in the
very near future. In any case, take out the guard. You can take him out
silently with the knife if you want to get the drop on the three guards
below, or you can shoot him. Either way, take him out because he's got one
powerful gun under his arms (an M60).

* If you take out the guard with the knife, make sure you put it away
before you spin around. Otherwise, the guards will see you with it
and begin firing.

Once he's down, spin around. What you want to do is gun down
the three guards just below the tower. Once they're down, either one or
two more should come running to their aid from the other side of the bridge.
Take them out, too, but be sure not to shoot randomly into the mist. You
don't want to hit the prisoner. Whatever you do, stay in the tower. If you
approach the bridge, the sniper on the other side will pick at you and those
bullets can seriously make it a bad day.

When the machine-gunning starts from the other side, be quick and pick up
the sniper rifle. There is a guard with an M60 who will fire at you from
the
bridge. You'll want to take him out first. The rest carry AK's so you'll
be
able to take a few more hits from them first.

* If you die here, don't bother re-starting unless you don't want to
spend the three grand it takes to continue. In any case, if you die
on the tower, simply make your way back to it. Chances are that the
guards will still leave you alone, especially if you stop along the
way to pick up a fresh uniform. Climb back up and resume your firing.

If you stay in the tower, the sniper on the other side of the bridge should
be completely clueless. Take him out anyway because you know he did
something bad before he came here. I mean, just look at him. I bet he's
thinking about horrible, evil things to do once he's done his shift. In
any case, the one guy you want to be sure to take out is the bearded man by
the Chief's brother. He won't move to join the fight. Taking him out frees
the tribesman.

When all's said and done, the Chief's brother will run back home. Not once
have I followed him all the way back, and each time I've been able to pass
the mission, so there shouldn't be any need to follow. Take your time and
pick up whatever you need. Make a decision here: bring the R93 or bring an
AK (or, if you're feeling bold, the M60). If you don't miss a shot with the
R93, you should have more than enough ammunition for the beginning of the
next mission. If you've only got a few rounds left, then take the M60 or an
AK as the rifle will do you no good.

* I lied. I managed to follow the guy home once and funny enough, he
runs straight through the crash site. Nobody opens fire on him,
though, so you won't need to defend his slow-running butt.

When you're done, drop down from the tower and head back to the village.
The
two sentries you passed along the way may or may not open fire on you. If
you've got the sniper rifle and don't want to waste any rounds, then take
the safe route and enter a little way into the jungle so you run behind
them.
If you've got the M60 or the AK, light them up if they give you any lip. ^_^

When you make it back to the village, walk up to the chief. You may have
to circle around him to find the right position to trigger his speech as
there's no action menu to talk to him. When all's said and done, the
mission
will end.


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

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

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

Map-check. You should see two icons on the map (zoom in). One to the west
and one to the south. Make note of these as I'll tell you what they are
when the need arises.

The Jungle God is in fact just a hungry jaguar. Sure, you could just kill
it, but you'll get a fail. The tribe is your ally and killing their sacred
animal won't be a good thing. The reason why you need to avoid this janguar
is because it stands in front of the passage that the Chief mentioned. What
you need to do for this relatively easy mission is to find the correct
sacrifice for the god. You'll start out on the bridge that the Chief
mentions in the final cutscene in "Find the U'Wa Tribe".

* If you've brought along a sniper rifle, carefully make your way past
the middle of the bridge and up the slope until the edge of the other
side is just under your eye line. Bring out the R93 and pick off
anyone
nearby. If you do it cleanly, you won't alert the guards remaining in
the ruins up ahead. Keep on moving down into the ruins. Up ahead
will
be some more guards. Take them out. If you get a scream instead of
a kill, be prepared to swing right and take out the few guards
standing
on hills. Continue in this manner until you are out of ammo. If you
have some ammo left, check all the hills and creep along until you see
cute little soldier heads peeking out at you ripe for shooting. If
there
are still some guards remaining, pick up a dropped AK-47 and continue
the hunt, all the while moving toward the west "!" icon on the map.

* If you've brought along the M60, then you need to head across the
bridge and take out the two/three guards standing on the other side.
Once that's done, the other guards should be alerted to your presence.
Take out any guards that come running. When all's silent, it's likely
that any remaining guards are a little bit further away. Make sure
you keep your eyes on any raised areas and hills. Proceed cautiously
as most guards are armed with AK's. Make your way to the west "!" on
the map.

* If you've brought along an AK, then nobody should bother you. You'll
only need to kill one guard near the pigs, so cheers!

You should eventually see some pigs running around. It might seem cruel to
do this (like anything else you've done thus far hasn't been cruel), but
you'll need to shoot one of them down. Hopefully you took all the guards
in the area out so that nobody will come surprise you while you're chasing
the little hog. Aim for the head. The pigs can take quite a bit of damage
and you don't want to waste too much ammo. Once the pig's down, head on
over to it and pick it up. Yes, you'll have to drop any heavy machinery
you're carrying, but forget about it. You'll find more later.

Once you have pig in arm, pull out a handgun as you can still hold the pig
with it drawn. If you run into any straggling soldiers in the area, shoot
them down. They will fire on you regardless so shoot first. Take the pig
to the southern "!" icon on the map. This is where the jaguar and his
sacrificial altar lies. Once there, you'll see lots of blood stains on the
altar. Stand on it without getting too close to the cat and put your
weapon away (otherwise you'll drop it). Drop the pig and step back. Wait
for the jaguar to leap up and munch away.

* If you really, really want to bring your heavy machinery along, or
at least an AK-47, take out all the guards you can and plant one
of the guns near the altar. Afterwards, go and get the pig. When you
step away from the altar, pick up the gun and pass the jaguar. You
should be able to bring it with you.

* If you really, really don't want to bother planting a gun, you can
also put a guard on the altar (they're of the pig species, too, aren't
they?) and that way, you won't have to drop your gun. Of course, you
will have a lot of fun (not) getting a body there since there are no
guards near the altar. I recommend using the strafe-drag trick to
shorten the time it takes to get there.

* Finally, if you want a more suitable weapon than the AK-47 or if
you're out of ammo for the M60 (and I don't recommend bringing that
particular gun to the next mission), there is an M16A2 hidden on the
map with plenty of ammo to go along with it. If you zoom in, you'll
see a building that looks like a W with a square in between it. You
will know you've got the right place when you see a raised area with
stairs heading up. This is an old temple, I guess, and there's a pit
in the center you can fall into where you'll find the gun. Be wary
of the two guards chatting behind the walls.

Head past the jaguar as it's eating and you'll crawl into that little cave.
Make sure you have a uniform on, or you're in for a world of hurt in the
mission ahead. Otherwise, proceed into the cave.


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

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

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

No, the title for this mission didn't come from a (bad) comedy. It comes
from one of the best gangster movies of all time: Scarface. Just a little
trivia for you.

Anyways, do a little map-check. There's not much to see, but if you look
southward, you'll see a "!" icon blinking away at you. Here you'll find
some 7.62mm rounds and two AK-103's. Also note that you start off on the
north side of the compound. The only entrance is on the south side, so you
might as well make the trip to the crate to get your own "little friend".
That long strip on the east side of the map is the air strip where you'll
make your escape back to civilization. The building just west of it (past
the hangar) is where Pablo has holed up for the day, sniffing cocaine. The
north-western area of the compound is the laboratory. **As a side note,
if you look in the very north-west of the map, you'll see another "!" icon.
I don't know why it's there. You can't get to it. If you take the trip to
the bridge, and I highly recommend you don't waste your time, you'll find
it blocked off. I guess it's there to cheese you off.

First off, you'll be in uniform so there's no need to be sneaky. The guards
here are obviously lacking in the intelligence department compared to their
comrades in the previous missions so you can even pull out your weapon and
strut your stuff near them.

When you come out of the cave, there will be a crate near by. If you
decided
not to bring a knife, or if you lost your vest in the last two missions,
it's your birthday. The crate contains 5 knifes (you only need one, greedy
pig) and a Kevlar vest. Take what you will and run right (west) around the
compound, which is the shortest way to get to the south side of the map.

There really isn't a need to go to the south "!" icon on the map (as it will
take a bit of more torturous running to get there) to pick up the AK-103's.
You'll find everything you need inside the compound. Of course, if you
really want to go down there, be my guest.

As you enter the south gate (read: the ONLY gate), note the towers if you
haven't already. Every single one, except the one directly south of the
gate,
contains a deadly soldier. They'll leave you alone for now, but man, you'll
hate them soon enough. But I'll get back to that.

If you continue straight north from the gate, you'll reach another gate.
This is where the laboratory is, but you can't blow it up yet because, well,
you don't have anything to blow it up with. You won't see anything because
the lab is underground, but if you head east from the gate past the tower,
in the tent you'll find a silenced Beretta and some ammo, as well as a fresh
vest. The other tents and buildings scattered around the area don't have
anything to offer, so just head on eastward until you see the big "mansion".
You should see a cutscene of your target in front of a big - and I mean BIG
-
pile of cocaine.

* Also, in one of the towers just south-west of the entrance to the lab
should be a sniper rifle. Once again, it's there to tempt you, but
it isn't of much use due to all the firefighting you're about to
endure. A better gun can be picked up along the way.

You should be approaching from the west. On the south side of the house is
the front entrance with two guards there. On the north side is the back
door. On the west side (the side you should be facing) is a straight hall
with doors on the north and south that you can enter from. There is only
one guard in that hall and is your best (and safest) means of entrance.

Once you've got your bearings, take a small detour to the south of the
mansion (where the front doors are). Directly south of the mansion is a
tent with a tasty treat inside for you. I bet you'd like to know what it
is, wouldn't you? I bet it just itches all over, wondering what can be
considered a 'tasty treat' for a Hitman of your caliber. I bet you've
probably skipped all my taunting and just gone into the tent. Inside of the
tent are two M16A2's propped up against a barrel with quite a bit of ammo
sitting neatly on a crate just waiting to be picked up. This is what I
like to call SGI (Standard Goon Issue) because since some other folks in the
compound have one of these, it's okay for you to have one, too. Pick it
up and head back to that oh-so-safe door.

* South-east of the mansion is an angled tent where you will also find
your first Minigun. There's a lot of ammo laying around for it and
the gun itself just screams, "take me with you!" I, however, suggest
you leave it alone because it really isn't worth the trouble. The
Minigun is -not- SGI and thus if you want to take it into the house
for the fight against Pablo, you'll need to take out everyone outside
first. And then, ho hum, taking those guys out will alert the tower
guards, and then you'll have to take them out, too (yawn), and then
you'll also probably have to take out some of the patrollers along
the fence... Only the bold need apply. Of course, you may want to
take a little time and pick up the machinegun ammo.

There should be one guard standing in the hallway in a little alcove, out
of sight from the guard in the larger hallway outside. Slip past him first
and drop your M16 behind him. You can take him out with a knife and the
guard in the next room won't notice, but be quick about it and make sure
you have sneak mode on (how many times have I reminded you of this?). Once
he's down, you can take his clothes for fun or just move into the next room.
No patrols come this way, so knife this guy, too.

Turn left (northward) and follow the hall to the single door. There's the
kitchen. There should be a guy standing in front of the sink or stove, and
he's just minding his own business. Slit his throat and move back into the
hallway. Whatever you do, don't open the door directly behind him. There
is a sentry there that will see him. If you absolutely must toy with that
sentry, then pull out your silenced Beretta before hand and wait for him to
run to the body. You can then plug him in the back of the head.

* Actually, getting the sentry into the room and killing him off is a
good thing, but only if you can manage taking him out without him
making any sound. Guards are in the very next room and you won't have
much to defend yourself (unless, of course, you brought the M16
along).

In the hallway, the double doors on your right (again, northward) contain
two
guards. Before you go there, though, go back and grab your M16. There is
no
way you can take them out silently, nor is there any way you can continue
without letting some bullets fly. If you can, get behind them (they'll
annoy
you with 'find somewhere else to hang out') and take them out with your
silenced Beretta. If they make too much noise, quickly get out your AK-103
seeing as the rest of the guards from the main room will come rushing. If
no
guards are alerted, pick a spot in the house where you can create a
killzone,
preferably in a room where nobody can run around you from another door.
There
are only three guards outside the house that will come in when they hear the
noise (the kitchen guard and the two door guards) so the best place is
probably the kitchen. You can now take out the guard outside the door and
then be prepared to get into a huge gunfight.

