THE GUYBRUSH THREEPWOOD (Mighty Pirate) GUIDE TO HITMAN 2; SILENT ASSASSIN ========================================================================== Version 1.0 1. FORWARD; READ THIS BEFORE MAILING ME 2. OVERVIEW 3. GAMEPLAY TIPS 4. MISSION 1- ANETHEMA 5. MISSION 2- THE STAKE-OUT IN ST. PETERSBURG 6. MISSION 3- KARIV PARK MEETING 7. MISSION 4- TUBEWAY TORPEDO 8. MISSION 5- INVITATION TO A PARTY 9. MISSION 6- TRACKING HAYAMOTO 10. MISSION 7- HIDDEN VALLEY 11. MISSION 8- AT THE GATES 12. MISSION 9- SHOGUN SHOWDOWN 13. MISSION 10- BASEMENT KILLING 14. MISSION 11- GRAVEYARD SHIFT 15. MISSION 12- THE JACUZZI JOB 15. MISSION 13- MURDER IN THE BAZAAR 16. MISSION 14- MOTORCADE INTERCEPTION 17. MISSION 15- TUNNEL RAT 18. MISSION 16- TEMPLE CITY AMBUSH 19. MISSION 17- THE DEATH OF HANNELORE 20. MISSION 18- TERMINAL HOSPITALITY 21. MISSION 19- ST. PETERSMURG REVISITED 22. MISSION 20- REDEMPTION AT GONTRANO FORWARD ====================================================================================== All of this content is based on my own observations. If you write in with a useful tip, and I include it in a future version, you will, of course, be credited. Speaking of which, you are free to repost this wherever, just please keep me credited as the original author. Thanks. If you're NOT reading this on Gamefaqs, you might want to check there for a more recent version. I will not reply to any more mail asking me for permission to post this. While I appreciate you asking, my stance on this is clearly spelled out in this paragraph, and I get tired of repeating myself. I don't mean to be a jerk, but I'm getting a lot of very repetitive emails. Read this before you send me email. Thanks. 1. Do not mail me ANYTHING about ANY missions not covered in this guide. Any such mail will be deleted unread. 2. Check gamefaqs BEFORE mailing me asking about updates. The latest version is always to be found there. If you mail me asking about an update that's already been posted, you will not receive a reply. 3. Do not mail me a carbon copy of somebody else's faq or forum post. 4. There appear to be subtle differences, mostly in the karma engine, between the PC and console versions. If you're on a console, and something is working differently for you than I describe it here (like sniping the Don off his balcony) I don't want to hear about it. 5. If something is working differently for you than I describe it (like being able to walk past the elevator guard with the hostage in mission 4) I don't want to hear about it unless you can tell me EXACTLY what CAUSED that difference in gameplay. If it doesn't work for ME, it's not going in the guide. 6. I'm not tech support. If I don't cover a bug or oddity in this guide, then I didn't encounter it and probably can't help you. 7. Apparently this needs to be spelled out; do NOT mail me about the bomb bug in mission four. I didn't encounter it, so I can't help you with it. Sorry. Try tech support. -Guybrush Threepwood, Mighty Pirate (guybrush@nc.rr.com) OVERVIEW ====================================================================================== I included a brief description of each map, and some general tips to keep in mind. If you're having trouble, I'd suggest trying a few more times with those in mind, before skipping ahead to the walk-through. I stopped noting recommended equipment because I got tired of always recommending chloroform and a silenced 9mm. I've broken each level down into a number of challenges, and provided different methods for beating each challenge. You can pick and choose which ones suit you best. I've also noted, at the end, what methods you should use if you want to score Silent Assassin on each level. Then, for grins, I included data on what Loot you might want to take with you at the end, for the trophy room. My guide is written assuming you want to play this game the way it was meant to be played. How was it meant to be played? Just look at the title. Hitman. Not "Gunman", not "Shotgun-toting-thugman", etc. Sure, violent sprees are sometimes a viable option, but if you rely on them, and never learn the ways of the Silent Assassin, then you're missing out on a great gameplay experience, and I feel sorry for you. GAMEPLAY TIPS ====================================================================================== This game plays very differently from standard 3D shooters, and, in more subtle ways, differently from the original Hitman. The controls are a little odd, but if you play the first mission a few times, you'll be used to them in no time. The AI is amazingly deep and realistic. The Mafia guys all know each other, so your disguise doesn't stack up to close inspection, but conversely, they DON'T know the mailman. If you're dressed as him, they won't be nearly as suspicious. Conversely, the delivery boy and mailman don't know you're not a Mafia guy, and will ignore you in that disguise. 1. Sneaking up on people- This is a much smaller part of the game than in the original, which is good, because it's bloody hard now. People will get a little suspicious if you walk up on them from behind, unless you're sneaking. Sneaking is very slow. What this means is that you can generally only sneak up on enemies deliberately placed for that purpose, like guys who are distracted, or stationary enemies that you can come at from behind. The unarmed and innocent are much easier. They will flee from you, so you can just run up behind them and grab 'em. 2. Disguise- This is also a smaller factor than in the first game. Not in that you use costumes less, but a suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. Also important are the way you move, the way you act, and where you go. Generally, you can avoid suspicion by making sure nobody gets a good look at you. If someone starts to get suspicious, turn and walk away, and generally the Suspici-O-Meter will slowly go down. Poor lighting can also help keep suspicion down. 3. Hiding- Hiding is a major factor in this game. Even a dark corner of a room can be enough to cloak a sneaking Hitman from prying eyes. Look for things to hide behind on levels, like crates or dumpsters. 4. Timing- The patrolling guards in this game have routes that take different lengths of time. Thus if some of my recommendations aren't working for you because a guard isn't where I said he'd be, then you probably arrived earlier or later than I did. All I can advise for those situations is wait in a safe spot until the alignment of the guards turns in your favor. 5. Chloroform- It's now possible to take out enemies without killing them, but unless you're trying for Silent Assassin, it's generally not worth the bother. They only stay down for about a minute per "bottle". Hold the button down to give them a bigger dose. 6. Ratings- At the end of each mission you receive data on how well you did. Your stealth and aggressiveness, as well as how many non-targets you hurt are considered. A perfect score nets you a "Silent Assassin" rating. Typically, this requires you to kill ONLY the target, use only 1 shot per target, and never get caught. 7. Running- The NPCs in this game hate running. Passionately. Maybe their parents all died in some sort of marathon accident, but they all get really suspicious when you run. Now, I'll freely admit I'm not a Russian soldier. But if I was, and I saw another Russian soldier running, but first reaction would not be to OPEN FIRE! 8. Weapons- There's quite a lot of weapons in this game. Apparently they didn't want to pay for licensed gun names, so everything has a pseudonym. Whenever you're given a choice, bring the knife, anesthetic and silenced 9mm on every mission. Knife- The fastest and nosiest way to kill someone from behind. Fiber wire- Quieter, but a little time consuming. My weapon of choice close up. Anesthetic- AKA chloroform. Takes ages to use, but you generally have to for Silent Assassin ratings. Completely silent. Silenced 99mm- My pistol of choice. Quiet, and deadly enough if you land a headshot. Silenced 22- A nice gun, but very weak. Don't try to use it from any sort of range. SD Ballers- Quiet, but super deadly. Nice for when you have a poor shot, or you have to take out more than one guy quietly. Alas, it takes ages for 47 to prepare them, and they're so powerful, the target tends to go flying. Other pistols- All the other pistols are noisy, and therefore useless. SMG-SD6- Nice and quiet. Would be very useful if you could conceal it. Other SMGs- The regular SMG and the Uzi are noisy, and therefore useless unless part of a disguise. Crossbow- The crossbow is basically a weak and awkward, but silent sniper rifle. Sniper rifles- They're all about the same, except for the custom rifle from Japan. That thing is sweet. Other rifles- The other rifles are noisy and therefore useless unless part of a disguise. 9. Bonus weapons from SA ratings- I thought I'd put in a section about this, because I see a lot of people talking about it on forums and stuff. I have gotten SA on every mission (so far) sequentially. I never went back and re-did any missions from the missions menu. If I wanted to do a mission over, I ALWAYS reloaded. Doing that, I got the SD Ballers on mission 1, the sawn-off on mission 2, and the M4 on mission 5. This was all on regular difficulty. My advice, if you're having trouble getting the rewards, is never to use the missions command. Always restore to repeat a mission. Just pretend the missions menu doesn't exit. MISSION 1- ANETHEMA ====================================================================================== This is a big, pretty map that gives you a good chance to get used to the new controls and paradigms of Hitman 2. The two primary challenges are getting in, and getting the job done. Tips- 1. The guards all know each other. Get too much in one's face and your disguise won't last. 2. There are places guards aren't suppose to go. Don't let real guards see you there. 3. You can generally use shadowy corners or crouching behind furniture to hide. It won't save you when you've got angry guards hunting you, but you can often conceal yourself 4. On each floor, find a safe room and watch the map for a while, to get an idea of the guards' comings and goings. 5. Notice the guards don't carry their guns visibly. 6. If the Don becomes alarmed, he will stay in his office, and his lawyer will join him, with a shotgun. 7. The key to the car is on the Don's brother (the other fat guy in white) but there's no way to get it without making unnecessary kills and/or noise. I sort of consider it your consolation prize if the mission turned into a bloodbath. FIRST CHALLENGE- Insertion --------------------------------- METHOD A- the direct approach Run down the hill toward the door in the wall nearest you and hide behind the chunk of wall to the right of the door. Eventually, a guard comes out to uh... water the plants. You can take him out in the manner of your choosing. For practice runs, or when learning the area, kill him so he doesn't cause further trouble. However, when playing for keeps, chloroform him. Once he's down, drag him under the trees, and take his uniform and gun. Head through the door. If you're impatient, you can instead just open the door when you get to it and pop him with the silenced pistol, then drag his body into the back door of the garage. METHOD B- the postman always shoots twice You've no doubted noted the postman. When he stops to water the bushes, sneak up behind him and chloroform him. Make sure you hold down the button til you're empty. Drag him into the shadows of the trees, but don't take his clothes yet. Instead, run along the wall to where the delivery boy is. Stash your guns in the groceries. As long as he doesn't SEE you do it, everything is cool. If there's two boxes, use the one on the right. It'll be brought in sooner. Run back to the mailman and take his clothes, and his flowers. Run toward the gate, keeping the bushes between you and the guards. Once you clear the bushes you have to start walking. They won't find any guns on you, and will let you pass. Walk up to the front of the house (again, you can run as long as no guards are watching you closely) and enter the front door. Save. Some may prefer dropping the guns first, since it gives you more time inside before the mailman wakes up and tells on you. If you run, you can drop the guns and get to the postman before he's done piddling. He DOES have a second stopping point where you can nab him. Partway along the front wall, he stops to have a smoke, but I found sneaking behind him there to be really tricky. The maid will take the flowers, and as she leaves, the guard will follow her. Run and hide in the little alcove under the stairs to the left. Sooner or later, the guard will come back in and stand with his back to you. Chokey chokey! Drag his body up past the bend in the stairs and take his clothes and gun. Head to the small room across the hall from the kitchen and watch the map for a while. The kitchen is a really high traffic area. When the coast is clear, head in and get your guns. The mailman will probably have woken up by now and told on you, but you're not dressed like him any more. METHOD C- the delivery boy Run to where the delivery boy is and wait til he goes inside. Stash your guns in the groceries. When he comes back out, chloroform him. Unlike the posty, he won't alert the guards when he wakes up. Grab the box with your guns in it and head inside. Walk up to the side kitchen door and inside. Here's where it gets a bit spotty. The kitchen is a high traffic area, and it's very easy to get totally screwed by guards coming in here. Once you've gotten your guns, head up the stairs and hope that there's nobody walking through this area. If there is, you may be able to hide in the left corner of that front room undetected. The easiest place to get a uniform is probably the guard in the hall here. Lean around the corner and shoot him, then