The single door on the left is where most, if not all, the guards will come
rushing in. Simply light them up with your M16A2 and you should have no
problems surviving. What's funny is that the few guards on the second floor
won't have any idea of what's going on. Anyways, mow down the lot of them
and make sure you pick up the two or three Desert Eagles lying around.
In fact, the guys who are firing with the Desert Eagles (you can't miss 'em)
are your priority in the firefight if they're up front. They're awfully
good
shots and magnum bullets hurt... a LOT! As far as I know, this is the first
time you can get the Desert Eagle in a mission.

* This is why you do the silent kills at first. It means less guards
to kill and thus, less guards to worry about coming up behind you.

* If you choose to fight in the kitchen, but you didn't take out the
sentry, be sure to swing your crosshairs over his way as soon as he
runs in. He'll take some pot shots at you while you're occupied with
the hoarde rushing in from the main room.

* If you don't want to bother fighting in the kitchen, you can also
head upstairs and look for a ladder that leads upward. There is
a single guard there that you can take out quickly. Once you have,
position yourself over the hatch and (if you took out the guard
silently) fire a few rounds to let everyone know where you are.
They should come rushing into the room, but silly soldiers can't
climb ladders so they'll just try and pop you from below. Pop them
first (this tip came from... uh... I honestly can't remember. Eep!
In any case, thanks to the one who gave it.) If you do it this way,
you should be able to skip the next paragraph.

After you're done marvelling at the piles of bodies you've left in the
fountain room, head upstairs and get any stragglers you may see. Check the
single doors first. One room has another silenced Beretta sitting on the
couch (the west rooms methinks) with some ammo, and the other side has a
ladder that leads up to a single guard. There should also be another guard
standing in one of the rooms, but if there isn't, don't worry about it.
Sometimes he hears the firefight, sometimes he doesn't. In any case, take
out all the guards on the second floor as well (before you open the double
doors at the top of the stairs, as that's where Pablo is). This ensures
that
they don't come and take pot shots as you're fighting Pablo.

Once everything's clear, stand as far to the side as you can (against the
wall) from the double doors at the top of the stairs and open them. Pablo
will go crazy on you with an M60, so stay behind the wall and lean. He's a
good shot for someone shooting wildly, and he can take a lot of bullets.
Aim
for his head. When you do enough damage to him, he'll taunt you
(endlessly).
Sometimes it takes four bullets, sometimes it takes one. The best way to
kill him is to take out your Desert Eagles and aim for his head. The
handgun
is incredibly effective even if you hit his body, so be sure to use them up
before switching back to the M16A2. If he's in prime position to fire on
you, don't waste time trying to aim at him. Run to the other side of the
doorway. The good thing about Pablo is that he won't run out of the room
even though he frantically runs IN the room. Just be patient and line up
your shots, sit through each taunt, and eventually, you'll cap him.

* If you die, you should be in one of the tents. Just make your way
back to the mansion. Nobody should be giving you any trouble yet, so
stroll along all you like. What's funny is that if you approach the
mansion, you can hear that Pablo's still firing away at you. That
guy's
crazy, I tell you.

* There is also a guard tower just east of the mansion that offers you
a view of Pablo's room. You can snipe at him from here and it will
take less shots to kill him (one if you're really good) than if you
open the door inside to fight him. However, getting the sniper rifle
there will be a task, and secondly, alerting the whole compound for
a good sniping opportunity may not be what you want to do. The only
interesting thing about doing this aside from the single shot is that
Pablo ducks from behind the window and back again to take shots at
you. Those guys at IO thought of everything. The good thing about
this is that you don't have to deal with those stupid taunts. Oh,
and I haven't tried doing this -after- going inside. Only before.
(Tip from LDavid8)

When Pablo falls, a fresh batch of guards will enter the house through the
front door. Rush into Pablo's room and wait for them to come up the stairs.
As they do, drop them quickly so they don't swarm you. You can also hide
behind the door if you're feeling nervous. If you have enough time, picking
up Pablo's M60 will help you cut them down. Once they stop rushing up the
stairs, approach the balcony and look down into the fountain area (straight
outta Scarface) to see if there are any strays that didn't get the idea.
Down anyone standing there and then drop the M60 if you picked it up,
trading
it for the M16. There is some machinegun ammo in the tent just south-east
of the mansion, but walking around with the M60 will get you noticed. On
that note, the M16 is better for you to take along. Head back into
the room and pick up the bomb on the desk. You now have all you need to
destroy the lab so head west out of the mansion and enter the second gate
to the lab.

You can approach the lab from two ways, either the ramp on the left or the
stairs on the right. The ramp offers many guards in prime position to fire
on you when the fight begins. The ramp on the right only has two or three.
The rest of the guards inside the lab will be behind two closed doors as
opposed to one big open door. Make your choice.

Regardless of whatever choice you make, the guards inside the lab will see
through your disguise and alert the entire compound. Pick a position where
you'll get the least resistance from behind as there are many guards inside
the lab. Best to back into the wall and pick away at them or, if you
entered
from the stairway, stand in the doorway. Once they're all down, take the
bomb out of your pocket and place it on one of the crates in the lab (next
to the center table). This is a remote-detonated bomb, so you have plenty
of time to get away.

Now comes the hard part. The whole compound knows you're here now. Their
boss is dead and so are several of their friends. You can't possibly fight
every single one of them unless you're some sort of superhero, so get ready
for the sprint of your life. Ready your M16 and head out of the lab,
out the gate and east. Run like your life depends on it ('cause it does)
and
make your way to the hangar. Don't stop to fight anyone. The only people
you should be firing at are people in your way. Strafe left to right as you
follow the road to the hangar or you'll get hit.

As the bullets whiz by you, about when you're passing the mansion, pull out
the remote and set off the bomb. The lab will be destroyed in a cutscene,
so be ready to run once you regain control. As soon as you can, re-ready
your
M16 and mow down anyone you have to so you can get to the plane. Run to
its left side and approach it from behind the wing. If you're being fired
upon, it doesn't matter. Get to that plane! Once you get there, open up
your action menu and select "fly plane" as soon as it becomes available.
Don't stop to do the gunfight unless you've got some health to spare. The
soldier's can't down your plane once you're in it, so just fly on out to
safety and you'll have completed the three most annoying missions in this
game. Enjoy the huge reward. If you're on easy mode, you won't get any
penalties for dying (at least if you only die once). Wave goodbye to
Colombia.

* There are those who have done this mission without the uniform.
Sure, it can be done if you're good enough, but I'm not recommending
it unless you're out for some pain.

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

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


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

Mission Objectives
- Eliminate Frantz Fuchs
- Secure Terrorist Bomb

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

A map-check will show you many things. First off, every major room is
labeled. The smaller, unlabeled rooms are guest rooms, and you don't need
to go into them, making the map much smaller than it seems. Second, you
should see red icons strewn about. These are all metal detector points.
If you're carrying a weapon, avoid these points. Finally, three blue
blips appear on the map. Two in front, and one in back. Those are your
possible escape routes.

You start off on the street after the Agency limo drops you off. Approach
the hotel and you will see two metal detectors with an accompanying guard
each. Bringing any metallic items (guns and knives) means that you'll set
off the alarm. The guards won't even bother to collect your change and make
you walk through it again if you set it off. They'll just open fire on you.
The only thing you can take through the detector is the fiber wire (funny,
I coulda sworn it makes a metallic sheen as you stretch it out) and any
non-weapons like the compass or binoculars.

* If you somehow manage to get a security guard uniform, you should
be able to carry a gun through the detectors without setting them
off. Must be those futuristic clothes-scanning detectors.

Enter the lobby. On your right, you should see a desk. Ahead of you, you
should see a large set of stairs that bend off to the left and right. They
lead to the west and east sections of the hotel respectively. You'll also
see that the hotel is littered with civilians and security guards. Killing
civilians and security guards is a no-no.

* A lot of this mission is optional. You can blow through it in about
ten minutes if you skip everything, but I'm assuming you want to see
all there is to see. It will also help you get the storyline of the
game.

* Once you're actually inside the hotel, you needn't walk through any
more metal detectors. All of the detectors in the hotel can be
circumvented, but there really isn't need. Do you want to be
efficient or lethal? In any case, if you wish to hang onto all the
weapons you may find during the mission, check the map. There are
two elevators, one on the east tower, and one on the west. Also in
the east tower, you should see some stairways in the upper-left
corner. Ignore the west-tower elevator because it opens up to a
metal detector on the third floor and also goes only to the casino.
More trouble than what it's worth, really. The east elevator and
stairway, though, are extremely useful if you want to keep a low
profile. If ever you need to cross from the east tower to the west,
or vice versa, there is a balcony on the second floor that runs
along inside the lobby on the south wall (where you come in). It
will bring you to the other side without danger.

First off, talk to the clerk at the desk and check in under that horrible
alias. You'll see that a Heinrich Wulff is conveniently checked in in bold
in room 202. If you read your mission briefing, Heinrich Wulff is Frantz's
own clever alias. Funny, I thought you checked in. I guess you don't get
a key or a room assigned to you. Oh well, you're not there to relax anyway.
You've got a job to do.

It's time to pay a visit to Frantz. Head on up the grand stairway and hang
a right (east) through the metal detector. If you turn around after walking
through, you should see a set of double doors just behind the guard. That
way leads to the east elevator and to Frantz's room through another set. If
you go there now and speak to the guard, he decides he won't let you in
unless
you have an appointment. Since there's no actual way to make an
appointment,
you're just going to have to improvise. There is a room right next to his,
room 201, that has a balcony adjacent, ripe for hopping (finally putting
that
training to use). The only problem is, the door's locked. You need to get
a key.

You may or may not have noticed, but there is a cleaning boy going from room
to room. In fact, it seems like there are hundreds of them. If you can't
find one, try some halls and listen for a vaccuum. At any rate, you'll note
when you follow him that he uses the same key to open every door. This
would
be the master key, which is exactly what you need right now. So, once the
bumbling idiot enters the room and leaves the key in the door, don't be
afraid to snatch it up. Even if he's looking at you, it shouldn't matter.

Make your way back to the double-doors near the metal detector where you
came
up. If, when facing those doors, you turn left and look down the hallway,
you'll see a service closet. You now have access to it, and inside you'll
find a bellboy uniform. Whatever you do, don't pick it up. Even if the
door
is closed when you change, the guard outside, for some reason or another,
will come to shoot you. I don't know why this happens, it just happens.
Instead, pass through the double doors and the next set just beyond and
you'll be in a hallway.

In this hallway, you should see a guard standing in front of a door. That's
your target's room. If you wish, talk to him and get sent away. He'll pay
for his rudeness in due time. Walk away from him southward to room 201
(it's
on the same wall). Stroll into the room and head to the back. There's a
door there that leads to the balcony.

Once you're out on the balcony, turn to the left and you should see room
202's balcony. Sometimes there's a guard standing on it, sometimes there
isn't. If there's a guard standing on it, just wait for him to go in. He's
probably smoking or something. When he does, hop to the other side where
he was standing. In mid-flight, pull out your fiber wire and hit sneak
mode.

Either run or sneak to the door, but once you open it, run no more. You
should be able to see the guard standing to the right with his back turned
to you. I don't see what's so interesting about staring at a dresser, but
hey, if it means he's easier to kill, I'm not complaining. Do the old choke
routine and take his clothes. There, now you're cruisin' in style. Just
in case, drag his body close to the... armoire or whatever you call those.

Turn toward the dresser and pick everything up (the letters, the card, the
sign, and the gun). If you wish, take the time to read the letters. One is
from Pablo, stating his desire to 'split the fruit', and one is from Fritz,
Frantz's brother, stating a similar desire. Whatever that means. Anyways,
if you check the business card, you'll see that Fritz's name is on it.
Looks
like he's a dentist... isn't there a dentist's office in the hotel? Pablo's
letter tells you of his special delivery at the florist... isn't there a
florist in the hotel? Looks like a job for a hitman... isn't there a
hitman in the hotel? (Sorry)

When you're ready to take out Frantz, head toward the bathroom door and
approach it from the dresser against the wall. Bring up your menu before
hand so that you can creep up and wait for 'open door' to go green. From
here, you can open the door and get a clean shot at Frantz's fat head
while he's showering without him causing alarm. Bring out your new,
silenced Luger (not the Desert Eagle the guard was carrying) and get ready
for the kill. Face the door at a slight angle and open it. As soon as you
can, shoot Frantz in the head. He should go down without a problem and
nobody should be alerted to what just happened. You don't have to do any
cleanup so head on out of the bathroom and toward the front door.

Ready up your fiber wire (you can bring it out as long as you're in sneak
mode) and open the front door. Ice the fool and drag him into the room.
That's what he gets for being rude. Now that everyone's down and out, you
might want to take a look near the front of the room. That's one nifty bomb
case lying there. Might as well pick it up and lug it around with you.

* If, at this point in time, you are avoiding metal detectors, drop
all of the guns you have in the hotel room before leaving.

Once you're finished admiring your work, head on out the front door and turn
around. Either close the door or wait for it to close. Bring out the sign
that you lifted from the dresser and hang it on the knob. That way, any
cleaning boy won't go in and find the little present you left behind.

* Interesting fact: you can also pose as a cleaning boy, but not by
taking one of the uniforms in a closet (or at least not the closet
at the top of the stairs), to get into Frantz's room. The best way
to get a uniform without any guards pulling guns on you is to follow
one of the cleaning boys around a room with your wire cued up and
just choke him. Take the uniform and head to Frantz's room. You'll
say that you've got clean towels for Mr. Wulff and the guard will
let you in. However, there's no way to kill the guard inside if you
go straight there. He'll be facing you the whole time and I haven't
been able to manage shimmying in behind him to get the wire around his
neck. Walking past the dresser to pick up the Luger will get you
tossed out of the room and you'll have to do it the old-fashioned,
balcony-jumping way. If you think you can do it, you might be able
to get a gun (non-silenced) from one of the patrolling security
guards in the hall, but make sure you have enough time (and the master
key) to drag him into a room. The problem with this is that firing
an unsilenced gun alerts the door guard, who in turn alerts the
security guards nearby with his gunfire. Only for the crazy.

If you read the letter from Fritz, you'll know that he's got the bomb and
that it's locked away safe and sound in his office in the x-ray room. So
now
what you need to do is go hunting for Fritz. If you wish, cross the balcony
leading to the west tower of the hotel and head toward's the dentist's
office.
You can't lose your way as there are signs all over pointing you in the
right
direction, as well as it being conveniently labelled on the map. If not,
skip to the next part. When you get there, talk to the receptionist and
she'll tell you where Fritz is. It's weird how criminals always have
good-looking receptionists. Oh, well. There are a few main stops that Fritz
hangs out in, as he frequently moves about the hotel. The guy never works.
Anyways, she'll either tell you he's in the casino, in the restaurant, or in
the thermal bath (that's the pool and sauna). Go and find him.

* On your way, be sure to stop and give the receptionist at the front
desk 'your' room key (Frantz's). This will get you some mail that's
not yours (I think this is the most horrible thing you can possibly
do in this game. Remember, kids, opening other peoples' mail is a
federal offense... pfft). Another piece of the puzzle, it seems.

Wherever Fritz is, he'll eventually end up in the sauna near the pool. If
you run into him in the hotel, you'll recognize him by his tell-tale white
lab coat. Following him around will take you all over the hotel, and there
are a few tempting places to kill him, like in the bathrooms. However, the
surefire way to kill him without anyone noticing is in the sauna.
Everywhere
else runs a huge risk of being discovered. In the restaurant, there are too
many civilians walking around, and in the casino, the mean ol' bartender and
his guard won't stand for trouble. Head to the pool... on the men's side,
you perverts.

* If you find him at the casino or restaurant, you can initiate
a conversation with him to see what type of man he is and also to
hear some cool lines delivered by your man. "Always bet on black."

* If you're feeling bold and kill him in the casino/restaurant, you'll
miss out on an entertaining cutscene.

You can get to the pool by going back to the lobby and heading to the door
on the right side of the stairs (east). If you're carrying weapons, the
elevator you passed on your way to Frantz's room will take you down to the
lobby, bypassing the metal detector. In any case, the towel boy won't let
you into the pool area wearing a suit. Go ahead and try. He'll direct you
to the changing booth on the far-right where you'll find some complimentary
swimming trunks. If you wish, you can pick up your weapons after changing
clothes (and magically stuff them into your chest, mind you), but it's not
necessary. Afterward, the towel boy will switch his post so you can't run
around the hotel half naked. Head into the shower room and through the next
door to the pool.

Sometimes you may see Fritz in the pool (he's the one floating on his back
staring up at the ceiling...it's a nice ceiling). Killing him here means
you're in for a world of hurt. There may be several swimmers around just
itching to rat you out, not to mention the big... and I mean BIG... woman
guarding the women's change room. If he's in the pool, just wait for him to
get out. Also, because Fritz moves around, you might not see him in either
the pool or the sauna. Oh yeah, the men's sauna is on the east side of the
pool through a little doorway. Never seen a sauna that can't be shared, but
who knows how they do things in Budapest. ;)

Anyways, head toward the sauna and you should see Fritz relaxing in there.
Talk to him and he'll give you a great hint as to how to kill him without
laying a finger on him. He'll tell you he has a heart problem and that the
heat of the sauna can kill him. Head innocently back out the door and swing
on over to the right. Looks like a tasty valve to me. It begs you to twist
it. It says, "please, Mr. Hitman, sir, use me as a tool of destruction."
Erm... ahem, where was I? Turn the valve and you should see an entertaining
cutscene. For those of you who missed it, Fritz will try to run out of the
sauna to cool down, but you'll be holding the door shut. Kinda looks like
he slipped and fell, doesn't it?

After poor Fritz is dead, bare the horrors of seeing that purple g-string
one more time and take his key. It opens up his x-ray room where he's
stashed the chemical bomb. There's no need to hide Fritz as he's the only
one who goes there, so head on back to the change room and get your things.

Once you're in the lobby, head east to the elevator and ride it up to the
second floor if you're carrying weapons, or up the stairs to the left if
you're not. Regardless of how you get there, make your way to the florist's
shop (weapon holders need to use the balcony). Make sure you read Pablo's
letter and then talk to the florist. He'll give you a box of roses with
a nice surprise inside... he's even nice enough to give you some extra
rounds
for your new Mossberg. Don't worry about dropping the case.

* Weapon holders can completely bypass the florist and just take the
elevator to the third floor. The point of getting the shotgun, other
than making like Arnie in Terminator 2, is to make a kill. If you've
got a weapon and don't particularily care for seeing roses fly around
in the air as you blast a hole into someone, then by all means, skip
it.

Now that you've got yourself a gun in a box (don't take it out yet,
otherwise
the guards will try to kill you... duh), head on up to the third floor,
avoiding all the metal detectors. Taking the elevator from the casino will
do you no good, so you'll just have to cross to the east tower using the
balcony in the lobby and then take either the elevator or the stairs up to
the third floor. Make your way to the nearest metal detector once you're
up there, but don't walk through it, of course (in general, to the center of
the hotel).

Near the metal detector should be a green door with a sign over it saying
"exit". This leads out to the rooftop, which is exactly where you want to
go. You'll know you're in the right spot when you see a catwalk moving
across the roof to the other tower. Head on out there, but don't enter the
other tower. Instead, turn your eyes northward (away from the wall) and
you'll see a raised part of the roof blocking off the dome which is in fact
the ceiling of the pool area. Climb over it so that you're on the left side
of the dome (west) and you should see an open window a ways in. This
window leads to the dentist's office.

* If you try to enter the dentist's office through the front door,
you'll
be blocked off by a guard.

Turn your eyes back to the catwalk to make sure that the security guard
isn't
patrolling across and then climb into the window from the open side
(climbing
up directly in front of the window causes you to fall back down). Hit sneak
mode and walk on in, drop off the table and face the guard with his back to
you. No matter what weapon you have, you can completely destroy him and
nobody will hear a sound. I guess they soundproofed the office. So, if
you've got the box, a simple click will cause you to remove the shotgun.
Make sure you're close or the shotgun won't be effective. Once he's down,
you'll need to go back and get your bomb case. If you didn't bring the
shotgun along, you probably brought the case in with you. Regardless, leave
the guard slumped on the window and exit the office.

* If you brought the shotgun, the case is right where you left it in
the florist's. Just make your way back (you'll have an easier time
of it if you ditch any weapons you're carrying in the office) and
pick it up. Return to the window and be sure to check for the
secuirty
guard before you re-enter.

As long as you're not still carrying your weapon, the guard at the door
won't
do anything to you. Just walk right on past him to the x-ray room and open
the door. The bomb is sitting neatly on the ground just waiting to be
picked
up. If you've got the case in your hands, you'll automatically put the bomb
in its rightful place. If not, you can pick up either the bomb or the case
first and then pick up the other. Don't worry, you won't be contaminated.

* If you attempt to carry the bomb past any guards or civilians without
a case, they will be alerted to it and will begin to hunt you.

Now that you've got the bomb safely in hand, you can push aside the guard
at the door and walk away. Your job now is to get it out of the building
without getting killed first. Remember those pick-up points? They're all
accessible from the first floor, so pick your way down avoiding all the
metal detectors. At this point, just find the stairway or the elevator on
the second floor, east tower and you should be fine. You now have two
choices for making your escape.

- Escaping out the front door offers you an adrenaline-rushing escape
as once you hit the metal detector, all the guards will come out as
you sprint past it. A cutscene will play of the limo screeching up
towards you to pick you up and you'll get a nice view of all the
guards who showed up to wish you farewell. In fact, if you don't want
to even bother finding the stairway, make your way to the second floor
and you can run straight down the grand stairs in the lobby through
the metal detector and out the front door. Sure, you'll get more
damaged, but all that training in Colombia should assure you that
guards can't hit anything that's moving from side to side.

- Escaping out the back is easier and doesn't require anyone to shoot
at you. You get a cool, classy cutscene to go along with it. Once
you're in the lobby without setting any alarms off, head into the
restaurant (west doors) and then north to the kitchen. It's a very
long kitchen, but run past the cook even if he gives you hell for
being in there and then past the freezers. You should end up at
a door with the stairwell sign on it, but it actually just leads out
to an alley. Hang a left and walk into the opening in the wall
and you'll be picked up by the limo.

At any rate, you're now out of Budapest, safe and sound with an incredibly
clean hit. Good work.

* The optional bits in this mission are talking to the clerk, talking
to the receptionist, and so on and so forth. If you really want to
do this quickly, head straight for the sauna and wait for Fritz.
Then head over to Frantz's room from 201 and make your kill, keeping
your gun (or picking up another if you haven't the rounds). Then
head up to the roof, grab the bomb, and make your way out. You miss
a lot of stuff, but you still get credited with a success.

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

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


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

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

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

Ignore the loading screen. You're not after him...yet. Instead, you're
looking for Ivan, the criminal with the weirdest bio. How many criminals do
you know of who run circuses? Gyeh. First, you need to plant your
transmitter on a car so you can find out where the buy is going to take
place. Second, you're going to crash that meeting and turn it into a blood
bath. Third, you need to clean it up before Ivan gets there.

Check your map. Just below your start point (you'll need to zoom in),
you'll
see an arrow icon. This tells the train running amuck in the harbor which
track it's got to go on. Remember this point.

You'll start off just behind or under a crane tower. This is a great
sniping
point if you want to play it high and dry, except that there are just too
many people you need to take out with it once you start, so don't bother.

Instead, stroll on straight (south) right off the bat and you should see a
guy walking perpendicular to you from the right. As soon as he passes,
start
following him until he turns in between two small warehouses. At that
point,
quickly hit sneak mode and put a bullet in his head before he passes out of
the alley. It -is- possible to take him out with a knife if you're quick
enough, but most of the time, he'll turn around and open fire on you before
you can get close enough. Better to just put a silenced bullet in his head
and get on with it. I haven't seen any other patrols come through this
alley, but if you want to be safe, just drag him into the dark spot against
the wall and take his clothes. Spiffy gang jacket, no?