quickly drag his body into the room in the middle of that floor. No patrols go through there, you see. SECOND CHALLENGE- Doing the Don ------------------------------------- METHOD A- lurking in the shadows Once you're dressed as a guard, and have your weapons with you, make your way around the right side of the house. Give all the guards a wide berth, and don't run when any of them are looking at you. Go through the door on the left to the pool/pond area. There's four guys who wander through here, including the Don's son and brother, both of whom are smarter than the average thug at seeing through disguises. Hang a sharp left and head up the ladder. Walk across the roof to the door to the Don's office. Check your map. You can see the Don on the outside map if he's up practicing his swing on the balcony. Go in the door, and stay in the corner, sneaking. Pull out your silenced pistol and wait for the Don to show up. If you were quick, the timing on this should work out perfectly. When the Don comes in, he won't be able to see you very well, so he'll come over and investigate. Wait until the door he came through swings closed, and shoot Don Fatty with your silenced pistol. Quickly take his key and revolver, and go back out the way you came. If you want to improve your margin for error, shoot out the two lights before the Don enters. Head back out through the gates towards the way you entered the compound, stopping off in the basement to achieve the last goal. Grab the garage's sniper rifle on your way out, and then hoof it to the exit. METHOD B- in the bedroom The best time to do this is when the Don is in his office, but it's made problematic because it's tricky to keep track of him AND patrols on the first floor at the same time. Head up the stairs to the second floor in the left area of the house. There's a highly suspicious guard at the top, but you should have enough time to shoot him in the head with your silenced pistol. Drag his body into the bedroom, and stash him behind the bed. Hide there yourself, or in the upper left corner, in the shadows. Wait for the Don to enter, and shoot him. Note that the brother sometimes walks through this area, which can screw you over real fast. If you're quick, however, he'll still be out by the pool by the time you're doing this. METHOD C- the long shot Fun, but gratuitous. Grab the sniper rifle from the garage and head back out to the hill where you started. You can snipe the Don from here. This is easiest to do if you used Method A for the first challenge, otherwise, you have to worry about the guard by the side door. If he's still alive/awake, wait til he goes out to pee, then grab the gun and head out after him. Sneak behind the tree while he's peeing, and then head up the hill. Wait til he goes inside to fire. Do the same in reverse to sneak back in. The problem, though, is GETTING to the body. The best way I've found is to follow the directions in Method B, which means you STILL have to kill that one extra guard. The timing becomes less of an issue though, which is nice. METHOD D- a fourth possibility Go to the left-hand side of the house, and shoot the Don with a silenced pistol while he's on the balcony. You can generally get away with it, but it presents the same problems as methods B and C. SILENT ASSASSIN --------------- Use Method A for insertion, and drug the guard, rather than killing him, the use Method A to kill the Don, without wasting any extra shots on the lights. The only problem with this trick is that it means you won't have time to get the Deagle before the drugged guard wakes up. You can, however, still get the sniper rifle and the Don's revolver. LOOT ---- Revolver- On the Don. Makes a nice souvenir. 9mm pistol- On any thug. Knife- On the cook, but you already have one back at the shed. Deagle- In the study. It's easy enough to get, but not if you use my method for getting Silent Assassin. There's an easier Deagle on mission 4, so don't sweat it. Shotgun- Carried by the lawyer, and the guard at the front door. There's no way to get it AND get Silent Assassin. Ambush the lawyer if you really want it as a keepsake. Golf Club- Although this'd make a GREAT trophy, it's very hard to get out with it without setting off any alarms. Sniper Rifle- In the garage. I usually grab this on my way out. Looks great on the wall. MISSION 2- THE STAKE-OUT IN ST. PETERSBURG ====================================================================================== This is a very large and intimidating map, but it's not that hard to learn. Spend some time during the briefing getting familiar with the map, notably the sewers and streets maps. The mission's main problems are getting the sniper rifle out of the metro, and getting it across the square without being detected. My solutions are sort of bound up in each other, so I'm treating the map as one challenge instead of two. Tips- 1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon. 2. The SVD looks enough like the AK that they will be fooled if you stay about 20 feet away from them, as long as you have it holstered. 3. You CAN run across the square, just give all soldiers a wide berth, and stop and walk if the Suspici-O-meter starts to move. 4. Once you've heard the dialog about the target's identity, there's no need to listen to it over again. 5. You can find an open window from which to shoot the target on any floor about 2, in the apartment building, but the best bet is floor 3. 6. There's a spare uniform waiting for you near the exit of the upper-right sewer exit METHOD A- a cheap trick The quick and dirty way to do this mission is to ignore the sniper rifle completely. Run up the stairs to the left, and walk into the little room. You should arrive just as a guard walks behind some lockers. Head through the door, and pick the lock on the next one. Run through the sewers (use the map if you're having trouble) and take the exit in the upper, right-hand corner of the map. In front of you will be a uniform. Look around the corner to make sure nobody is facing you, and grab it. Now head across the square and into the apartment building. Enter it through the left hand door and run to the back, then turn and go up the spiral-ish stairs to the 3rd floor. Make your way to the rooms with the window while avoiding the guard. Use the map if you need to. Zoom in with the binoculars to center the screen on the target; he's the guy in front with the glasses. Without moving the mouse, switch back to the pistol and save your game. Fire off a few shots. You'll probably either kill the target, or need to restore. Run out through the right-hand door to avoid the wrath of the incoming soldier. Make your way out of the area, following the same rules as above re the soldiers. Don't forget to put your pistol away! When back at the train station, you might as well grab the stuff from the locker so you can keep the rifle for your collection. METHOD B- nobody wants to see your rifle The biggest problem here is getting the sniper rifle out of the metro. The first part of that challenge, is getting up to the escalator without the citizens running up to alert the guards. They will do this when they see you carrying the rifle. I haven't found a reliable way to avoid setting them off, but this plan works best if they start in the locker area, so that by the time you have the rifle out, they're far away with their backs turned. You can wait for them to get into a useful position, but you are on a timer here. The easiest thing to do is probably just reload if they don't cooperate. Again, the ideal place for them to start is in the locker area. You want them to be far away and not facing you when you grab the rifle. Make sure that you'll be able to reach the escalator without being seen, and grab the SVD and head up the escalator. Now, as for avoiding the two guards here, stop at the top of the escalator and watch the map. As the guy in the hall turns the corner, walk into the side room. You should reach it just as the other soldier turns behind the lockers. Run to the door, open it, and head on through. Once in the next room, pick the lock to the sewers. Turn on nightvision and run to the exit in the upper left corner of the map. Remove your goggles at the ladder and climb up. Head down the narrow alley to your left and you'll see the back of a soldier, once you get around the corner. Dispose of him in the manner of your choice, but be sure it's quiet. Take his clothes if you don't already have a uniform. You don't need to worry about hiding the body. Make sure the SVD is holstered, and RUN to the apartment, following the tips above for avoiding detection. Head down the steps and hang a right. Run up and across the road, then stick to the round wall, and walk if any soldiers are remotely near you. Turn towards the wall so they don't get a good look at your gun or face. Doing this, I've been able to walk right by the guards that patrol this area in a wide loop without the Suspici-O-meter so much as blinking. Enter the apartment through the left hand door and run to the back, then turn and go up the spiral-ish stairs to the 3rd floor. Make your way to the rooms with the window while avoiding the guard. Use the map if you need to. Hold down your crouch button and zoom in with the rifle. Listen to the banter, and eliminate the target. He's the one in front with the glasses. Be sure not to fire on him while the long-haired guy is behind him. The bullet will go right through the target and kill them both, costing you the mission. Once the target is dead, RUN through the doors on the right to avoid being spotted, and back down to the bottom floor. If you want to make your exit a little easier, leave the rifle here, and pick up an AK on your way out. Otherwise, follow my above tips for avoiding detection as you make your escape. You can duck by the two guards inside the metro with more very careful timing. If you run, you'll generally be okay as long as the guard in the locker room doesn't get a good look at you. I recommend saving your game before trying this. It's tricky, and it'd suck to pooch the mission here. SILENT ASSASSIN --------------- Use method B without ever letting the Suspici-O-meter get in the red, and be sure to knock out the one soldier, rather than killing him. If you give him a full rags worth, you'll have oodles of time. If you use Method A and are VERY lucky, and can kill the target with 1 shot from the pistol, without hitting anyone else or missing, you can get SA that way. LOOT ---- AK rifle- On any soldier. Carrying it makes movement outside MUCH easier. SVD sniper- In the locker. Both of these available next level, so just pick one. .54 pistol- On some of the guards, such as those by the roadblock. Don't go out of your way to get it though. It's much easier to get later. MISSION 3- KARIV PARK MEETING ====================================================================================== This is a very large and intimidating map, but it's not that hard to learn. Spend some time during the briefing getting familiar with the map, notably the sewers and streets maps. The mission's main problems are getting the sniper rifle out of the metro, and getting it across the square without being detected. My solutions are sort of bound up in each other, so I'm treating the map as one challenge instead of two. Tips- 1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon. 2. The SVD looks enough like the AK that they will be fooled if you stay about 20 feet away from them, as long as you have it holstered. 3. Explore the sewer thoroughly, so you know where the MANY exits go. 4. All it takes is one audible gunshot and the targets will flee the scene. 5. Sniper rifles are very LOUD. FIRST CHALLENGE- Getting in and armed -------------------------------------------- METHOD A- stealth Run over to the crates at the start, and hide behind the two that touch. The loot is in the corner they form. Hit sneak here so the soldier and limo won't see you. Start picking up whatever gear you want, and keep the camera pointed at the soldier. Once the limo has gone, slowly back away from him, keeping the dumpster between you, then sidestep to the left behind this second dumpster. The instant he turns his back, bolt for the sewers. METHOD B- violence Run over to the crates at the start, and hide behind the two that touch. The loot is in the corner they form. Hit sneak here so the soldier and limo won't see you. Start picking up whatever gear you want, and keep the camera pointed at the soldier. Get your silenced pistol ready, and step out and shoot him when he turns his back. Drag him back to the dumpsters, and take his clothes. Holster your SVD, and you'll be able to pass for a soldier as long as they don't get too good of a look at you. Don't let the limo see your handiwork! This is where I had my first problem with the SD Ballers. I plugged the soldier with them and he flew so far that people on the street saw the corpse and came running. Hence my recommendation to use the 9mm. METHOD C- speed If you're not planning on using the car bombs, you can simply bring a sniper rifle from one of the two prior missions with you. Once the mission starts, bolt for the nearest sewer entrance. SECOND CHALLENGE- Doing the deed -------------------------------------- METHOD A part 1- car bomb the Mafia boss Grab both carbombs from the equipment depot, and enter the sewers as described in methods A & B above. To the north of the map are two exits close together. You want the one that's slightly further away, the northernmost sewer exit on the map. Look around with the camera before sticking your big, shiny, bald head up. Ideally, there should be a man peeing in the corner. He is Mafia boss's driver. If he's not there yet, then climb out and crouch behind the box to wait for him. Those who played the original should be able to figure out what to do here. Snuff the guy in whatever way pleases