Now check your map. You should see a yellow blip. This is where the car
is. Put your weapon away and head on over to it. Be wary of getting
trapped
behind fences. You won't have to fight anyone, but you'll have to walk
a long way back around once you know you're stuck. The best way to get
there
is to go back to the crane tower and follow the tracks west (away from the
alley where you made your kill) and you should see an open fence with three
guys gathered around a barrel fire. There's an opening in that fence you
can pass through and just head on south. You can't miss it.

In front of the bar is the car you need to plant the transmitter on, but
just
past it is a guy who's watching it. Don't make the mistake of killing him.
He and a guy inside the bar are the ones who need to be in the car, so
killing
him gets you a fail. Instead, head on inside the bar.

* If you don't pick up the gang jacket at the beginning of the mission,
the guy at the door (who's watching the car) won't let you in. I
guess
it's a territorial thing.

* If you try to put the GPS Transmitter on the car while the guy is
there,
he will open fire on you, forcing you to kill him, and thus, failing
the
mission.

Watch the dancer if you wish (of course you wish... wait, that's 'you
WISH').
After you're through doing that, talk to the bartender and he'll tell you
that he can arrange a private session for you. How thoughtful. But, being
the efficient killer you are, know that the private session would be better
used to get that transmitter on the car. After the dancer heads to her
dressing room, you can either run up the stage and follow her, or take the
easier route and use the door just left of the stage (near the bar
entrance).

She should be waiting for you in front of her mirror. If not, just wait for
her to finish her routine again and she'll come strolling in. Give her a
little chat and she'll meet you outside. It doesn't matter if you get out
there before her, so head on out ahead of her or follow her. She's more
than
happy to lead the doorman away down to the alley (using the lamp post for
a grinding pole, no less) which is the perfect opportunity to plant the GPS
Transmitter. You shouldn't have to take it out of your pocket to plant it,
but if the action menu isn't working, then bring it out and plant it. Once
the private show's over, the guy with the hat from inside the bar will come
out and collect his buddy, get in the car and head on over to one of the
warehouses in the harbor.

If you wish, you can pull out your GPS Tracker and follow the red blip, or
you could do the better thing and head on over to that first arrow icon you
passed from the start (very north of the map). Once you get there, open
up your map and you should see the blip stopped off at one of three general
locations (east, west, or south). If not, close up the map and wait a few
minutes and try again. Each warehouse is blocked off by a locked gate, so
you'll need the train to smash on through it for you.

Once you know which warehouse the car stopped off at, you can go ahead and
turn the switch so that the train turns southward at the bend. Regardless
of which warehouse the meeting is taking place in, you'll always have to
flip this switch, so go ahead and do it.

Now, examine the tracks on the map. Head down south to where the tracks
split off into three directions. Don't worry if the train passes you along
the way. It will loop back.

- If the warehouse is to the south, just pass the two switches and
wait for the train to smash the gate open.

- If the warehouse is to the west, flip the first switch and follow
the tracks (be sure not to stand on them) and let the train smash the
gate open.

- If the warehouse is to the east, flip the second switch just further
south of the first and then follow the tracks left (east) and wait for
the train to smash the gate open.

Regardless of which warehouse you lead the train to, there should be some
vicious guard dogs waiting to take a bite out of your butt. Sometimes they
don't attack (possibly out of some AI glitch), but they're more likely to
leap at the chance. Search with the binoculars, if you've got 'em, but
otherwise, you can stroll up carefully and listen for the barks. If you
hear
any growls, the dogs are close, so be sure to take them out before they get
to you. They can take 20% off your health bar before you know it, so don't
be squeamish. Sure, you may feel like a bum killing dogs, but it's either
you or them. Whatever.

* Be careful. If you start shooting too close to the entrance, which is
more than likely, sometimes a patroller will pass by and open fire on
you. He's relentless, so take him out quickly. However, the dogs are
your priority, so if any are attacking you when the patroller comes
by,
take the bullets instead of the bite.

Once the threats are gone (there should be some dogs behind the warehouse,
but there's no need to take out what isn't going to attack you so don't go
giving them a reason), head on over to the car and pick up the GPS
Transmitter
for later.

Ready up your MP5 and pick a door. The left one offers less people to
confront right away, but more surprises. The door on the right should show
you the majority of the people in the warehouse, but hides a guy in the
corner as soon as you come in, so don't miss him. Whichever door you pick,
let loose with the gun. There's no doubt that you'll need to re-load, so
when that time comes, hug the wall. You might not be completely covered,
but most of the guys on the other side will get stuck by the barrels. Take
everyone out. Most of these guys are bad shots, but if you get killed, you
can restart or just make your way back. Just remember that if you decide
to make your way back, put your weapon away until you get back there.

Once everyone's down, you'll receive a message that you've got three minutes
until Ivan arrives. These three minutes are not for farting around. If
Ivan sees any bodies on the floor (but he doesn't care about blood, fancy
that), he'll take off. The safest place to drag every body is in between
the
boxes in the center of the warehouse. Be quick about it.

* If you're having trouble getting people where you want them fast,
you can hold down the strafe button and tap run to quickly speed
across
the warehouse. (Thanks for the tip, Canil)

The dragging should take most of the three minutes, but once you're done,
rush over to the briefcase (sitting in the middle of the floor somewhere
near the first gap before the center support) and pull out the Transmitter.
You -did- pick it up from the car, right? In any case, you should
automatically put the transmitter in the case. Wait by the door on the
right (facing the direction you came in on, or, if it makes it easier, the
left door from the outside) and Ivan should come in. He'll pause for a bit
and then come in. Hopefully he doesn't see any feet sticking out or
something and he'll approach you, snatch the money and then run off to his
limo. Once the limo drives off, it's the end of the mission.

* Warning: Do not wait too far back in the warehouse as Ivan will
follow you wherever you go until he gets in range for the
cutscene. If you do, he might pass some bodies and that
won't do you any bit of good.

* Also, to avoid doing any dragging at all, instead of using one of
the doors on the ground, you should be able to take some stairs up
the side of the building (watch out for stray dogs) and you'll end
up on the catwalks above everyone's head. Open fire and they should
start filing up the stairs. So long as everyone dies on the catwalk,
there should be no problems with Ivan seeing them. C'est la vie.
(This tip was offered by several people, too many to mention)


**************************
5.10a Plutonium Runs Loose
**************************

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

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

If you've read any previous versions of this walkthrough, namely version
0.8,
then you'll know that I really had a tough time with this mission. Well,
after much perserverance and prespiration, I have finally found a good way
to do this mission. Actually, I've found two ways. So what does one do
when one finds two effective, yet very different, ways of completing a very
tough mission? The good thing to do would be to write not just one, but
two,
yes, count 'em, TWO write-ups. Feel free to peruse the two (this one and
the
one below) to see which is more your style.

This mission is definitely the hardest mission in the entire game, at least
from my point of view. Others may say that the Colombia missions are
harder,
but the difference here is that this final Rotterdam mission is not only a
matter of survival, but a matter of absolute stealth and precision. It's
long, it's frustrating, and I have not managed to "session" this mission
(that is to say, play it in one sitting) and complete it on one try. The
map
is so large that it's easy to forget a few minor details and pooch the whole
mission.

The first thing you must know is that if you let a single guard find a body
and not take him out at the scene of the crime, you can pretty much kiss the
mission goodbye. First you will see, "a dead guard has been found" and then
soon after, "a guard is running to report to Boris" or something close to
that. At that point, Boris will arm the nuke, and then make his way to the
limo and take off, failing the mission for you. This is why I think it's
harder than any mission in this game, but this is also why I think it's so
much fun.

Due to the incredible amount of running in this mission and the sheer size
of
the map, I'll do my best to describe landmarks, but if you're ever lost, try
to get a general idea of what I'm directing you to do and improvise.

First off, the map looks like a giant "m" and you start out on the west side
of the pier on a rowboat docking. Head on up the ladder and run straight a
little bit. You should see some train tracks beginning up ahead. Drop your
sniper rifle (which should automatically be in your hand).

* If at any time you are carrying the sniper rifle whilst travelling in
disguise (as you will be in disguise 99% of the time), everyone will
see through it and start shooting at you. I guess sniper rifles
aren't
standard criminal issue. Oh, well.

Bring out your Beretta and hit sneak mode. Run north-west (to the right)
and
you'll see a guard standing at the corner of the nearest building with his
back to you. Approach him and stop behind him. Make sure the guard in
front
of him turns the corner and then put a slug in the back of his head. Take
his clothes and then run ahead (north) and then left in between the two
warehouses. If you're quick enough, the guard that turned the corner should
still be walking here and you can just run up and ice him (do you like all
the euphemisms for "kill"?). If not, he's gone to the western side of the
second warehouse. You can ice him here, too. Oh, you can turn off sneak
mode now. You can now freely walk around with a gun (except the Walther)
and
not be noticed. You should be able to leave the bodies where they lie.

Head on northward and you'll see a gate on the western end of the fence with
two gate guards. Right in front of them is a track that runs east/west
and there are two patrollers who pass through the gate and walk south along
the fence by the tracks. You'll need to take these two guys out. Be
careful,
they come one right after the other. Follow whoever's walking east (to the
water at the end of the "m", and bring out your Beretta if you've put it
away.
Follow him all the way to the end of the tracks and put a bullet in his head
before he turns around. If you want, you can drag him away, but you'll have
to drag him far. Putting him behind the track barrier won't do you any
good.
However, you are safe leaving him there as long as you run back along the
tracks to the second patroller. By now, he should be heading east toward
his dead buddy. Use the same tactic, but make sure you switch to the MP5
just in case. At some point, he will pause, cross his arms, and then start
running to the body (if he sees it). You can chase him for a bit and gun
him down or, if you wish to use the Beretta, put a hole in his head when he
pauses. Either way, you're done with those guys.

* The "discovery" tactic is one you'll use a lot on this mission as it's
sometimes the only way to get by without getting noticed. When taking
out two patrollers, sometimes you can't drag a body out of the way,
so just gun him down when he runs to the body.

Run back along the waterfront and pick up your sniper rifle. Head back
along the waterfront to where you dropped those two guys, but stop just
short
of the fence (but no need to be close enough to kiss it). Face westward,
but look along the warehouse. Bring up your scope and you should see a
guard
standing on the rooftop. Hit him in the head if you can. If you hit his
body, just plug him again and he should go down. Otherwise, he'll go down
in
one hit.

* If you try to snipe him from the western end of the area (near the
gate), you run the risk of getting a bad angle and a powerful shot.
If
you haven't noticed, sometimes people fly (inverse kinematics,
woohoo!)
when you pop them with the sniper rifle and from the angle you get on
the north side (so that the gate guards don't hear), sometimes the
body
lands very close to them and that can mean an instant fail if you're
not quick enough to snipe the alerted guard. From the south side, he
lands safely out of view (or rather, he SHOULD).

Start heading up west back to the gate, remembering to drop off the sniper
rifle somewhere where you can find it, and bring out your MP5. Line up the
gate guards so that they're standing one behind the other. If they tell you
to leave, ignore them. Drill them both with the MP5 and they should go down
without a single round being fired. You don't have to drag them. If you
wish, you can take one of their uniforms (they have cool gas masks), but
it's
only a cosmetic change; it's not necessary to change after taking the first
guard's uniform.

* If you're a perfectionist and absolutely must take out everyone in
this mission (and although you'll get most, you'll leave some behind
if you follow this to the letter), then make sure you do the same
order here: take out the patrollers, take out the rooftop guard,
take out the gate guards. Almost every gate has a rooftop guard
nearby, so make sure you're thorough.

Pick up your sniper rifle and head back through the gate. There should be
two warehouses just ahead (you can't see the second right away) running
east/west. Run eastward between them and at the end of the second one,
leave the sniper rifle there. (you'll know you'll have the right warehouses
when you see that they're offset. That's to say, not exactly lined up).

Once you drop off the rifle, head on slightly north-eastward and you should
see another fence, with another gate. Two patrollers come through this gate
to your side. Bring out the Beretta and wait for the first to come by (it's
possible he's already on patrol, so skip that if he's walking away from the
gate) and then follow him behind the warehouses. Take him out whenever you
like, so long as the gate guards can't see him. I find it's best to wait
for him to pass the second warehouse and then drag him in between. Repeat
for the second patroller. Leave him where he lays. Or is it lies?