you, take his clothes, and walk out to the street. Try not to let any of the other guys get a good look at you, and walk up and plant the bomb on the car. Calmly walk back to the sewer. METHOD A part 2- car bomb the General Once in the sewers, you're headed for the exit close to the west of where you enter. It's the exit furthest south on the map. As you climb the ladder, you'll notice a car parked right on top of it. Attach the bomb, and make your escape through the sewers. Easy, eh? If you're quick, you'll make it back to the exit point in time to see the General's car go up. METHOD B- snipe from the church The church is pretty much a wash if you want a good rating, but it's there if you want to try it. If you followed method B for insertion, you can just walk over to it, as long as you give any guards a wide berth, don't let them get a good look at you, and don't run too much. Head around the back side. If you don't have a uniform, you can use the sewers. There's an exit right in front of the church, but there's a soldier who looks right at it, so it's not recommended. You can, however, go the LONG way 'round. It's best to use method C for insertion if you plan to do this, because you're going to be pressed for time. If you use the sewers to go to the northern most exit, you can run around behind the backs of several buildings to get to the back of the church. Careful hiding and timing should get you by any soldiers along the way. Once you're there, you'll probably need to cap the soldier out here with the silenced pistol. You CAN chloroform him if you use the dumpsters for cover, but there's no point; you'll be raising alarms later anyway. Pick the lock and head in the side door. At the top, whistling, is another soldier. Take him out with the silenced pistol too. Line up your shot. If you were fast, they hug twice at the start of the meeting, and you can sometimes kill both with one bullet. More likely, however, you'll have to plug one and try and get the other while he's running away. It's probably easiest to shoot the Mafia guy, as you have a better shot towards the General's car from here. You can also use either part of Method A as "insurance" in case you miss. Either way, once you've pulled the trigger, the soldiers will be all over you. There's nothing for it at this point but running, I'm afraid. Ugly, but it works. METHOD C- snipe from the tower Use the insertion plan of your choice, and enter the sewer. If you want, you can take the time to use either part of method A to plant a car bomb as "insurance", since this is a very difficult shot, and you're in the sewer anyway. It's preferable to bomb the General's car, rather than the Mafioso's, in the interests of time. When ready, head to the second most western exit. Look around with the camera here before you stick your head out. You'll probably have to spin the camera around to find the tower. The guard here stops out on the road, then goes back and looks in on the tower, then turns with his back to the tower. He stays there for a while, then walks around the other side for a little while. When he starts to walk away from the road, run out and stand against the wall of the nearby building. Next, make your move when he starts to go around to the other side. The easiest way to dispose of this guy is to shoot him with the silenced pistol. It doesn't matter where the body winds up; Nobody sees it. If you're trying to be stealthy, then run to the door the instant the guy starts to go around the far corner. Pick it, then turn and back up against the door and the dumpster's side. Hit the stealth button, and the soldier should walk right by you, once he does, open the door, and run inside the fence, and hide behind the tower. He'll eventually come back and look in on the tower, but if you're behind it, and sneaking, he won't see you. Then he turns his back on the door and stands there for a while. Open the door, and sneak up behind him, and knock him out. Depending on how fast you can snipe, you only need to give him about 3 bottles worth. Head up the tower, and find the destroyed wall through which you can snipe the targets. You might want to save here, since sniping can be tricky. If you planted a car bomb, then you only need to snipe one target here, and let the other blow himself up. If you snipe the General first, you can probably take the other target as he stops to get into his car. Remember in the last mission, how the sniper rifle can kill two people with one shot? Well, you get an excellent chance to exploit that feature here. Watch the targets in the park. Eventually, they stop and talk. Aim at the general's torso. When they go to leave, the other guy walks in front of him, and they briefly overlap. Pull the trigger. SILENT ASSASSIN --------------- The easy way is to you use method A for insertion, then use method A to carbomb both targets. If you use the chloroform on the driver, instead of killing him, you get a Silent Assassin rating. The harder, but more satisfying way to get Silent Assassin is to use either method A or C for insertion, then method C to get the kill. As long as you use chloroform on the tower guard, you're good. I think you also need to get both targets with one bullet, but I'm not 100% sure about that. You can also get Silent Assassin if you mix and match; snipe the Mafioso and carbomb the General. LOOT ---- AK rifle- On any soldier SVD sniper- By the crates at the beginning. Just take whichever one you didn't take last time. MISSION 4- TUBEWAY TORPEDO ====================================================================================== An oddly named map where the biggest challenge is usually getting in and out. Tips- 1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon. 2. Alcoves are your friends. 3. To arm the minibomb, all you have to do is drop it in the right place. 4. Them cameras, they gotta go. 5. A lot of people write me about the bomb. They say it explodes when they go to drop it. All I can say is, do NOT arm it first, regardless of what the game says. JUST drop it. If that doesn't solve the problem, then I can't help you. Sorry, but I can only help with issues I've experienced first hand, and this hasn't happened to me. Do not write to me about this. FIRST CHALLENGE- Getting your kit ---------------------------------------- You start out in the sewers. Head up the ladder to the army depot. There'll be a soldier nearby, but he won't see you exit the sewer. If you want a disguise, this is the easiest place to get it. Take this guy out and drag him back and to the garage to the side of the sewer exit you just came out of. Borrow his clothes, and grab that convenient AK while you're in here. If you're aiming for stealth, you can just sneak by him. Check the map to see where the guy to the south is. If he's over to the west, then you're good. Head south, and turn to the right as you approach the raised area. If the first guard is still alive, you may need to sneak for part of this move, based on the timing. See the box up on the raised area? Stop behind that, and crouch (not sneak, crouch) so the guy up there won't see you. Hug the raised area as you crawl westward. When you're a good distance away from the guy on the raised area, you can head over to the equipment drop. Make sure to get ALL of it. SECOND CHALLENGE- Reaching headquarters --------------------------------------------- METHOD A- via truck The truck makes this part easy because the first two guys futz with the gate long enough for you to pop out of the truck and hide in the nearby group of boxes. Wait for the soldier at the back to turn away, and follow him. Duck behind the boxes and slip inside when he comes back out. METHOD B- sick of the sewers yet? This is the easiest way to go if you're disguiseless. Watch the guard near the gates, and wait for him to walk into the little booth. As he's moving, crawl against the side of the booth, and move around as the opportunity presents to the side of the booth nearest the gates. Once he's facing the truck, sneak into the second sewer entrance. Run through the sewers, and emerge. Climb up the little scaffolding, and drop into the convenient hiding area. The idea here is to sneak past the guys near the entrance to the next set of boxes, although if you have the disguise, you can generally just stroll by with no worries. The next guy, however, is in such a narrow passage that he's a problem, disguise or no disguise. When I did this, I had to wait a little behind the 2nd set of boxes for the rear soldier to turn and walk back toward the door. Sneak down the narrow alley after him. As soon as he ducks inside, and the door closes, RUN and hide behind the green box. When your friend comes out again, wait til he gets down the ramp, before moving. THIRD CHALLENGE- Destroying things ------------------------------------------ Look at the inside map to check the position of the man inside. Ideally, he should be just heading up the stairs near the door. Head in, and walk behind him, giving him about 15 feet of space. Duck into the office at the top. There's a spare uniform and a Deagle with ammo here for you. If you don't need either, then you can ignore this room and head straight for the elevator. There's also an AK and some ammo in the corner of the main room, in case you don't have one. Once you're fully disguised, you should have no trouble using the elevator. The main goal on this floor is to reach the next one down, but you've quite a lot to do here beforehand. The first impasse is a hallway full of cameras and a few patrolling soldiers. The cameras can pretty much pooch the mission for you if they see you shoot a soldier. They can see soldiers get shot with no worry, but don't let them see you pull the trigger. However, there's no real need to kill these guys. You can hide from them in the little alcoves. Use the map to determine which alcoves they stay farthest from, and use those. Halfway, you can go through the door to the control room if you want, and kill the officer here. However, you don't really need to, and you have to drag him a LONG way (specifically, to that room north of the server room) to avoid his corpse's discovery. The cleaner way is to just enter the control room from below and walk through Go around and enter the server room from the other side. Plug it in the green lights with a silenced 9mm pistol to disable it. See the room next to the sewer room with the (!) sign? That's your next stop, if you didn't already cack the officer and take his clothes. Take the spare officer's uniform here. Congratulations on your promotion! Your next obstacle is the last patrolling guard. It's easy enough to shoot him, or hide from him in the alcoves, but you must plan for the future. Getting around this guy with a hostage is going to be very tricky, and he WILL discover an upcoming dirty deed, so we need to take care of him now. Notice how the south end of his route is right where the bomb goes? Head into the sewer room, and drop the bomb as far from the wall as it will allow you, then go hide in the empty guard room to the west. Pull out the remote and watch the map. As soon as he stops in that room, push your fire button, and he goes boom along with the wall. Everybody and their grandma runs to investigate, but you're nowhere nearby, so let them have their fun. They'll be long gone by the time you return with your friend. If you encounter a bug with the bomb, do not mail me about it. I have no idea what causes it or how to get around it. The final problem on this floor is the bloke near the elevator. He'll get very angry if you walk over there while not wearing an officer's uniform, but that's easily solved. He will also cause trouble when you try to leave, since you can't just stroll past him with the hostage. Wait til the guard on the other side of the bars is gone, and dispose of him in the manner of your choosing. Drag him back a ways into the corner to hide him from the guard across the way. He might get a little stuck on the table or chair, but just keep dropping and dragging and all will be well. FOURTH CHALLENGE- Doing the deed and escaping --------------------------------------------------- METHOD A- paging doctor target Drop the pager a little bit north of the north door to the interrogation room, move away a bit, behind a corner, and pull out the phone. Press fire to use it and activate the pager. The general will come out and take the pager, and when he goes back into the room, he will fail to lock it. This is your invitation to head in and dispatch him. It is possible, although tricky, to kill him with the fiber wire or knife in this manner. Stand aways to the left of the door when you drop the pager, and walk in after him. Apparently he's so busy talking that he's pretty oblivious. You can actually walk pretty close to him before having to switch to sneak mode. Better save your game before trying this, it can be tough. If you followed my advice for the rest of the level, you won't have any problems making a clean get-away. METHOD B- through the mirror Sneak past the patrolling guard, and pick the lock to the observation room. Head inside, and you can shoot the general through the glass. Pretty damn cool, shame it takes two shots, unless you use the ballers. Better used a silenced gun, unless you LIKE having guards run in on you. Climb through the window, and walk up to the hostage. Time to make your exit! If you followed my advice for the rest of the level, you won't have any problems making a clean get-away. SILENT ASSASSIN --------------- You must sneak all the way into the headquarters without killing or drugging anyone, which means no uniform until you pick up the spare one that's lying around. You could drug that first guard in the depot, but the odds of you completing this mission quietly in 5 minutes are virtually nil. Once inside, avoid killing anyone, and take out the last guard with the bomb as described above. The game won't count this against you as a kill, although you will get an alert when they find his corpse. Anyway, drug the guard at the elevator. You can pretty much just walk around behind him. He'll get suspicious, but he'll get over it. Kill the general with the fiber wire or knife, since you already use your 1 bullet on the server. On your way out, every guard that could spot you is unconscious or dead, and everyone's already over the shock of the explosion, so you can just waltz out unhindered. LOOT ---- AK rifle- On any soldier, or lying around in several places Deagle- In the drawer in the office on the base ground floor Combat knife- On the general. Consider it a trophy. MISSION 5- INVITATION TO A PARTY ====================================================================================== This mission can seem overwhelming at first, because there's so much going on. You might want to spend a while just watching the various maps and seeing what everybody does. Tips- 1. The guards get suspicious of you in the waiter's get-up, but as long as you behave in a waiterly fashion, they'll almost never sound an alarm on you. 2. Waiters are not allowed upstairs. 