Run back to your sniper rifle and pick it up. Without moving, face the gate
and bring up the scope. On the second...fuel tower?... is a guard standing
watch over the gate. Pop him in the head and drop your rifle again. Head
back to the gate and draw your MP5, taking out the guards like you did at
the first gate.

Instead of going through, follow the fence northward until you reach the
northern east/west track. Swing your eyes rightward (eastward) and you'll
see that you can get into the area through an open door (but killing the
gate guards saves you some time). There are two patrollers who walk along
the track, and then turn south along the fence toward the gate you just
cleared. Don't worry, they never actually make it to the gate to notice
anything, so tra la la. If they're heading away eastward along the track,
then it's best to wait so that you avoid the guard dog just ahead. As soon
as they turn south, follow them a short distance (until the first one
reaches the warehouse after the large gap) and then do the ol' gun-down-two-
with-an-MP5-followed-by-a-pirouette routine and leave 'em be.

Bring up the map. Just west of where you are are six large fuel silos
represented by circles. Two patrollers pass each other going east and west.
These two are fairly easy to take out. Take out the one going west first,
after he's past the silos, and then the second as he just reaches the silos
after he turns around.

* If you don't take out these four guards, one of two things may happen.
1) The guard dogs, who can smell through your disguise, will attack
you and blow your cover.
2) The patrollers may not see you take out the dog, but they
definitely will see the doberman's body, which alerts them to a
suspicious presence.

Prepare to groan because now you have to go and get your sniper rifle. Once
you do, head all the way back along the fence until you reach the track.
Face eastward along the track and back up a bit so you don't alert the dog
nearby. Bring up the scope and take out the pooch. That'll tell everyone
where to stuff their electric dogs! erm...ahem, excuse me... Anyways, walk
forward a bit past the open door in the fence and bring up your scope again.
There's another dog just to the north and you can peg him off through the
fence. Now that he's out of the way, hug the fence to the left (north) and
follow it as it skews off to the north for a bit, widening the area. Once
at the corner that bends east again, face south-westward and bring up the
scope once again. Another dog should be there where the fence opens up to
a (locked) gate to the south. Give him a tasty lead doggie treat.

Drop the rifle and bring out a gun, any gun. If you're a good shot, bring
out
the Beretta. If you're a horrible shot, bring out the MP5. As you pass the
two warehouses beyond the gate dog, seperated by a fence, there is another
dog
between them. Sniping him there alerts two guards will will see the poor
little pooch and come to his aid, possibly (scratch that, very likely)
opening
fire on you. Instead, creep southward until you alert the dog and lure him
out northward. Take him out (I got him in the eye with a Beretta. Cool,
huh?) and then pick up your rifle again.

Hug the fence and move forward. At some point, you will be able to bring
up your scope and see a dog to the east. Keep checking as you move because
there is a gate to the south that your sniper fire will alert if you're too
close. Once that dog is down, leave the rifle where you stand and run south
over or around the train platform to the gate.

Follow -that- fence westward when you see a guard come out of the gate and
drop him when he reaches the end of the fence. Run on back and another guy
will come out. Drop him, too. You can use the "discover" tactic or try
dragging his friend far away with the strafe-drag trick. Either way, these
two guys will be out of your way in case of discovery. This isn't just a
just-in-case maneuver. These two patrollers meet up with another two in an
alley beyond the fence, which could make some chaos for you in the very
near future.

Regardless of my ramblings above, you now want to approach the weapons depot
that's marked on your map. Just as a reminder, it's on the east fork of the
"m" and is just south of your position. There are two ways to approach it,
along the west side of the fork, or the east side of the fork. The west
side
offers a dog near a gate that will attack you, thereby offering the
possibility of alerting the gate guards, the patrollers, and the sniper on
the roof. Hmm, I think we'll head along the east side.

Head on as far east as you can and follow the fence. You will eventually
pass another train platform as the fence opens up to the east and a dog will
come rushing at you. Line it up in your sights and take it out. Continue
south and you will eventually see a bunch of trailers. The only one with an
actual semi-truck attached to it is the weapons depot, guarded by another
dog. Hug the water front and strafe southward past the truck while facing
west so you'll see the dog before it attacks. Put a bullet in it and run
safely into the trailer.

How convenient that gunrunners leave guns lying around (erm...yeah). Inside
the trailer you will find another Walther, another MP5, a Hardballer, a
Beretta, and a silenced Beretta, a Franchi, some sniper ammo, and a car
bomb.
You don't really need another sniper rifle, or an incredibly loud,
inconcealable weapon like the Franchi, or any more sniper ammo. Of course,
ammo couldn't hurt, so if you want, pick it up. What you really must pick
up
here is the car bomb. If you want, the fully loaded handguns and MP5 will
offer one more clip of ammunition that you can't take out. So if you want
it,
you have to carry the extra gun. Go for it. Hitman's got pockets-a-plenty.

Once you're through with the depot, head alllllll the way back to the second
gate you cleared (the one near the balls of fuel that was in the second
area),
making sure to pick up your sniper rifle along the way (you can also take
the
open door in the fence and follow the fence southward from the other side).

* Taking out the gate guards on the east side of the map (on your way
back to the start) is not advised. It's a quicker way to get to the
limo, but there are another pair of guards extremely close by that
you will need to fend off. Not only that, there's a rooftop guard
that you could snipe, but it's hard to find an angle where nobody
will become alerted. However, if you do make it past the rooftop
guard and the four gate guards, you will need to deal with the
likely-alerted patrollers past the second gate. And then you'll
have to deal with the limo driver, etc, etc, etc. All in all, it's
not very promising to try this, but if you've got the guts (or the
nuts) then go for it. If you succeed, you get only satisfaction.

Once you're at the gate, turn directly east toward the locked gate, and
approach the building next to it (with the concrete barrier). At the very
end of the building, opposite the gate (as opposed to kissing the barrier),
bring up your scope and set your eyes upward. See that rooftop guard? Down
him, but make sure you're back far enough so that the guard just behind the
barrier won't hear your shot. Drop the rifle off and forget about it. You
could use it, but there's too many patrollers nearby to make it useful.

Turn north and follow the buildings around to the east as the fence bends.
You should pass a guard standing near a building, and a gate just past the
building. Two patrollers go back and forth through the gate. When they
come through to your side, they will walk east ward to a building, look down
an alley (where that dog you had to lure out would be). Follow them, but
stop before they pass the building. If you look by the barrels, you'll see
a guard wasting time against the wall. Walk around behind him and let the
two patrollers pass to the southern side (the side you're not on) of the
gate. Plant a bullet in the barrel guard's head and step away from him.
You
don't have to go too far since nobody actually sees you do it (thereby they
won't fire at you) and wait for the patrollers to come back. They will rush
toward the body when they see it and that's when you can plug them both.
Be careful, the gate guards may be alarmed and you'll have to drop them as
they run toward the bodies, as well as another guard just beyond the gate
who may rush to investigate bodies. If this happens, make sure you kill
EVERYONE who comes to the firefight. Otherwise, Boris will arm the nuke and
escape.

If the guards at the gate weren't alerted, bring out your MP5 and gun them
both down, but as soon as you do, run through the gate and aim leftward as
you run south so that you're approaching the large warehouse. There's a
guard there that's probably seen what you've done and is coming to his
friends'
aid. Once he's down, everyone should be out. Let's do a double-check:
- one barrel guard
- two patrollers
- two gate guards
- one guard south of the gate
That's six guys that need to be wasted. After that, you're clear.

Head directly south. Soon enough, one of two very large warehouses will
fade into view (check your map and aim yourself). There are two patrollers
for the first warehouse, and two patrollers just beyond it. Ignore them for
now.

Instead, swing right (west) and follow the water front north (on the same
side as the boat). There are two patrollers who walk up and down the left
side of the center "m" fork and a pair of convenient crates at the north
end.
Just like the track guards at the beginning (or the two northern guards, or
the warehouse guards...), follow one guard north and kill him as he passes
the crates, quickly dragging him behind them, and then proceed to do the
same
with the second.

Now that the waterfront patrollers are dealt with, head on over to the
wall you were approaching earlier (the northern wall of the northern
warehouse)
and wait by the stairs. Wait for a patroller to round the corner from the
east and wait for him to pass the stairs (if facing the wall, turn left).
As
he does, cap him in the head and leave him where he lies. Putting him under
the stairs does nothing. A second patroller will round the same corner. Be
there as he does this. He will most likely see the body before he clears
the
view of the limo driver so make sure you have your MP5 out (unless you're a
good shot) and down him when he reaches the body.

Now for the southern warehouse. Head down the east side of the warehouses
(the same side as the limo), and run to the south-east corner of the
building.
The patrollers here go the other way, so stick to this corner. There's a
big air conditioning block nearby if you're a bit lost. When the patroller
rounds the corner, he will actually move a bit away from the wall and then
move west along the wall. Take him out quickly (before the boat guard
fades into view, or else he'll see what you've been doing, but not before
he's fully turned the corner). A second patroller will rush to the body
soon after (be at the corner so you can position yourself behind him) and
bla bla bla, yakkity schmakkity.

Now you can take out the limo driver, easy enough, and then bring out the
car bomb from your pocket. Plant the bomb. This one doesn't have a remote.
It's one of those cool engine-starter bombs you see in the movies. Now you
can relax a little bit in the alerting-the-guards department seeing as now
whenever Boris tries to escape, he'll be blown to kingdom come. Rejoice.

Head back towards the boat where you can see the boarding ramp. Two guards
watch the ramp, and another stands alone on the other side (what are they
trying to do? Make this -too- easy?). Harbor guards aren't allowed on the
boat, but sailors are. Walk on behind the lone sailor (poor guy, nyeh) and
get rid of him quickly and quietly. The gun works, but this is the prime
opportunity to use the wire or knife one last time. Drag him safely a few
inches behind the ramp and exchange his uniform for yours. You can now
stroll up the ramp with ease (as long as you put away your weapon).

The boat is busy with activity, and everyone's got guns. Don't alarm them
by trying to play it Rambo-style... you -do- remember Rambo, right? Er...
right? Nevermind.

There are several ways to get into the boat. Basically, you want to head
to the bottom deck and move southward. The only way to get to the bottom
deck is via a stairway/ladder in the cargo hold. The quickest way to get
there is to hang a right from the ramp and enter the door. Take the stairs
down... take the stairs down again. Then swing around right and take the
door just around the bend. You should be in the cargo hold now. Check the
map and you'll see a stairway down at the northern end of the hold (the only
end that has a walkway instead of a pit). Take those stairs down and you'll
eventually end up in the engine room.

Once you're in the engine room, cue up your MP5 (hope it has ammo) but don't
bring it out. Instead, walk down the stairs and past the engine. As soon
as
you see Ivan, that rat, fill him full of lead and then proceed to take out
everyone else in the room. Be careful as some people may come down from the
cargo hold. Whatever happens, make sure everyone's dead before you leave.

Behind you, where you killed ivan, should be a room to the south where two
nukes are. By now, Boris should have been alerted and should be now making
his escape. Snicker if you want to. Enter the nuke room, but face left
immediately and take out the guard (if he didn't come down for the first
firefight).

Keep your eye on the doorway as you make your way to the open nuke on the
west side of the room (the one that's not in a case) as some stragglers
might
decide to pay you a visit. Otherwise, walk up to the exposed control panel
and bring up your action menu to disarm the bomb. I guess Hitman's a good
bomb technician, too. I honestly thought disarming the nuke would've been a
bit harder, but then again, the mission itself has been tough enough to last
a life time.

Once the nuke is disarmed, do a walk-around of the engine room to make sure
nobody's alive. Boris' escape should have cleared out the boat (you can see
a few sailors standing next to the limo as it explodes), but don't worry
yourself if there are still people strutting around. So long as you're not
carrying your weapon out in the open, they won't know what happened in the
engine room.

Head on up to the top deck (but not outside) and look around for a floor
that's been painted red near the north side. You should see a set of stairs
nearby that lead up. Take them up to a door and you should be outside.
Follow the walkway and up the ladder. Find a door and go through it.

Say hello the the Cap'n! Wave to the Cap'n! Stand behind the Cap'n! Give
a
noogie to the Cap'n! Cue up your reticle on the Cap'n! Put a bullet in the
Cap'n! Dance on the Cap'n!