3. Guests are not allowed in the kitchen. 4. Your black suit is a great disguise here. 5. The bodyguard disguise is pretty useless, since it doesn't hold up to scrutiny. 6. The actual safe can be any one of 4 safes in the corners of both floors. 7. The Spetznatz agent is labeled as a target, but you don't HAVE to kill him. 8. The ambassador is labeled as a VIP, but you don't HAVE to save him. 9. You're probably wondering if I'm going to mention the secret passage. I'm not. If you can find it, there's a spare tux and a W2000 sniper rifle out there. FIRST CHALLENGE- Insertion --------------------------------- METHOD A- disguise When you walk up the pier, you'll see a waiter practically screaming, "sneak up on me." Since this mission's timing is so dependent on NPC movement, there's no way you'll beat it before he wakes up, so don't bother with the chloroform. Also, since killing him pooches your chances for Silent Assassin, you might as well just shoot the little snot. Once he's dead, take his key and clothes, and run over to the weapons drop. Grab all you need, and head through the door in the southeast corner of the wall. Just make sure there's no guards to nearby. Head in through the basement. The guards here will get suspicious when you walk near them, but they'll become unsuspicious as long as you keep acting in a waiterly manner. They shouldn't give you too much trouble. METHOD B- disguises are for pansies Ignore the waiter. Run to the equipment, then run to the northeast door in the outer wall. Make sure to avoid the nearby guard, and pick the lock on the door. Check the map to see the position of the soldier inside the wall, and head in. If you were quick, he should be walking away from you. Run to the basement door, and then hit sneak. Bring up the map, and switch to the view of the basement. Follow him along the side of the car, and then head into the little side room. Hug the northeast corner, until the guard starts to walk away again. Head around the corner, and into the first room. There's a spare waiter's uniform in there. If you're feeling especially daring, you can try to sneak upstairs without changing, but I have yet to be able to pull this off. METHOD C- the direct approach Ignore the waiter, and run to the equipment cache. Grab what you need, then run to the nearby gate. Pick it, and head in. Although fast and easy, this route means you can't use the poison unless you kill a waiter inside, which is almost impossible to do quietly. You could also sneak into the basement from either direction and claim the spare suit there. The bonus to this method is that nobody will get even remotely suspicious (as long as you don't go into the basement) and you can run as much as you like. METHOD D- by invitation only There is a guest wandering around the west side of the map with an invite in his hand. If you can dispatch/drug him, you can take his suit (which, as far as the guards are concerned, is the same as yours) and invitation. The invite will allow you to walk in the front gate, as long as you aren't carrying any guns. This presents the same problems as method c, but is much more time consuming, so I'm not sure why anyone would bother. SECOND CHALLENGE- Killing the General ------------------------------------------- METHOD A- they gave you poison for a reason Once disguised as a waiter, grab a glass of champagne from the kitchen. Pull it out (luckily, the champagne magically stays in the glass when it's dumped upsidedown inside 47's shirt) and then draw the poison to spike the champagne. Simply walk into the ballroom and give it to the General. He's such an obliging fellow, he even finds an out-of-the-way place to die. What a sweetheart! In case you're wondering, he has no loot, so there's no need to visit his corpse after the fact. METHOD B- the old-fashioned way The General occasionally wanders off down the hall for a dalliance with a maid. Wait in the hall for him and take him down with the silenced pistol. Drag him somewhere out of sight. This method, unfortunately, sometimes alarms the maid, and I'm sure why it does sometimes, and why it doesn't others. Alternatively, you can drug the maid before he gets there, and then kill him, or kill them both. THIRD CHALLENGE- Securing the briefcase ---------------------------------------------- METHOD A- the early bird gets the worm The ambassador walks to the safe twice. Once by himself, once escorted by the Spetznatz agent. This method involves intercepting him the first time he goes there, when there's no agent around to muck things up. If you get into the room adjacent to his office, and go in that way, you can take him out in the manner of your choosing. Once he's down, you can either take the suitcase (if he opened the safe for you) or take the combination from his body and open it yourself. Alternatively, you can simply shoot him in the halls (Halls! I said HALLS!) before he reaches the safe room, and loot the combination. METHOD B- snuff the competition The first time you hear that the ambassador has opened the safe, check the map to see where he is. Wait for the Spetznatz agent to "hold up" the ambassador, and get to the room adjacent to the room with the safe as fast as you can. Watch the map. Once the agent has his back turned to you, hit sneak and open the door. You can either sneak up on him, or shoot him in the back of the head. Wait until the safe door opens, and then take him down. A bonus here is that you can save the ambassador this way, but the game doesn't seem to care about that, really. If you do save him, don't worry. He quietly stays here for the rest of the mission. METHOD C- with enemies like this After he kills the ambassador, the Spetznatz agent will leave via the front door. Take him out in the manner of your choosing. Has the potential to be really sloppy, but might be your only option if you got held up somewhere. FOURTH CHALLENGE- Getting out ----------------------------------- This is, in many ways, the hardest part of the mission. The guards will fire on you if they see a waiter walking off with the General's suitcase, so you need another disguise, but what? Ironically, the disguise you need is the black suit you came in with. If you're still wearing it, then just grab the suitcase and stroll out the front door. If not, this is going to get a bit tricky. If your suit is all the way back by the first waiter, then your options are to try to sneak all the way out through the basement, (which I've never gotten to work) steal a suit from another guest, (which means an unnecessary kill) or shoot your way out. Good luck! If your suit is in the basement, then there's still hope for a stealthy exit. Leave the suitcase in a quiet room somewhere, and go into the basement. Walk to the room with your suit, and put it on. Sneaking back upstairs is the hard part. I'd advise sneaking to the pantry, then watching the map, especially the two guys out by the stairs. When the time is right, sneak past them, reclaim your suitcase, and head on out. SILENT ASSASSIN --------------- This is a very easy mission in which to get Silent Assassin, as long as you can handle the Fourth Challenge without setting off any alarms, and there are multiple ways. I recommend using method B for insertion, poisoning the General, and killing the agent with the wire once the safe is open. It can be done faster if you method C for insertion, drug the ambassador as he goes to open the safe the first time, shoot the General (if you're lucky regarding the maid) and then just stroll out. You can also use the poison on the General, and then wait outside for the agent, and then shoot him. However, these last two routines are sorta unsatisfying, and will give a very low stealth score. LOOT ---- 9mm pistol- On some guards, but you really should have one by now, eh? .54 pistol- On the Spetznatz agent. Didn't I tell you not to bother in mission 2? SMG- On most guards. If you want one without causing a fuss, there's one in a locker in the basement room that initially starts with 3 guards in it. They empty out later in the game, so just walk in as the waiter and take it. MISSION 6- TRACKING HAYAMOTO ====================================================================================== Disguises are largely useless, so you can either do it with the fish (just keep reading it'll make sense eventually) or you can have a big gun fight with pretty much everybody in the place. I won't be covering the latter option, since it's not, ya know, hard. Tips- 1. Guard disguises are 100% useless. 2. The surface you're walking on affect how loud you are. Grass is quiet. Gravel is noisy. 3. Fish. 4. I hope you like sneaking. And waiting. 5. The guards here all walk REALLY slow, and look around quite a bit while they patrol. FIRST CHALLENGE- Journey to the fish ------------------------------------------- METHOD A- around the back It starts out easy enough. You can practically run to the second stone unseen. Wait there for the guy at the front door to turn away, and then you can usually run right into the garage with impunity. Watch the outside map, and when the guard in front of the garage walks away, run out the far garage door and around the corner. Here you will see a small yard with a big rock and a guard patrolling around it. Wait til he's on the opposite side of the rock, and run up to it. Keep the rock between you, and when the opportunity presents itself, sneak into the bush to the north of the rock. Watch and wait. Oh, and save. A guard from inside will come out and talk to the patroller. You'll also be able to see the cook on his smoke break. When the cook turns to go, start sneaking around to the back of the house where he was. As long as you sneak, and stay up against the wall, you should be fine. Head through the open gate and bring up your inside map. Wait some more. When the cook comes out to smoke again, save. You have to be quick in this part. Sneak up behind the cook and drug him. Notice how he's considered an innocent despite the fact he acts exactly like a guard? This means we have to drug the bastard if we don't want to get penalized. Drag him quickly through the gate to hide him from the rock- orbiting patroller. Check the map to see where the hallway guards are. If you were fast, they should all be out of your way. Run in, and run to the northeast room with a (!) sign. Cut off the piece of fish, then run back to the kitchen, and plant the fish and the transmitter in the sushi. Run back to the fish room. If you made it safely, you'll probably want to save again. Watch the map and wait (sensing a theme?) When the hallway guard leaves to go outside, run out the back door, and flatten yourself against the north fence. Sneak to the left, and you should be able to move into the yard unseen. Keep edging left, and, when the hallway guard goes back inside, you should be able to run around behind the rock and to the side of the garage undetected. Yeah, I didn't expect that to work either. You can kill one guard and still achieve SA on this mission, since you used the fish on the target. If you want to make your exit a little easier, and want an SMG, shoot the guy in front of the garage with the silenced pistol when he's way over in the corner. Nobody will find his body. Duck into the garage and save. METHOD B- yeh yeh, I know Many people wrote in to tell me about the spare servant costume. It DOES fool the guards, at least about as much as the usual disguises. I had written it off as useless, because the cook and the Geisha see right through it, and that was my first experience with it. I figured EVERYBODY saw through it, but apparently not. Start out the same as method A. Run to the second stone when it's clear, then run into the garage when that's clear. Once inside, go over to the car and honk the horn, then hide behind the trash can to the side of the door. A guard will come out to investigate and stand with his back to you. Dispose of him in the manner of your choosing. I would not recommend chloroform unless you REALLY know the rest of the map well and are sure you can get out before he wakes up. Don't bother taking his clothes. Head through the door into the house. Don't worry, the enemies can't see well enough through the rice paper screens to realize you're an intruder. If the guy in the front hall is nearby, sneak, otherwise, walk, through the doorway on the right into the next room. From here, another door goes out to a room just like the one you were in. Head there. Wait til the patroller stops by the front door, and sneak out of the sliding door, and into the room to the west. This part is made tricky by the geisha girl's movement. She walks RIGHT through here, so you better be sure you can either do this map really fast, or wait around in the garage until after she serves the first sushi platter. Check your map, and observe the two guys who patrol the hallway to the north of your current position. When the coast is clear, sneak into the westernmost of the two rooms with the (!) sign. Put on the spare cook's outfit. This will work as a decent disguise against the guard, but NOT against the cook or geisha. If the cook is still outside smoking, and the hallway is clear, run to the other (!) room, and cut a piece of fish. Run BACK to the kitchen. Plant the fish and transmitter in the sushi platter. If you were fast enough, the leftmost one should still be there. If you did this as quickly as I did, the geisha should just now be leaving the meeting room on her way here. Remember, she can see through your disguise. The easiest way to get past her, without having to hide in the fish room for ages, is to hide next to the shelves in the first room off the hallway on your way back. She'll walk right past you. Once she does, you should have little trouble getting out. SECOND CHALLENGE- Escape from the fish -------------------------------------------- Once safely inside the garage, watch the outside map. When the patroller by the front door is gone, head out and hide in the bush across from the second rock. The patroller who goes past the garage should be right here. Use the bush to hide from him til he walks away. By now, the front door guard is probably back, so reposition yourself so he can't see you through the bush. On my machine, I can see all the way to the end of the map with no fog. If you can't, then you'll have to watch the map. When both the door guard and the two guys by the exit have turned away, run and hide behind the first rock where you started the mission. Now you simply have to wait for those two guys to turn away. By now, you should have gotten the message that the mission objectives have been met, so you can leave. If for some reason the target doesn't die, or eat the trans- mitter, than I can't help you. It works every time for me. SILENT ASSASSIN --------------- Using method A, as long as you drugged the cook, rather than killed him, all will be well. This mission isn't so much hard as it is trying on the patience. Takes a fair bit of trial and error, but it can be done. Method B is a bit less nerve-wracking, but you wind up with an unnecessary kill in the garage, unless you are REALLY fast. LOOT ---- 9mm pistol- On some guards, the fat guy and the cook. I'm going to stop listing these now. There's no excuse not to have one already. SMG- On most guards, and lying around in the room next to the room with the spare cook's uniform. MISSION 7- HIDDEN VALLEY ====================================================================================== I hate this mission. Whoever designed these should be shot. It's not that it's too hard. It's not that it's boring. It's not that it's riddled with bugs. It's not the uncharacteristically futuristic character design. It's the stupid idea that these guys can see through completely concealing disguises at 50 feet through heavy snow. That's just idiotic. I knew there had to be a Columbia in this game somewhere, and here it is. Tips- 1. Disguises aren't quite as useless as before. The keep the snipers off you. 2. The guards here all walk REALLY slow, and look around quite a bit while they patrol. 3. This mission sucks. Bugs- I'm sure there's bugs on other missions, but they don't completely ruin the game play quite as much as they do on this mission. 1. Sometimes the trucks run over the guards in the tunnel. No, really. Stop laughing! I'm being serious here! You'll know it's happened if you get a message like, "guards are alerted!" instead of, "nearby guards are alerted!" or if they find a body and you haven't killed anyone. Oh, guess what? Those kills count against you. Fun, eh? 2. When a guard shouts for you to stop, he won't seem to notice if you don't, and will walk to where you were and check your ID, no matter how far away you are. He will then figure out you're a round eye, even if your round eyes are 50 feet away and around a corner. If you get away from a guard while this is going on, it's only counted as a "close call" rather than an alert. They're so stuck in this routine, you can even wait til they walk up to you, walk around behind 'em and drug 'em. You know it's a well built level when exploiting bugs is the only way to beat it. FIRST CHALLENGE- Getting a disguise ------------------------------------------ Frankly, I wish there was an invisibility cheat. I'd just tell you to use it and be done with this piece of crap before it ruins your impression of the game. In the absence of one, however, run over to the equipment cache. You'll notice a guard here. If you start sneaking from behind the wall the instant he turns around, you can overtake him, and wire/drug/knife him. Take his clothes, but leave his gun. Grab the crossbow, nightvision, and bolts. Now, check out the map of the tunnel. See in the middle, where there's a bunch of guys hanging around in the road? That's a checkpoint. If you're in there when the truck goes by, you'll be caught in the search, however, past that checkpoint, the truck is a free ride to the end of the level. See the ladder from the surface? Reaching that is your goal. On the surface map, that ladder is at the end of the small valley to the far south, with one guard at the entrance of the valley. SECOND CHALLENGE- Part one -------------------------------- METHOD A- above ground Run toward the valley, ignoring the first, closest ladder. It doesn't really go anywhere useful. Ahead, you should see 3 ninjas a-ways off to the right, and one patrolling nearby to the left. Stay in the trees as long as you can, and then when the guy to the left has his back to you, bolt for the next ladder area. He'll probably see you and tell you to stop, but if you're quick, you'll be behind the next structure before it escalates into a full scale alarm. I haven't been able to get around that guy without either setting him off or shooting. METHOD B- trucking Run back to the beginning, and stick to the trees to avoid being spotted. Climb in the back of the truck when it comes up. Stay hidden in the back of the truck until the stop right before the checkpoint, then hop out and hide behind a pillar. Nearby is a ladder up to the surface with one guard. Sneak into the ladder area. If you're lucky, you can follow the guard until you catch up with him and drug him. Shooting him works fine too. Head up the ladder. This should put you at the entrance to the little valley. THIRD CHALLENGE- Part two -------------------------------- As long as you have a disguise, the snipers won't bother you here, so all you have to worry about is the guard in the entrance to the valley. If you keep the trees between you and him, its actually pretty easy to get around him undetected. Shooting him works too. Run to the end of the valley, and start to head down the ladder. Check the map to make sure the guy below isn't in the room you're about to drop into, and head down. The guard near this ladder is your last real obstacle. Follow him and drug him, or just sneak out into the tunnel. Shooting him works too. Once here, watch out for the truck, and climb into the back of the one headed towards the end of the level. Stay hidden behind the boxes, and the truck will eventually take you all the way out the other end. Bail out of the truck, and run to the exit. Do a little happy dance. SILENT ASSASSIN --------------- You're allowed 1 kill, 1 shot, 1 close-call, and-or 1 alert. How you spend them is up to you. It can be done easily enough. My personal best involved drugging the first guy, (for the costume) riding the truck for a while, drugging the guy by the 2nd ladder, sneaking past the guy in the valley, and sneaking past the guy by the other ladder. No kills. No alerts or close-calls. Of course, this is dependant on whether or not any of the ninjas get hit by trucks. *eyeroll* Your biggest problem getting SA (aside from the bugs) is probably keeping down the number of close-calls rather than having to kill too many people. LOOT ---- Crossbow- Better take it. It's helpful on the next missions. SMG-SD6- A cool weapon, but unfortunately made less useful but the size of the sound suppresser, which makes it act as a rifle. IE it can't be hidden and you can only carry one. Wait til later to take one. Custom W2000- A great rifle to be sure. Sometimes you can make the snipers drop it, if you're lucky. However, the crossbow is useful next level. Take it instead. You can get a rifle later. MISSION 8- AT THE GATES ====================================================================================== More psychic ninjas. This map is still pretty fun though, with plenty of nerve-wracking stealth action. Alternatively, you can do very well on this map just using the crossbow to clear a path. Tips- 1. Disguises keep the snipers off you. 2. Trees make you almost invisible. 3. The guards outside make really broad, long, slow patrols. 4. The rafter-dwelling ninjas don't seem to be as psychic as their friends. FIRST CHALLENGE- Getting there is half the fun ----------------------------------------------------- The ninjas on this level are just as psychic as before, but luckily, they are much more spread out. In fact, using the trees, it's quite easy to move around this level with relative impunity. The snipers, however, will shoot you if you don't get a disguise. What? You thought you had a disguise when you walked in here? No, no. You must've been thinking of someone else. Looking out from the start, you'll see two guys around the road in front of you, and one guy on the ledge far away on the right. He's your walking clothes pole. It's easy enough to snipe him with the crossbow, but he's also fairly easy to drug, if you're patient. Run up to the right, and go up on the ledge. Run through the trees toward the soldier. When you get near him, if you ran right from the start of the level, you should reach a pair of trees right next to each other. Keep these between you and him, and wait for him to start walking back to the west. Go around the trees that you're hiding behind, so you come at him from behind. Start sneaking. He walks slow enough, that you can catch up on him before he reaches the other end of his route. Drug him, take his clothes, and stash his body in the trees. You don't need to drag it very far. Now the snipers will ignore you, but you still have to worry about the other ninjas. Run along the rest of the ledge, and hop down at the end of it. If you stick to the trees when possible, and make sure to stay as far as possible from all the guards, you should be able to make it with no problem. You're heading for the area on the right of the castle where one of the security systems is located. SECOND CHALLENGE- The first security console -------------------------------------------------- METHOD A- kaboom Move up the ledge by the side of the castle, and move so you can just see the guard and the generator. Bring up your crossbow and zooooooooom in. You're aiming for the roundish, yellowish part in the middle. Shoot it, and the thing will blow sky high, taking the guard with it. Doesn't count as a kill either! METHOD B- stealth Approach the guard and use the big rocks for cover. Be careful, because you can walk up on them sometimes and blow your cover. Start in on the guard once he turns to the north and sneak up behind him. You should have just enough time to get up behind him and drug him. Open the door on the fence, and go inside. On the back of the unit, facing the wall, is a control panel where you can turn it off. If you're having trouble stealthing him, you could abuse a bug. Hey, they abuse YOU, right? Pull out your anesthetic, and make sure it's ready. Run up to the guy. While he's checking your ID, simply walk behind him and smother him. THIRD CHALLENGE- And then there were two ----------------------------------------------- Head around to near the front door. This part gets tricky, because the map is screwy. One sniper in the upper chamber shows up on the valley map, while the other one, not 3 feet away in the same room, shows up on the castle map. There's a patroller who walks back and forth through the front door area. Wait until he's heading to the left, and sneak into the anteroom behind him, turning right. Once the guard's door closes, you can start walking, but do NOT run. If you run, one of the snipers above you will turn and see you. And that will be bad. Oh, in case you haven't noticed, this castle has a lot of secret doors in these wooden paneled areas. Such is the case on either side of the entrance. Once you go through the door, head up the stairs, and walk over to the door. You might want to back up the stairs, so you can see what goes wrong, if anything. Once outside, and the door is closed, run over to the security panel on the right, and shut it off. Hide behind the rock so that the patrolling guard doesn't see you when he comes out. If you drugged the very first guard, he's probably waking up about now. But don't worry; He won't cause any problems. Now's probably your best chance to try and get a custom rifle. Get behind the big rock so that the wanderer who comes in here won't see you. Aim at the sniper above and to the right of the panel you just shut down. I wish I had more useful advice for you on this besides, "get lucky" but that's really all there is to it. Try to shoot him when the gun is somewhat out the window, and hope it bounces down to you. FOURTH CHALLENGE- Final alarm panel ----------------------------------------- METHOD A- stealth Run up the ramp in the area with the 2nd console. Open the door at the top, and walk through. Don't worry about the rafter ninjas. They won't bug you. Bring up the valley map so you can watch the guy outside. See how he goes in a loop? Follow him, walking, from a