Your job is done here. All you need to do now is steal the ship. Walk up
to the wheel and bring up your action menu. You should be able to start the
engines and head out to sea, just like the Agency wants you to. Of course,
if there's any crewmen nearby (tanktops), they will rush over to the engine
and shut it down. If this happens, head back down to the engine room. He
should be waiting for you there. Kill him and get on with it. Next time,
be more thorough, you slacker. ;) Start up the engines again and start
singing "Born Free!"


**************************************
5.10b Plutonium Runs Loose - Alternate
**************************************

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

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

What's different about this method of doing the mission is that it's not
surefire. That is to say, even if you get it right, it can still mess up
pretty bad. There's a bit of trickery with your gunning that you'll need to
do and if you miss the opportunity to kill Boris, you'll have to re-start.
However, on the bright side, pooching this method isn't so bad since it
takes
a lot less time than the one above (gate-passing method mentioned to me by
several people. Thanks, guys'n'gals).

Just like above, you'll start off on the west side of the "m" (check your
map
and you'll know what I'm talking about) just below a ladder. Climb on up
and
break into a run. Angle yourself eastward toward the warehouse where you'll
see a sentry with his back to you. Bring out your Beretta and hit sneak
mode
(just in case) while you're running towards him. Approach him from behind
and
make sure that the patroller in front of him has turned the corner. Put a
bullet in the sentry's head and take his uniform. You can now turn off
sneak
mode. Run forward in between the warehouses and you should see the
patroller
walking away from you. If not, he's gone to the other side of the second
warehouse. Either way, you can safely kill him without alerting anyone.
Now
comes the fun part.

Run east toward the gate. You'll see a fence with a track running east-west
in front of it. On the west side is the gate, guarded by two mean-looking
goons. Patrollers will pass through the gate either way and then head down
along the tracks and back. If you've been quick about it, by the time you
get there, you should see a patroller heading up the track. If not, just
wait
for the next guy to make his way down the track and turn around. What you
want to do is stay behind him as he walks toward the gate. When he gets
there,
he'll stop and mumble a code word to the guards (sounds like someone talking
backwards) and the gates will open. As he walks through, follow closely
behind him and you should be fine. Just make sure he's going in the same
direction you want to go (in this case, north).

* Whatever you do, don't run ahead of the patroller or try to pass
through
if the guards tell you to leave. Your timing may be off and if the
guards tell you to leave or if you try to squeeze past the gate or
something, the guards will open fire on you. This is why you want to
keep pace with the patroller for a while. You'll know you're getting
it
right when you see the gate guards turn toward you, but don't say
anything as you approach.

Once you're through the gate, head right (east) and you'll eventually come
to another gate. This time, tracks pass through the gate and the patrollers
will come out, turn right at the end of the warehouse, walk behind it and
the
one just beyond, and then head back. Do the same trick here to get past
this
gate.

The next gate is north a little ways as the one immediately ahead of you
is locked (see the padlock?). However, the gate that you pass through -is-
on
the same fence (which is interrupted by two buildings: one going east-west,
and one going north-south). Just follow it around to an area that opens up
to the east. The patrollers here will pass through the gate, walk up a ways
and head down that narrow warehouse-fence alley just ahead. Again, do the
same pacing trick and you should get through fine.

* You may now think that the next logical step is to go and get the car
bomb from the weapons depot. Don't. You can pass through all the
gates
you want, following patrollers and what not and make your way to the
depot the same way as in the method above (albeit a little revised).
The problem with doing this is that without fail, every time you enter
the depot and grab the bomb, when you come back, you'll notice that
all
gate patrols have stopped. The patrollers will stand at the
end-points
of their path and do nothing. This will put a serious damper on
getting
to the limo (and the boat, for that matter) as you'll need to fight
your
way back. Since you haven't taken anyone out on your way except the
two or three dogs you run into, there will be a lot of resistance. Of
course, you could always pick up the sniper rifle from the depot and
work your way back, but that'd be a lot more trouble than it's worth.
(No thanks to anyone who told me the gate trick since they all failed
to mention this to me, but hey, it's appreciated anyway.)

Now head directly south-west (ahead and to the right) after you've passed
the
gate and stop when you get to the top of the middle fork of the "m". You
should see some convenient crates near the water front. I say convenient
because there are two patrolling guards you need to stuff there. They walk
along the west side of the middle fork from the boat to the crate and back.
Head south a little bit and get behind one as he approaches the crate.
Bring
out your Beretta and follow him. Just as he passes the crates, ice him and,
surprise, hide him behind them. You'll have plenty of time before the
second
patroller makes his way to your position and you shouldn't have to worry
about
the guards to the north (where you just came from) seeing you with the body
(or, for that matter, the body itself). Just don't drag it away from the
crates. Instead, put it snugly against them and wait for the second
patroller
to come. He takes his sweet time, but he'll get there. Do the same.

Now head south. You'll see two very large warehouses (like the one you went
to in the Gunrunners mission) on your left. There are two patrollers for
each
one as well as a sentry in front of Boris' limo on the east side. Don't
worry
about the northern warehouse patrollers since this method of doing the
mission
doesn't require you to take them out. Instead, head to the east side of the
south warehouse (the side of the pier that doesn't have the boat).

The patrollers here walk north along the boatside and south along the
limoside.
Head to the south-east corner of the warehouse where the patrollers will
turn
and head back toward the boat. This is where you'll want to take them out.
For the first one, bring out your Beretta and wait for him to turn the
corner.
He'll walk out a little ways away from the wall, but you can safely kill him
once he's past the grey air-conditioning box. Don't wait too long to kill
him because there's a guard near the boat who will fade into view and see
you
make the kill. For the second one, there's no way to avoid him seeing the
body, but again, he'll run to it first so use your MP5 (unless you're a good
shot). You can leave them where they lie.

* Killing the patrollers before they turn west will run the risk of not
only the limo guard seeing you, but also the patrollers for the north
warehouse. Don't do it.

Now head west where the patrollers were headed and you'll see the ramp to
the
boat. There are two guards standing in front of it and one standing all
alone just behind it. He just begs to be killed. In any case, you need his
clothes to sneak up onto the ship, otherwise the ramp guards will tell you
to
leave. Stand behind him and take him out with the knife or, if you brought
it,
the wire. Using the gun may alert the two guards so you want a nice, silent
kill. Drag him back behind the ramp just in case and take his clothes. Now
you're travelling in sailor style! Put away your knife and head up the
ramp.
The guards should give you no trouble now.

At the top of the ramp, turn right (north) and head down the small steps
to the first doorway (which, if you turned correctly, will be on your left).
Enter this door and head down the stairs that appear immediately in front of
you.

Instead of taking the next stairs down like in the method above, turn left
and you'll see an area that opens up to the north. There are two guards who
stand in front of two short hallways that lead to the same room (check your
map, it's the northern-most room on the 1st deck). I guess that's where
Boris is holed up. However, approaching the guard on the left will get you
a "get out of here". You -could- try passing the guard on the left who may
or may not give you the same message, but they'll end up firing on you,
alerting Boris and not to mention, the other guards as well. Deal with
these
two later.

Instead, turn around south and you should see a doorway. You may or may not
have noticed a patroller who comes through it, but in any case, it leads to
a catwalk. This catwalk goes over the cargo hold and is interrupted by a
walkway in the center of the ship. Wait for the patroller to come by and
turn around. When he makes his way back over it, follow him. Do not kill
him
on the catwalk itself as you'll likely alert the guards below which invites
a
world of hurt you don't want. Instead, wait for him to reach the second
door.
At this center point of the boat, the other catwalk guard will pass in the
opposite direction (probably pushing you out of the way while he's at it) as
well as another patroller who moves east-west along the divider. Sometimes,
but not always, all three will pass at the same point making it the perfect
opportunity to pull out your MP5 and mow them down. If you manage to do
this
without alerting the guards below (as you may or may not be able to get them
without them making a sound, or another possibility being that you get
pushed
back onto the catwalk), skip the next paragraph. If not, go on.

If you can't mow them down, you'll need to be a bit sneakier. Wait for the
catwalk guards to pass back through their doors, but follow the east-west
patroller as you do this. By the time the catwalkers are gone, the one
you're
following should be at the end of his route and turning around. Knife him
and
drag him quickly out of the way (into the adjacent hall where no other
patrollers pass by). Head back to the catwalk doors. You can either wait
for
the catwalkers to pass in the center with your MP5 ready to take them both
out in one spray, or you can head north where the catwalkers stop and turn
around. Take one out with the MP5 as he turns and wait for the second one
to
discover the body (put the gun away and cue it up in your inventory). Now
head back to Boris' guards.

This part is tricky, but it can be done in one of two ways. Either way, you
need to be quick. The bold way to do this is to stand between the two
guards
and cue up your gun in your inventory. When you're ready to sweat, gun one
down and spin around, taking out the other. The other way to do this is to
cue up your gun, but instead hug one of the walls next to one of the
sentries.
This way you'll buy yourself a split second when you take out the one in
view
and turn to take out the remaining one who will come out from behind the
bend.
In any case, Boris should be alerted, arming the nuke and making his run.

* If Boris begins to run away before you can get the other sentry, go
after him first. If he gets away, there's no bomb in the limo to
save the mission so you absolutely must kill him.

Boris usually leaves through the door on the left (the west one) so make
sure
you catch him as he leaves, either by intercepting him or waiting in the
open
area for him to come out (as he might leave through the right door, too).
Either way, he takes quite a few hits before he goes down so feel free to
unload everything you've got in your MP5 until he's down. Once he's down,
you'll have about three and a half minutes to disarm the nuke (you'll get an
info display).

* If you don't alert Boris (it happens), as soon as you walk into the
room, he'll arm the nuke so no matter what, you'll have to go to the
engine room as you can't fire at him during the short cutscene where
he stomps on the detonator controls.

The quickest way to the nuke is to head back over the catwalk to the center
divider and turn left when you get there. You'll see some stairs going down
and you'll need to take them. Don't worry about any more patrollers as
everyone should have taken off as soon as Boris armed the nuke. I guess not
everyone you encounter in this game isn't so stupid after all. As soon as
you're down those, do a 180-degree spin and head around the stairs to that
wall jutting out of the wall to your right. It conceals another set of
stairs
that's easy to miss so make sure when you run around it you don't run too
far.

Before you go down, bring out your MP5 if you put it away. These stairs
take
you to the engine room where there are two guards (Ivan's run away now).
One
immediately to the left of you as you pass through the door (so strafe
through)
and one a little further into the room. There's also one inside the nuke
room who will most likely come running, but if he doesn't, he appears on the
left as you walk up the short set of stairs. In any case, go in guns ablaze
and take out every tank-topped guard you find. These guys, along with the
captain of the boat, are the only ones who don't run as they decide to stay
just to make your life harder. Once everyone's down, head northward past
the
engine and up the short stairway to the nukes.

One nuke is still in the case on your left, and the other is on your right.
You only need to disarm the one on the right so just mosey on up to the
control panel, bring up your action menu and disarm it. That Hitman knows
how
to do everything, doesn't he? Now, for the Captain.

* Before you leave, make sure that there are no more mechanics
(tank-tops)
around. There's still one on the boat that will require you to make a
second trip to the engine room (remember how to get there), but if you
don't want to make that second trip, go find him and take him out. He
should be in a spiraling room (the light flickers) at the very bottom.
I don't really remember how to get there and it's easier to make the
second trip, imo.

Head all the way back up to the main deck, but don't go outside. Instead,
look for a floor that's been painted red on the north side. You should see
some stairs that lead up to where you want to go, so follow them. They
should
take you outside to a balcony of sorts. Immediately next to you is a
ladder.
Climb on up and open the door immediately in front of you.

I guess the Captain is no clue as to what's going on, so we'll just put a
bullet in him. Make sure he's good and dead. No need to feel guilty,
either.
He was going to burn up in the nuclear explosion, so he deserves it. Walk
up
to the engine controls (which are right in front of where the Cap'n was
formerly standing) and bring up your action menu. Select "start engines"
and
you'll be treated to a cutscene. If you went hunting for the remaining
mechanic, you'll successfully steal the boat and get a success. If not,
he'll
come to the engine room and shut it down. Head back down to the engine room
and he'll be waiting for you there (in the same position as the other guy,
no
less). Take him out and return to the bridge where you can start the
engines
in peace. Sail on to international waters and kiss this mission goodbye.

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

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


**************
5.11 The Setup
**************

Mission Objectives
- Eliminate Dr. Kovacs

Recommended Equipment
- Kevlar Body Armor

Yes, it's true, you can't take weapons into this mission, but hey, what
would
any asylum be if they didn't stock up on semi-automatic machine guns and
shotguns and what not in weapons stashes all over the place? Well, I guess
it'd be a NORMAL asylum. Well, you're not in a normal asylum so don't get
all riled up for nothing.

This mission, as its name implies (directly states), is a setup. Notice
that
the map you're given doesn't show you a pick-up point. Your friend
at the Agency, Diana Burnwood (the one who's been sending you all these
assignments) actually shows some concern for your safety. How sweet. Maybe
after all's said and done, Hitman can go and get a date. Watch the opening
cutscene. Interesting gate handles they've got there...

Walk on up the path (or run, since it's a bit far) and enter the door to the
asylum. A desk clerk will stand up and check your ID. No need to talk to
him, he should start talking all by himself. Once he's done, he'll lead
you through the desk and into the asylum. His directions to Kovacs' office
couldn't be better explained, so listen to him.

Now's the time to find yourself a weapon. First, head on up the stairs
through the double doors. This leads into the operating theater (the
fountain
is below... does anyone else find that eerie?). Run straight across the
room to the other side and go through the doors there.

You should now be in a small area with a door to your left, a door to your
right, and a steel door straight ahead. The door to your left is someone's
office. The door to the right is Kovacs' office. The door ahead offers you
a fun weapon to make the kill.

Head into that room (it should be a bathroom or something) and you should
see
a first-aid box on the wall. Inside is a syringe (a needle, you unlearned
children) that you can pick up. Well, pick it up. Now head to Kovacs'
office.

He doesn't look like much, does he? Instead of approaching him from the
front, walk around his desk and approach him from behind (no need to draw
the syringe yet). He will start talking to you and Hitman will reveal that
his memory gets jogged during the conversation. So much for keeping the
truth
from Tobias Rieper (that's you).

Once the conversation ends, bring out the syringe and plunge it into the
doc's
neck before he can run away. It's a nice, silent kill and it's quick, too.
When he's down, take his clothes.

* After a certain amount of time, regardless of whether or not you have
killed Kovacs, the SWAT teams will arrive. Of all the AI in the game,
I think they are the stupidest people to ever populating the game. At
times I have seen them all stuck in door thresholds. Quite amusing.
Still, as stupid as they are, they will kill anyone who doesn't look
like they belong in the asylum. Namely, you. Once you've got the
doc's clothes on, they will ignore you so long as you put the syringe
away. You can tell that they're nearby from their radio chatter.

* If you don't want to use the syringe, the office opposite Kovacs has
a shotgun and some shells you can use. Make sure you drop it
afterward.

* If you want to cut even more corners, instead of heading to the
office,
head upstairs. There's an UZI you can find in one of the cupboards
that
you can conceal on you. The only problem is, this leaves you little
time to kill Kovacs before the SWAT teams arrive.

Kovacs is the only necessary kill you need to make in the mission. You're
asking for a world of hurt if you want to fight the SWAT teams, but then
again, there are plenty of weapons and ammunitions in the asylum for you
to use.

Once Kovacs is dead, you can walk around the asylum without the police to
worry about, but you also need a key to get through all the locked doors
that
block you off from the rest of the building. Fortunately, a key hangs on
the
back wall of Kovacs' office. Ta da!

Your mission now is to wander the asylum, looking for clues as to where the
doctor who created you (the one Kovacs mentioned) is. The first order of
business is to get yourself armed with at least a handgun, and maybe a
submachine gun. Beyond that, there's no reason to draw attention to
yourself
with an M16 or a shotgun, so leave those alone.

Go back out the operating theater to the stairs and head further up. Wander
around the top floor in every room. You should be able to find a gun or
ammunition in almost every room (usually in cupboards or on trays). The
thing you want to find is the handgun or the UZI. Either one will suit you
fine, but you might as well pick both of them up. Loading up on ammo isn't
necessary.

Once you've got your two guns, you can head back down to the lower floors
of the asylum to look for clues. Talk to all the inmates. You only need
to talk to one for each "area" so to speak as many of them will say the same
thing. One will ask for a book, one will ask for a rubber duck, and one
will
ask for a teddy bear. The book and the bear can be found in the bedrooms on
the second floor as well as lying around in places on the first floor. The
duck can be found in a bathing area on the first floor (I think on the north
side behind a gate), or near a sink on the second floor. In any case,
when you find any inmate, give him what he asks for and he will lead you
somewhere. The two destinations are the rooftop (where you'll find a
shotgun)
and the TV Room. These should both already be labeled on your map (stairs
marked "rooftop access" are what you're looking for, and TV Room is on the
second floor.

* It's not necessary to talk to the inmates and get their stuff for
them.
In fact, it's annoying as they can't open doors for themselves and
most of the time take off before you can make any progress. I only
mention it as it somewhat helps advance the storyline.

Head to the TV Room when you get a chance. There's one guy that sticks out
(hmm, kinda looks like they put all the U'Wa Tribesmen in the asylum,
doesn't
it?) and he's sitting hunched over on the chair. Talk to him. For the
confused, this is the agent you freed in the Hong mission. Last time you
met, he seemed to know the place better than you and helped you out after
you helped him out. Maybe he's got some info you could use. He's feeling
pretty down anyway, so get him what he wants.

Walk over to the cage in the back of the room and pick up an antidote.
There
are three or four vials lying around, but you only need one. When you've
got
it, head back out to the agent and administer the dose to him (through the
action menu). Ahh, much better.

Now that he's feeling better, he'll lead you out to the secret entrance.
Open doors for him and follow him closely. He'll lead you to an elevator
and ride it up after a short conversation. Oooh, look! Stairs! Take them
down to end the mission.

* You may wish to take a larger weapon to the next mission, but it's
definitely not necessary and much more trouble than it's worth.
First,
you have to pick up the weapon and move it to the elevator on the
first floor (below Kovacs' office) without the SWAT teams seeing you
with it. This means picking it up, dropping it, checking doors, etc.
Next, you may be tempted to load up on ammo for it, but no matter what
you take with you to the next and final mission, you get only one
magazine per weapon, no matter how much you had before. Seriously,
it's not worth your time.


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

Mission Objectives
- None.

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

Cool. We finally know what that barcode on the back of Hitman's head is for
(as well as what it says!). This mission is relatively simple. It's the
final bloodbath, and the ultimate revenge... or something.

Draw a gun, any gun, and memorize its...uh... never mind. Head around the
corner through the gate where an orderly sits at a desk. He will draw a gun
on you no matter what so you might as well blow him away and pick up his gun
while you're at it so you can go John Woo style for a while.

Head past the next gate. Once you hit the intersection, you should see a
cutscene. Looks like you, doesn't it? A whole lotta you, at that. Say
hello to Hitman: Codename 48. They're smarter, they're faster, and they can
sure as hell aim better than anyone else in this game. After this cutscene,
you've got little time, so run.

At the intersection, turn right and open the gate. Run straight ahead.
At the next intersection, turn right and open the gate. Then run straight
ahead across the hall to the steel door in front of you and go in there.
There's a tasty Minigun waiting for you, but draw whatever weapon you have
first (best to take out the UZI if you've brought it) and wait for the first
clone to come after you. Shoot at him through the grate or whenever you
see him, but make sure he's dead.

Once he is, turn around and grab the Minigun. However, the Minigun is
heavy,
and you need to get somewhere quick. Select "Holster" in the inventory menu
and Hitman will lower the Minigun to his side, thereby allowing him to run.
Do NOT hit the "nothing" button as this will cause Hitman to drop the gun.

* If you wish to save time, before you head to the orderly at the
beginning of the level, drop everything except your gun(s). This
way, your inventory will be nice and small, all the quicker to
pick what you want. For some reason, the game won't recognize my
mousewheel unless I'm on default key settings. Weird.

Run back the way you came (through the gate, left, through the gate), but
instead of hanging the left to go back to the orderly, run down the long
hallway to about the second light and turn around, facing the gate. Hug the
left wall and bring up your Minigun. The clones will file in this way.
That's right, I said clones.

There are exactly ten clones to kill, including the first you downed in
front
of the Minigun room. Now that you're in the prime position to do some
sucker
shooting, just wait for the clones to come down the hallway as they, without
fail, always will. Just be sure to shoot as soon as you see them. They
have
an incredibly accurate shot (a few rounds will take 50% from you in no time)
and then run away, so make sure you down them before they down you.

MINIGUN TRICK: There's a slight delay as you have to wait for the barrel to
start spinning before the gun starts firing rounds. However, this can be
circumvented by tapping the trigger once to get the barrel spinning. It may
not work the first time, but it definitely will work. This way, there's no
delay when you fire and you'll have plenty of time between clones to setup
the barrel again. Give a few test shots if you like, but trust me, this
works. Instant Minigun Wrath, with no preservatives!

Each time you down a clone, an Information Display appears saying "Clone
released" or something close to that. You have about 20 or 30 seconds
before
you'll see the tell-tale black suit running down the hall, so just bide your
time. Better them come to you than you go to them and they run around you
and put a bullet in your head. When the final clone is down (in case you
lose count), there will be no Information Display. You're free to approach
the pile of bodies.

If you wish, holster the gun again, or altogether drop it and pick up an
MP5. Whatever floats your boat. Pick up a body and begin the long haul.
At the T-intersection, head left instead of right. You'll be led to another
small, narrow gate. Open if it isn't opened already and drag the body
through. You should hit another wall. Drag the body right (this should be
the scanning chamber) and into the room onto the square with the footprints
on it. Look at that smart Hitman scan the clone.

* If you step on this square without a body in your hands, the scanner
will know you're not a 48 model and will seal off the room, gassing
you to death. Adieu, Hitman.

When the scene is over, you'll be facing a door that opens up to you. Ready
whatever gun you're bringing and walk on forward. There is an operating
table and just beyond it is a dark doorway. Just stand where you are and
the Doc will come out with open arms thinking you're a 48. However, he runs
towards you after he's done talking (guess he loves his clones). At that
point (or before, if you're tired of his yakking), fill him up full of lead
and your mission, as well as the game, will be complete. Now where's
Diana's
phone number, I wonder?


-------------------------------------------------------------------------------
6.0 Cheats
-------------------------------------------------------------------------------

In a text editor, find the file "HITMAN.INI" in your Hitman directory and
open it up. At the very end, add the line "enableconsole 1" without the
quotes and save it.

During gameplay or at the laptop screen, hit the tilde key ("~") and the
console should drop down. Enter the following for each cheat:

god 1 = Invincibility
invisible 1 = The enemies can't see you
giveall = All items and weapons for the mission
infammo = Unlimited ammunition for your weapons

(Thanks, Keller)

NOTE: Instead of 1, use 0 to turn off the cheats.

EXTRA NOTE: For some reason, people have been having a lot of problem
figuring
out how to do this, so I'm going to flat-out direct you down to the FAQ
section. Look for the question involving the "HITMAN.INI" file. Seriously,
folks, if you really can't figure it out, play the game legitimately.
That's
what this document is for, no?

-------------------------------------------------------------------------------
7.0 Frequently-Asked Questions
-------------------------------------------------------------------------------

I've gotten plenty of e-mails about some of the things that happen in the
game
that aren't exactly out-lined in the manual as well as some miscellaneous
questions. I get them frequently (heh, I'm funny) so here they are, in no
particular logical order. Stop flooding my mailbox. ;)

******
Q: How on earth do I draw two guns at once? Can I draw two SMGs?

A: Oops, they forgot to put this in the manual (I think). You can either do
what most of us did when we first got the game, which is to drop a
handgun,
draw the other, and pick the one you dropped back up, or you can hold
Control on your keyboard as you select two handguns from your inventory
list. No, you cannot hold two sub-machineguns.