safe distance, around to the far door back into the same hallway (on the other side of the rafter ninjas. Shut down the console. Give the map a quick check for safety, then head out the near door, around the corner, and you can run to the exit. METHOD B- let's not and say we did Wait for the guy who patrols past the front door to poke his nose back into this area. When he leaves, follow him (at a walk, and from a safe distance) back down the stairs, then turn left and head back outside. No, really. Run all the way back around to the 1st generator, then keep going north past it. At the northeast corner of the wall, you'll spy another ninja patrolling alone. Simply wait til his back is turned, and run west, hugging the northern wall. You will see a door. Head through it. You will see a security laser fence blocking your path. Open up the secret panel in the wall to the right, and head through. Go out the far exit. From here you can run to the end of the mission without ever turning off the third panel. No, really. SILENT ASSASSIN --------------- SA is easy enough here, as long as you resist the urge to run while inside, and the urge to snipe everybody with your crossbow. Since the exploitable ID bug works on the guy by the generator, but not the first guy, the easiest way is probably to snipe the first ninja to obtain a costume. Make sure you get him with a single shot to the head! Once you reach the generator, exploit the ID bug as described in Challenge 2, method B to drug him, then manually turn off the machine, instead of shooting it. As for the Fourth challenge, method B is a little easier, but it takes longer. Of course, you SHOULD do it without killing ANYBODY. If you do, you can kill the sniper I mention and get away with a custom rifle while still maintaining SA status. LOOT ---- SMG-SD6- A cool weapon, but unfortunately made less useful but the size of the sound suppresser, which makes it act as a rifle. IE it can't be hidden and you can only carry one. Custom W2000- A great rifle to be sure. It's easy enough to make a sniper drop one. Just shoot them once in the chest so they're aiming at you, then kill them. Read the Third Challenge for my advice on getting this AND Silent Assassin in the same go. MISSION 9- SHOGUN SHOWDOWN ====================================================================================== Wow. Big, complicated map. There's a ton of ways to do this. Once you understand the basics of how to get around and how the costumes work, you shouldn't have much trouble beating this mission. Tips- 1. The rafter-dwelling ninjas don't seem to be as psychic as their friends. 2. If someone starts to follow you, you can usually lose them by changing floors and/or going around a corner. 3. Disguises work here, but you need to follow the usual rules for blending in. 4. The map of the courtyard and wings is that same area. Neither map shows all the guys in the area. Don't be fooled into thinking an area is bereft of guards by only look- ing at one map. 5. The floor of the first floor will squeak unless you walk along the beams. 6. For no adequately explained reason, the Target on this mission counts as an enemy for the purposes of the mission rating. 7. Generally, you can get away with annoying a few guards. The problem is, the more times you make the SAME guards suspicious, the more likely they are to open fire. This is the whole key to the mission. People have trouble when trying to get out, but they don't realize it's because of things they did going in. FIRST CHALLENGE- Blending in ----------------------------------- METHOD A- the shirt off his back Head through the secret passage to the right, and up the stairs. When the patroller in the next room has his back turned, creep out of the doorway and sneak up behind the nearest pillar, keeping it between you and him. When he next turns his back, shoot him in the head with your silenced 9mm. Take his clothes and drag his body behind some nearby boxes, being careful not to squeak. You will now be able to walk by most guards with relative ease. Head down the stairs, then through the secret passage. Grab the keycard. Walk toward the room with the (!) on it. Sneak through the room where the two ninjas are playing a game, or praying, or admiring the table, or whatever it is they're doing. Disable the lasers with your new keycard, and grab the bomb, remote, and as much ammo as you want. Sneak back out. METHOD B- ninja laundry Head through the secret passage to the right, and up the stairs. When the patroller in the next room has his back turned, creep out of the doorway and sneak along the wall. Hide behind boxes or pillars when he turns around, and head down the stairs as soon as possible. Be careful not to squeak! Walk down the stairs, the turn around and go through the secret panel. Watch the map to make sure nobody is the next room, then step in, and grab the keycard. Continue in the same direction, and, at the end of the hall, hug the left wall and sneak. There's a patroller that goes around the next part in a circle. Sneaking, you can follow him. Err to the outside of the loop, so that he doesn't see you out of the corner of his eye when he turns a corner. Doing this, you can follow him to the right hand door to the next hall, without ever passing near the rafter ninja. In the next hall, do the exact same trick, and you'll be in the hall with three small rooms on the side. Sneak along to the end, and save in front of the door. When ready, open it, and grab the spare clothes. Sometimes, the ninjas in here see you, and some- times they don't, hence the save. When dressed, sneak back out. Head back down the hall to the earlier door. Sneak through the room where the two ninjas are playing a game, or praying, or admiring the table, or whatever it is they're doing. Disable the lasers with your new keycard, and grab the bomb, remote, and as much ammo as you want. Be sure to grab a SMG since you don't have one yet. Sneak back out. METHOD C- a prayer for pants If you follow method B until the keycard, you can ambush and drug one of the guards who come in to pray in the shrine. However, in my experience, that costume doesn't work as well as the black outfit. SECOND CHALLENGE- The guidance system ------------------------------------------- Pay attention! This part is key. Don't skip it just because you know how to get the system. Head back around the halls, past the shrine, through the passage and up to the squeaky room. See tip 7 for this mission? The two guys past that laser fence are key to doing this mission stealthily. You have to go past them two or three total times, and if you make them too suspicious this FIRST time, they'll shoot at you every time when you're trying to escape. If the Suspici-O-Meter gets any wider than a third, load and do it over, especially if you plan to kill Hayamoto with the bomb, or try to get you-know- who out. Head up the stairs onto the first floor. Stick to the beams, walk near the boxes in the middle of the room. Now, run over to the left, in the direction of the stairs. The squeaks will bring out the two guys by the door, who will walk over to the middle of the room. Using the beams, walk over, deactivate the lasers, and drop down the stairs to the basement. Once in the basement, if you managed to do that without them seeing you at all, you're good. If they did, and the suspicion meter got larger than a sliver, you probably want to do it again. Getting this part is tricky, but the idea is to make them investigate a squeak without coming too near you. Once down, go through the door across the way, down to the museum. Turn off the lasers and take the .22 SD pistol and guidance system. Leave the way you came in. Calmly walk past the guards at the laser fence up to the 2nd floor. If either of them follows you even partway up the stairs, you aroused too much suspicion on your last pass, and they WILL sound alarms the next time they see you. I'll repeat it; If either of those guys follows you up the stairs at ALL, they WILL sound alarms if they see you again. THIRD CHALLENGE- Hayamoto must die ----------------------------------------- METHOD A- up close and personal Go on up through the rather bland 2nd floor to the 3rd floor. Keep going up without doing anything on floor 3. Check the map to make sure you won't run into the concubine, and head up to the 4th floor. Duck behind the screen in the concubine's room (it's the one through which you access Lei Ling) and wait for her. When she turns around, move out and chloroform her. Stealth isn't really an issue, since it's pretty much a given that she'll see you, but she doesn't run fast, and has no weapon, so you can just chase her down and grab her before she even gets to the door. Take her card, and tuck her back into her room, if she got out. Head up the stairs on this side. Turn off the laser and move in a bit, then run back out, run around in the stairs, etc. Your goal is to get the guy in that room with the gun (the guys with the swords don't check your ID) to move toward you. When he's gone about 3 steps, run down two sets of stairs to the third floor (with the security system.) Run through here, and back up to the fourth floor. Don't worry, those guys on floor three won't cause problems for you. Run partway up the stairs to the fifth floor, then walk. Turn off the laser. The guy with the gun should be all the way over by the other door. With him distracted, you should have no trouble getting up to the top floor. If Hayamoto is at his table, sneak and hang out on the stairs until he goes to the window. Sneak up behind him. If you haven't shot anyone yet, you can drill him with the silenced 9mm, or you can wire him. Be aware that as soon as you do this, the ninjas on the lofts will try to kill you. Grab Hayamoto's katana (if you want it) and hop out the window. Keep moving, and the idiot ninjas will stay on the 6th floor without alerting anybody else. Follow the path along the ledges, and you can drop down right in front of the exit. Stroll out between the last few guards. METHOD B- kaboom In order to use this method, you must plant the bomb on the chopper BEFORE you go to the basement and museum. Just walk up to it and select "PLANT BOMB" from the menu. The odds are, someone will get suspicious, but not enough to cause any problems. Go on up to the 3rd floor. There's a patroller here who walks in a U shape. Wait til he's over by the sleeping ninjas, and make your way to the security console. Push the big, tempting button, and run back down to the third floor. Once here, go around to the right hand side of the area, and walk up to the corner so you can see the stairs down, but nobody can see you. Wait just a bit to see if anyone comes running up, and then stroll down the stairs. Turn off the lasers, and (sticking to the beams) make your way to the passage through which you entered. Go to the end of it, but not through the door. If you where sufficiently stealthy the last two times you passed these guys, you should be fine. Watch the map and track Hayamoto to the museum, and then up again to the courtyard. You'll be automatically kicked out of map view when he boards it. Count about 10 or 12 seconds, and then detonate the bomb. As long as it's IN the chopper, and not just NEAR it, you'll be fine. If you detonate it too early, the blast will kill several guards, and several other guards will find their corpses, and the alerts will pile up, hurting your rating. METHOD C- kaboom v2 Follow method b for pretty much everything, but, when you steal the guidance system, back up a step and drop the bomb. When Hayamoto goes in here to get the system when he flees, nobody accompanies him, and nobody thinks to go down and look after the bomb goes off. Just watch him on the map, and when he gets near enough, pop the bomb. This eliminates the problems in method b of alarms going off after he's dead. Stroll out at your leisure. METHOD D- kaboom v3 Follow method a, and bring the bomb with you. Drop it anywhere in Hayamoto's room, and then get back to the safe area of your choice. Detonate the bomb. The problem with this plan is that it will inevitably cause a lot of alerts, as all the guards take turns discovering Hayamoto's corpse, and the corpses of all the ninjas who died. If you hide behind a pillar til he sits at the table, you can use the window to exit, then detonate the bomb from outside. Otherwise, you can use the usual exit. METHOD E- bonk and kaboom I included this just because it's fun. Plant the bomb on the chopper ala method B, and follow method A to reach Hayamoto. Creep up behind him and... BONK him on the head with the butt of your SD6. No, really. Now, quickly get past him and climb out the window. Head down a bit so you can JUST see the helicopter. Since you attacked him, he'll run straight to the chopper, and quite quickly too. Follow method b's advice re the bomb, and method a for exiting. The perk here, is that, not only do you get to SEE the helicopter explode, but you get to revel in the silliness that you trekked through mountainous tundra, dodged snipers and dozens of highly trained ninjas, defeated the best security system money could buy, and infiltrated a massive ancient fortress... all to bonk a guy on the head. SILENT ASSASSIN --------------- I can't stress tip 7 enough. It's not enough to just escape from suspicious guards and let the meter go back down; When you go past those guards AGAIN, they'll open fire. The other wrinkle is that Hayamoto counts as an enemy, which none of the other targets do. This means if you kill your usual 1 allowable guard, you can NOT kill or harm Hayamoto directly. You HAVE to use the bomb. If you follow method b for getting a disguise, then you won't have killed anyone, and are free to dispose of him manually. The other thing that trips people up is alerts. If you wait til the helicopter gets some altitude, as described in method b, nobody will find Hayamoto's body, and nobody will be killed in the blast, so the alerts won't stack up and rob you of a good rating. Method c is the easiest way I've found to kill Hayamoto using the bomb, but if you're having a rough time with the sneaking, method a is the easiest route to SA, assuming you didn't kill anyone to get a disguise. LOOT ---- SMG-SD6- On pretty much every guard. Katana- On rafter ninjas, and Hayamoto. Also in the museum, and center of the second floor. .22 SD pistol- In the museum. Deagle- On the guards in the 3rd floor. MISSION 10- BASEMENT KILLING ====================================================================================== This is one of my favorite maps, since there's a couple ways to accomplish it, and they're all fun. Just try to resist the urge to go on a massive killing spree at the start. Resist it! Oh, okay, go on a spree. But then start over and do it properly. Tips- 1. A guard costume will get you past the metal detectors, but not downstairs. 