******
Q: You recommend a certain weapon in a mission, but I can't buy it. It's
greyed out. Why is that? What do I do?

A: They didn't mention this either, the finks. After much testing (read:
fun
with cheats), I found that certain weapons get greyed out depending on
your
performance in previous missions. For example, in the Hong
Assassination,
if you alert the guards too many times or blow everyone away, you won't
be
able to buy the M60 in the following mission, even if you have enough
cash
to get it. What you can do is either go back and re-do the mission just
previous and do it better, or you can just improvise. My methods of
completing the missions are not set in stone and more often than not,
there
is a gun similar or in the same class as the recommended one, although a
little weaker, that you can take along instead. The only problem is
dealing with greyed-out silenced weapons, but thems the cards you've been
dealt.

******
Q: My game crashes using a Voodoo3 and I don't know why.

A: What do I look like? Frickin' tech support? Go ask Eidos! Just
kidding.
More often than not, the current Glide drivers for the Voodoo3 (as of
January 4th, 2001) are messed with this game. Don't give me the, "but
all
my other games work with it" schtick. I don't care. It won't work.
I've
tried everything (including formatting my drive and clearing the
registry)
and there's no getting the game to run in Glide or OpenGL with the V3.
If
you can, then Kudos to you. I don't know how to fix it other than to
stop
using Glide and just cave in to using Direct3D. It's not so bad. Just
some mirrors don't reflect anymore (like in the Hong mission). And, erm,
some of those cool layering effects, but the game's still fun. If you
must get this thing to run in Glide, contact 3dfx at http://www.3dfx.com/
I've already done so and you'll be in for a long wait. I still don't
have
an answer from them.

******
Q: My game crashes on the Hong Assassination or Say Hello...

A: Ah, the fun crashes in the long missions. Yes, well, as far as I can
tell,
this is a camera problem. Sometimes you can still fire, but not move,
and
sometimes you can't do anything, but reboot. C'est la vie. This usually
happens on the top floor of Hong's HQ (where his office is) or when you
try to look out the window on the upper floor (or tower) of Pablo's
house.
I think what happens is that the camera accidentally zips out into the
open area and can't recover, thereby crashing the game. There's no way
to
solve this (as of January 4th, 2001), so you might want to wait for a new
patch. Let IO or Eidos know of this problem.

******
Q: I've done everything you've told me to do with the Gunrunner's mission,
and even though the mission objectives are "accomplished", I still fail.
What gives?

A: Okay, after many (and I mean MANY) submissions into my email box, I've
finally gotten an answer for this one. The reason why you're failing the
mission is because... oh, I don't know... YOU'RE CHEATING! Using the
giveall cheat calls two briefcases into existence, so if you're still
holding one when Ivan takes off, you fail. Nuff said.

******
Q: Where can I find the patch? I've looked all over the official site and
can't find it.

A: Your best bet is http://www.DailyRadar.com/ or http://www.ign.com/
I only knew of the Build192(?) patch through one of the message boards on
GameFAQs and had to go hunting for it thinking it would fix my Glide
problems (it didn't). Most of the bigwig game sites carry copies of the
patch so you shouldn't have any trouble locating it.

******
Q: Every time I try to edit the HITMAN.INI file, I can't save it or I can't
find it to begin with. I want to cheat, man!

A: There is a HITMAN.INI on the game cd that can't be edited. CD's are
read-only, so if you can't save it, you're likely trying to edit the
wrong one. Instead, look in your base Hitman installation directory (no,
it's not a folder! It's a damned directory! Remember DOS?). The
default
installation directory is :
C:\Eidos Interactive\IO Interactive\Hitman - Codename 47\
The file you're looking for is in there. If it's not, I'm surprised that
the game even runs. Re-install.
Otherwise, if that's not the directory you installed the game into, look
for the file in there as well. Use Notepad or any other TEXT editor to
edit the file. You may have to turn on file extensions (.ini) so that
you know you're working with the right file.
And just for clarification, a folder and a directory are the same thing.
If even still you have problems, then I simply suggest you leave cheating
well enough alone.

******
Q: I'm trying to burn a copy of this game from my friend and I'm having
trouble getting it to work.

A: So? Go buy the game like you should've!

******
Q: I lost my manual in the trash.

A: Seriously. Go buy the game. If this is legitimate however (right), then
contact Eidos for a replacement. They'll probably charge you for it.

******
Q: Did you know there's a Minigun and an M16A2 on Say Hello...?

A: I knew about the Minigun and left it out for the fact that it's useless
in
that mission, but the M16A2 was new to me. Either way, several, several,
and I mean SEVERAL people let me know that both existed and the list is
really too many to give anyone proper credit (as you can see my thanks
list is already too long to begin with), but thank you all for letting me
know. If I didn't send you a reply, it's probably because someone
already
beat you to the info tip. In any case, the information is updated now,
so
please don't tell me about these two guns anymore.

******
Q: I have an alternate method for completing a mission. You want it?

A: Maybe. I get a LOT of variations as this game really can be done several
ways. However, my write-ups are (hopefully) designed so that anyone
who's
actually having trouble with the mission can get through it successfully.
My way is not set in stone. Always feel free to improvise. If you find
a way that is easier, doesn't involve shootings where they aren't
necessary, and basically is all around better than what I've put out
here,
I may or may not add it/change it. I try to test everything first so
that
I'm not putting out false information. Something like shooting six
guards
out in the open and running for cover before anyone else notices so that
you have less opposition later isn't what I'm looking for. However,
taking out a patroller so it's easier to take a sentry out, that's
probably what you should think about sending in.

******
Q: Do you work for Eidos/IO-Interactive?

A: No. But it's a nice thought.

******
Q: You wrote this at Christmas time. Are you nuts?

A: Yes.

******
Q: Why did you write this guide?

A: Frankly, because I absolutely love this game to pieces, despite its few
flaws (and my frustration with Glide, grr). Even in the few weeks that
passed between my first time completing the game and the the time I took
updating this guide past its original completion, I was never bored.
Frustrated, yes, but not bored.

******
Q: How did you find where Boris was standing on the ship?

A: Actually, nobody asked me this, but I was amused. Maybe you won't be.
Maybe I care. I turned on the invisible cheat and ran all the way to the
boat. Then I turned off the invisible cheat, killed someone, and turned
it back on. When one of the guards started running to go tell Boris, I
chased him. Okay, so it's not that amusing, but it's damn funny when you
try it. :P

******
Q: Why don't you reply to my email?

A: I try. I honestly try, but I get a lot. It's like for the longest time,
I never had any reason to check it in the first place, but I get about 20
to 30 a day, 95% of them about Hitman and I can't really keep track. I'm
just not used it. I apologize. If, however, you've asked me for
permission to post this guide, I'm probably waiting to get the latest
update finished so that I don't have to give you one just to have you
change it right away.

******
Q: How old are you?

A: A tiger never tells. Okay, he does. I'm 21 (as of May, 2000).

******
Q: What kind of games do you like?

A: Entertaining ones.

******
Q: Will you ever write another walkthrough?

A: Ermmmmm...maybe. Seriously, I had a lot of fun writing this guide,
but I've got to say that it has taken a lot of time to put together,
not to mention that I seriously over-did the distribution (no
offense) because the updates were getting hard to do in small
increments due to of all the sites I had to send to. All in all,
I wrote this simply because I fell in love with this game. It, to
put it bluntly, friggin' rules!

******
Q: Was it worth it?

A: Yes. It was lots of fun and I think I did pretty well my first time
out. Sure seems like it with all the kind words I got. ^_^

******
Q: What would make you write another FAQ?

A: Maybe if another game tickles my fancy like this one did, I'll write
another. Or maybe if I get paid. ;)


-------------------------------------------------------------------------------
8.0 Afterword
-------------------------------------------------------------------------------

Here's something funny I wrote:

"Hot damn. Version 1.0 of this document was completed on December 27/28,
2000.
What does this mean? It means any future changes to this document will be
purely cosmetic (or clerical, eep)."

Boy, was I wrong. Since writing that, I changed slew of things and added a
whole lot more. Oh, well, shows what I know. Anyways, the rest of it
follows:

It means I can do my award-accepting-thanking in wholeheartedness. It means
that I can finally sit back and relax and choose whether or not to do any
more updates to this FAQ, which has sucked so much of my time out of me.

I have to say that completing this game Christmas Day was quite a present in
itself (so much so that I took two days to relax before finishing off this
FAQ) and that now that I'm finally finished with all the missions, hopefully
to all of my readers' liking, I can finally be completely proud of what I've
done. That's not to say that I'm the greatest writer in the world. No, not
that. I'm simply proud I actually finished something I started that wasn't
for just myself! Pretty damned good game if it can make me do that, no?

I was really surprised by the amount of support I got from everyone, tips
all
around, above and below me. I mentioned as many people as I could, but for
those of you I missed, I'm sorry. I know you're in the stack of mail
somewhere, but I just can't go through them all to give you a shoutout. I
do
appreciate you guys, though. :)

And I'd just like to say that IO did not make this game easy to guide
through.
Not that it was difficult to actually get around, but more that the maps got
so huge that observing patrols (especially the Plutonium patrols, ugh!)
became a task that evoked a lot of groaning.

In any case, I tried a lot of weird things, and anyone who still wants to
squeeze a bit more out of this highly-replayable game may want to try
everything they possibly can, just for the hell of it. As a side note,
walking next to guards and constantly reloading your gun can be entertaining
if you're reallllllllly tired. ^_^

Anyways, thanks for sticking with me through it all, and I'll update on a
much
slower basis if at all. Oh, and if anyone cares, I'm playing Giants.

~Dune Tiger~

-------------------------------------------------------------------------------
9.0 Contact Information
-------------------------------------------------------------------------------

If you have any comments, complaints, or questions, you can contact me
at dune_tiger@hotmail.com


-------------------------------------------------------------------------------
10.0 Acknowledgements
-------------------------------------------------------------------------------

Thanks to GameFAQs for giving this FAQ a home and for being the place of my
debut.

Thanks to Neoseeker, Gamewinners, CheatCC, and Gamespot for showing interest
in my FAQ mere days after it was sent, unfinished, before the world. An
extra thanks for giving this FAQ more homes.

Thanks to the rest of the sites in the list above for accepting the final
version.

Thanks to Squints for telling me how to find the Desert Eagle and for
trying (it didn't work, but thanks anyway) to fix my Glide problems.

No thanks to Eidos for making the patch impossible to find on the Hitman
site.

Thanks to Daily Radar for providing said patch.

However, thanks to Eidos and IO for making such a wonderfully great game.
I recommend it to everyone who shops at my store. [ hint, hint, I want some
royalties ;) ]

Thanks to Canil for the strafe-drag tip.

Thanks to redcalx for recommending this game to me.

Thanks to Keller for posting the Hitman cheats.

Thanks to Erik H. for tips on the Hong missions.

I must mention Talism for offering a solution for Find the U'Wa Tribe and
LDavid8 for the following two missions. However, they both offered
their assistance (while it's appreciated) two days late. My Christmas
present (Xmas 2000) was completing the game. Writing this FAQ, however,
waited until after Boxing Day. Thanks, guys.

Thanks to Fivebux and James for confirming the existence of the Minigun.

An extra thanks to James for correcting my Kevlar mistake.

Thanks to MOFO for Hong tips (can you believe he used the fiber wire on
Hong?)

Thanks to everyone who gave me tips, but that I forgot to mention.
(I tried to mention you, I swear)

Thanks to everyone who wrote me with kind words. ^_^

Finally, thanks to everyone who read this word for word and didn't get sick
of the word "thanks".

-------------------------------------------------------------------------------
Peace.
 
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Engl. Lösung

17.Oktober 2013
Ergänzung zu anderen Lösungen
Hinweise

17.Oktober 2013
Trainer

16.Oktober 2013
Dt. Lösung für Level 4
Lösung

17.Oktober 2013
Dt. Komplettlösung im Word-Format
Lösung

17.Oktober 2013
Engl. FAQ

17.Oktober 2013
Engl. Lösung

18.Oktober 2013
Alle Level spielbar
Savegame

17.Oktober 2013
Leider keine Beschreibung verfügbar
Savegame

18.Oktober 2013
Engl. Lösung

18.Oktober 2013
Lösung

18.Oktober 2013
Dt. Trainer für Rüstung und Gesundheit
Trainer

15.Oktober 2013
Cheats

17.Oktober 2013
Lösung

17.Oktober 2013
 
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