2. A basement guard's uniform (the guys who show up as enemies rather than cops) will get you into the basement, but how to get one quietly without going into the basement is a bit of mystery. 3. The suits on the businessmen aren't any better disguises than your suit. 4. Don't bother bringing any guns. Chloroform will be useful though. 5. You HAVE to shoot out the security computer. This means you can't shoot anything else if you want a Silent Assassin rating. 6. There's two small lockers in the basement that contain 9mm pistols, in case you're down there and you forgot your pistol. One of these lockers is between the elevator out of the level, and the door to the sub-basement. It can be picked. A lot of people get confused and think they're picking the sub-basement door or the elevator door. 7. Although you can use that gun to destroy the computer, you probably want to have the silenced pistol with you for the next two missions. 8. For no adequately explained reason, the .22 passes through metal detectors. It can make the pizza method a little easier, but without the bomb to distract the guards, you still either have to shoot them, or shoot the security computer in front of them, so if you ask me, the .22 doesn't really help at all here. FIRST CHALLENGE- Getting your stuff and promptly throwing it away ------------------------------------------------------------------------ Watch the map. Two guards patrol near the locker room; One goes from the lobby to the hallway, and one goes back and forth between the target locker room and another one. Keep those sweat socks safe! Wait til the first guard is in the lobby, and the second is in the room across the hall from the locker room with the gear. Run into the locker room with your gear, and hide in the shower. The guard will just assume you're another guard taking a shower, and won't look in. If you want to try a guard disguise, you can sneak out and snuff or drug this guy pretty easily from the shower, but there's no real point. Once he leaves, grab your stuff from the locker, and run out to the hall. If you run into the other guard, just walk normally, and he should just tell you to leave. Watch the guards by the laundry. When the one who goes into the lobby is far away, and the one in the actual laundry area is staring down the chute, run into the hall, and go into sneak mode at the far end of the hall, past the door. Wait for the guard to come out (sometimes he doesn't even open the door) and sneak into the chute room. Quickly dump whatever you came to dump (see the next challenge) down the chute, then run out to the lobby. If you were fast enough, you should get out to the lobby before either patrolling guard comes back into the hall. SECOND CHALLENGE- Everything else --------------------------------------- METHOD A- ax-wielding mayhem This is quite possibly the most fun Silent Assassin rating you'll ever get. When in the laundry, dump the bomb down the chute. Keep your gun. Time is of the essence with this trick. Make sure you know the basement layout before trying it, and when I tell you to RUN, that means RUN. You remember how annoying it was when you had to walk in all those other levels? Well, now you have to RUN. RUN over to the fire department (around the front, not through the metal detectors) and watch the firemen run out. Once they're all gone (check the map) run IN to their locker room and grab the spare uniform, and an ax. RUN out to the lobby, through the metal detectors, and down the stairs. The metal detectors will go off, but it's okay, because you're a fireman with a big metal ax and hat. RUN to the room with the security computer, whip out your silenced pistol, and shoot it. You'd think you could disable it with that hefty ax, but apparently not. Grab your ax and RUN down the stairs to the sub-basement. As dramatically appropriate as it might be to sneak through this room and surprise your target, you don't have time for that. RUN at the fat bastard. He'll try to sound the alarm, but there's nobody around to be alarmed, since they're all upstairs. Chase him and give him a good solid WHACK with the ax. Run BACK up the stairs, and duck into the elevator. If you RAN the whole time I told you to, the guards won't be back yet. You weren't exactly a silent shadow, but nobody knows what happened, and that's what really matters. METHOD B- one large pizza with pepperoni, mushrooms and death This plan is also fun, mostly because of the pink shorts. When in the laundry, dump your SD 9mm down the chute. Keep the bomb. RUN over to the men's bathroom on the other side. If you were fast enough, Big Head the pizza boy should just now be arriving. Check the map. If there's anyone in that potty, you were too slow to do this with no alerts. At least, not unless you want to wait for another pizza cycle to pass. Run to the plant near the far stall, and wait. The pizza dude will come in and use the far stall, giving you an easy chance to sneak up and drug him. Tuck his body into the stall, and take his clothes. If you got here late, you can chase him down and drug him, but you better be fast to get him before he reaches the lobby. I don't recommend shooting the poor guy. Even with the silenced pistol, the firemen nearby often get suspicious, and that leads to trouble. Once dressed in your oh-so-chic new pink and turquoise outfit, walk over to the pizza joint. Keep an eye on the map for the guard who walks into that hall to get a pizza, then changes his mind and walks out. If you bump into him in close quarters he'll see right through your disguise. Walk over to the window and get the pizza. Walk with it to the basement, taking the elevator. You CAN take the stairs, but then you have to go the long way around and pick some locks. Once down, avoid the guards and find a nice piece of machinery to hide behind. Drop the bomb. Wait til the guards all start running out, then head to the laundry, grab your gun, and run to the guard room. Run down the stairs. Yeah, more running. Look, do you want to get a good rating and get back to the exit before the guards return or not? I guess you're supposed to sneak up on your target, avoiding the boxes and pizzas and chips on the floor, but we don't have time for that. Whip out your fiber wire and RUN at him. He'll sound the alarm, but guess what? The guards that it calls are busy being alarmed by smoke. You shouldn't have much trouble choking Fatty, then running up to the exit elevator before any guards return. METHOD C- a slight variation Follow method B up until you reach the basement. Avoid the guards and approach the laundry. Wait until the patrolling guard is in the laundry, and hide in the little room along that hall. When he walks back out to the main area, go into the laundry, grab your gun, drop the bomb, and go back to your hiding spot. Sneak out of that supply room to the main area when the patroller walks back to the laundry, and make for the sub- basement. You know the drill the rest of the way. SILENT ASSASSIN --------------- Either way works, just be sure to keep the close-calls to a minimum as the pizza boy. Also, you have to kill the target manually, since the security computer costs you a bullet. Personally, I recommend method A. You get Silent Assassin for spending five minutes running full-tilt like a crazed ax-murderer, all while dressed like a member of the Village People. That's a story 47 can look forward to telling his grandclones when he retires. LOOT ---- Fire ax- The only loot worth noting here is the ax. Just take it with you when you leave after using the fireman approach. MISSION 11- GRAVEYARD SHIFT ====================================================================================== Somehow it became late at night during your ride up the elevator. Most of the employees have gone home, but a host of guards, three programmers, and one very gullible sysadmin remain. Tips- 1. Either disguise works moderately well. 2. The guards seem to see through the guard disguise faster than the programmers do. 3. Conversely, the programmers are faster to catch on when you're dressed as Hit-bert. 4. Remember, the goal is NOT to kill the sysadmin. 5. The guards here move so slowly in such large orbits that predicting them is often quite hard. 6. On top of that, the programmers randomly take turns visiting the sysadmin, so I can't be TOO specific in my advice re sneaking around unseen. 7. When you jump out the window, someone will always know. Don't ask me how. 8. The closest programmer/admin will ALWAYS run to the guards when the glass breaks. FIRST CHALLENGE- Basically all of the mission ---------------------------------------------------- METHOD A- Hitting him where it hurts Head into the kitchen. Shoot out the coffee-cam, and then wait in the upper left corner. The sysadmin will come to check it out, allowing you to bag him in the manner of your choosing. This gets you a handy, if dorky, disguise, and removes the sysadmin from the equation with regard to getting the keycard. It's still in his office you see. Sneak there, avoiding close contact with anyone. Wait in a cubicle, if you need to, for any visitors he may've had to leave his office. Grab the keycard, then make your way BACK to the server room, and let yourself in. METHOD B- Hot in here Sneak around to the south a ways. Wait til the coast is clear (like when the guard in the hall is walking down near the bathrooms) and creep around the corner to your left (right on the map) toward the southwest room with a (!) sign. Pick the lock (nobody comes this way) and step inside. On the table is a keycard. Don't get excited, it's not the server room key. Leave this room, and, again, wait for the nearby patroller to be looking the wrong way, and sneak back into the elevator area. From there, stand near the kitchen, and wait for the coast to be clear in the northern hall. When it is, head into the "AIRCON" room with your new keycard. Pull out your silenced pistol and plug the machine, right where it says, "temperature normal." When the admin comes running, sneak into the server room (he forgets to lock the door) after him, and drug/wire him while he attempts to reboot the poor thing. You can take his clothes if you want to make your escape a little easier. This is probably the easiest way to do the mission, since you don't need to sneak to the office, then back to the server, then back to the window. METHOD C- The direct approach Wait til the guard in the southern hall is facing the other way, and sneak into the bathrooms. When he's facing the wrong way again, leave the stalls and head to the south-most cubicle area. Approach the long wall on the western side of the map. You'll probably want to save here, since the programmers tend to randomly take turns visiting the admin. Also complicating matters is the fact that the admin sometimes gets up and faces the door. I'm not sure if he does this when the door opens, or if he just does it from time to time randomly. The best way around it is to open the door from the side, so he can't see you, but you can see him. He'll probably stand up. Watch him through the keyhole a bit, and when he starts to sit down, open it, and sneak in. He SHOULD stay put long enough for you to drug him. Do not, however, take his clothes. People come in here pretty regularly, so the disguise would only be good for a minute or so. Grab the card, and sneak back to the server room. It's not TOO hard if you use the map. METHOD D- The empty office This one is sort of unreliable, but it's nice if it works. Wait til the southernmost programmer visits the admin, and has been in there a while. Shoot the window, and the ADMIN will run to the guards. Oddly enough, the visiting programmer will not, so you have to wait for him to leave. The admin stays out of his office for a long time, though, so getting the card unseen shouldn't be too hard as long as you can stay out of sight while the guards are investigating the window. SECOND CHALLENGE- Finishing up ------------------------------------ Plant your dongle on the server (Ooo! Naughty!) and leave. Sneak your way back to the long eastern hall, and find the windows overlooking the skybridge. Shoot 'em, and make your way across the bridge to end the mission. You can crawl under the lights here, but it's easy enough to go around them. Luckily these last two guards are pretty dense. You can walk quite close to them without alerting them. My best advice is to wait until the two guards on the skybridge are over halfway through the part of their loop where they walk to stand near each other and gaze out at the sky. You should be able to run most of the distance undetected, and walk behind them when you get close. From there, you can usually run to the end of the level without them shooting at you. If they do get a shot off, you just lost your SA rating. SILENT ASSASSIN --------------- You have to use method c and chloroform the sysadmin, because the other two methods involve too many gunshots. Unfortunately, there will always be an alert a little while after you jump out the window. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. It's tricky to get the timing right, but it can be done with a minimum of fuss. LOOT ---- There's no loot worth mentioning on this mission. MISSION 12- THE JACUZZI JOB ====================================================================================== So where, exactly, do they keep the revolvers? The funny thing about this mission is that it's supposed to look like a robbery gone bad. However, if you get a good rating, then security will find two things stolen, and the target silently killed in front of his bodyguards. That doesn't look a DAMN THING like a robbery gone wrong! That looks like a hit where the assassin decided to make a little side cash. 1. This is such a small mission, most of you will probably just shoot everybody and be done with it. Why did you buy this game, again? 2. You CAN fall off the ledge. Be careful. 3. You can trip the fuses as many times as you like. 4. The alarms will go off if you try to steal anything with the power still on. 5. You CAN take out the technician easily enough, but that will result in security being called. 6. With the lights off, it's not nearly as dark as you might think. There's a LOT of light coming in those huge windows and the guards can see you just fine. 7. Having a disguise doesn't make the mission significantly easier, but getting one means you've halved the number of patrolling guards. 8. Don't forget to close up the safe and painting after you steal the cash. FIRST CHALLENGE- Stealing things --------------------------------------- Head around the ledge to the big window behind the piano lady. Crouch, and make your way around the ledge. Occasionally a guard walks out onto the middle ledge, but he won't see you as long as you're crouching. When you get near the southernmost (!) room, wait til the coast is clear (shouldn't be hard, since there's only 2 patrolling guards) and run in and grab the nightvision. If you want to steal a guard's uniform, the best plan is to wait in the southwestern corner of the central balcony. A guard walks through here, but won't see you in that area. You can probably close the door he came through, if you're close enough, and drill him in the back of the head with the silenced 9mm before he gets to the other door. Continue around the outside edge to the easternmost balcony, next to the office. Now, wait until the secretary checks the safe, and goes to the bathroom. This allows you to run into the fuse room. Smash the fuses, and switch on your annoyingly narrow night- vision goggles. We already know that the safe room is clear, so run back in there and steal the money. Head south out the door to the balcony, and watch the map. If you don't have a disguise, you want the main room area to be ENTIRELY devoid of the patrolling male guards. The piano lady won't bother you if you're sneaky. Grab the statue and walk back out to the balcony. SECOND CHALLENGE- Close encounters with fat naked men ----------------------------------------------------------- METHOD A- lights go on, lights go off Wait til the technician has fixed the fuses and left. Then, when the coast is clear, go back into the fuse room and watch the map. When the hall is devoid of guards, smash the fuses AGAIN, and run to the bedroom. It doesn't matter if the girls are here or not. Stay behind the screen, up against the door, and watch the map. Once the tech has arrived, wait til the coast is clear all the way to the elevator, then step to the left and shoot Charlie once in the head with the silenced pistol. Quickly turn and exit through the door, and the girls should be oblivious to what happened. If they open fire, you were either too close, or not fast enough. Run to the elevator, which, conveniently, is there waiting for you. METHOD B- why does everyone in this game have to pee so much? Either during the first black-out, or during a second one if you were a bit slow, sneak into the bedroom, and hide against the screen, to the right of the basket. There is a gap between the screen and the side wall through which the girls can see you, so be careful not to hug the wall too much. Eventually, the girls will go out to the potty, and won't notice you as long as you're in sneak mode. You can now have your way with Charlie. Make your way to the elevator. Getting the timing on the exit here is a little tricky, since you'll actually have to wait for the elevator, while the guards are strolling around. SILENT ASSASSIN --------------- Either way works, but method A is easier. It's better to spare the guard, in my opinion, since the uniform doesn't REALLY help. The funny thing about this mission is that there's no middle ground. You can either kill pretty much everybody, or get Silent Assassin. LOOT ---- Revolver- There's revolvers a-plenty here, in case you didn't take the Don's. MISSION 13- MURDER IN THE BAZAAR ====================================================================================== Don't let this mission fool you with its sniper rifles and skylights. It's really much simpler and more visceral than that. Nuristan, for those not in the know, is a region of Afghanistan which, unfortunately, looks nothing like its depiction in this game. It's more mountainous, surprisingly green, and the culture has a heavy Chinese influence. Tips- 1. All you need is love. And a big, pointy knife. 2. This is the first mission of the Nuristan chapter, so whatever you bring here will be all you'll have later. 3. The Colonel will flee when alerted, but the Lieutenant will only double his security. 4. You can do either hit first. It doesn't matter. 5. The only point of a disguise on this level is to carry around a rifle. Otherwise, they're useless. If you behave normally while dressed as a peasant, the Suspici-O-Meter will never even move into the red, and you can run and frolic with impunity. However, when in disguise, you have to keep your distance and be very wary of the meter. The disguises actually make this mission HARDER. 6. Despite what the description says, the Lieutenant never moves unless disturbed. 7. Despite dropping the hint about his weak heart, there doesn't seem to be any way to exploit that ailment to dispose of him. You'd think there would be. 8. The order in which you kill the targets is up to you. FIRST CHALLENGE- The Lieutenant -------------------------------------- METHOD A- up close and personal The Lieutenant's house is guarded by two pairs of soldiers. The guys around the back seem to have a short attention span. They wander pretty far away, and give you ample chance to sneak to the pack of the house, pick the lock, and go in. In fact, if you run straight there from the start of the mission, you can pick the lock and get inside before they ever get back there. Be sure to start sneaking before you go inside. Start to back up the stairs and get Osama, oops, I mean, the Lieutenant in your sights. He looks left and right. Wait til he looks to his left, (away from you) and sneak up the stairs. If you make it around the corner and behind that big pole, you'll be okay. From here, you can take him in the manner of your choosing. Might as well sneak right up and knife or wire him, since you're so close already. Personally, I really came to appreciate the speed of the knife in Nuristan. Grab the document from the corpse. I would NOT recommend taking his clothes. Have a look at the map before you charge down the stairs. More than likely, the back- door guards have come inside. However, you might notice that they're not facing the stairs. Sneak down and out the door. You should have oodles of time. METHOD B- because sniping is fun If you don't have a disguise already, head toward the guard quarters in the northern part of the map. Head around the back of the quarters, and wait for the lone patroller who walks back here. Plug him with a silenced pistol. Take his clothes, and make sure nobody's going to see his body from around the corner. Go in the building and grab the SVD rifle. Don't let those ladders fool you. You can't snipe anything useful from up here. Walk around the ladder near the bazaar and head up on the roof. Be sure to give all guards a wide berth now that you're disguised. From here, you can shoot the Lieutenant through his window. If you get away from the scene of the crime quickly enough, you SHOULD be okay, but don't bet on it. It's a good idea to do the Colonel first, as the sound of the sniper rifle will make him flee. You CAN tag him in the back with the sniper from this very spot, but it's not exactly going to be clean, and you'll be dodging bullets as you grab the key and flee the level. It should also be noted that you're going to have quite a hard time getting IN to the Lieutenant and steal his document. You'll probably just have to wait and hope the soldiers get bored of looking at his corpse. You could snipe them too, I suppose. All in all, a LOT more trouble than it's worth. SECOND CHALLENGE- The Colonel ----------------------------------- METHOD A- the direct approach Bring your silenced 9mm. Right at the start, run up to the corner where the Colonel shows up. Once he passes you, shoot him in the head with the pistol. If you were fast enough, he should fall near the little dog house thing, and it'll be surprisingly long before anyone finds his body. Don't bother dragging it. You can't move it anywhere useful without being seen. Take the key, and try to do the Lieutenant before they find the body and tighten security. METHOD B- death from above Climb onto the roof of the bazaar. Watch the Colonel and his bodyguard as they move through the bazaar. You'll find there's a store in the middle of the southern side where they stop and both face away from the skylights. The merchant is facing you, but you can position yourself so that he can't see you. This is the best spot I've found from which to shoot the Colonel. If you use your silenced pistol and quickly duck away from the window once he's dead, nobody should be the wiser. If you're still in your peasant dress, you can walk into the bazaar and take the key when nobody's looking. You'll want to do the Lieutenant first, since his security will tighten up almost right away after you do this. METHOD C- up close and personal While wearing your stylish peasant attire, stroll into the bazaar, and hide behind the boxes in the easternmost store on the lower side. Wait. Eventually, the Colonel and his bodyguard will come nearby, and the Colonel walks in here. Sneak out behind him and slit his throat (you don't have time for the wire.) Without coming out of sneak mode, drag the body back behind the boxes and grab the key. If you're in peasant garb as instructed, you can stroll out right past the bodyguard and nobody will raise more than an eyebrow. Be sure to put your knife away first, though. Nobody ever finds the body, so you CAN do this before the Lieutenant. If you did it second, you can just walk to the exit unhindered. METHOD D- sorta cheating Bring your crossbow. Move over a little the right, and bring it up. Zoom in and plug Colonel Pincushion right in the face before he ever reaches the bazaar. If you were fast enough, the nearby guards will not find the body right away, giving you time to do the Lieutenant. Be sure to drop the crossbow before heading on. SILENT ASSASSIN --------------- Don't bother with a costume. They actually make getting around HARDER on this level. Use the "close and personal" approach for both targets. No alerts. No close-calls. No shots. No enemies killed. Under 5 minutes. It's so picture perfect, I almost want to frame it. As long as you remember not to use a disguise, this is a VERY easy SA rating. LOOT ---- Revolver- On the Colonel. Not going to list these any more. SVD Sniper- In the guard's quarters. Getting out with it is a bit tricky, but you probably already have one. AK- On every guard. Again, you really should already have one, no? Not going to list these any more, either. MISSION 14- MOTORCADE INTERCEPTION ====================================================================================== A truly maze-like mission, where your windows of opportunity are painfully narrow, and easily missed. I hope you're good at sniping! Like its predecessor, most of this mission is deceptively simple. Tips- 1. The guards here are pretty laid back, especially if you're an unarmed civilian. 2. You can get away with carrying the M195 if dressed as a soldier, but be sure to give any other soldiers a wide berth, and completely avoid civilians. Don't let them see you at ALL. 3. You can stop the motorcade by shooting the engine of the front jeep, since that's pretty much the function of this rifle in real life. However, doing so virtually guarantees the UN guys will start shooting at you, or at least in your direction, and ruin your rating. 4. If you do stop the motorcade, the limo driver gets out, making your shot that much easier. 5. If the Khan is killed in town, and nobody is immediately sure who did it, the UN guys will start a gun battle with the local soldiers. This creates some very nice cover for you on your way out, but don't let them see you in a soldier's uniform. 6. The actual sniping is by far the hardest part of the mission. I'm afraid I don't really have any tips that can make it much easier. Try to move the mouse counter to the bob of the gun, and be sure to SAVE before you try the shot. You're trying to hit a moving target through a narrow window with a driver and a VIP passenger in the way. Good luck! 7. If you use a guard's uniform as a disguise, remember to follow the usual rules about avoiding close contact and blending in. 8. Guard and civilian paths are very long, and somewhat random on this map. Because of that, I can't give the kind of specific advice for avoiding them that I do on earlier maps. Sorry. FIRST CHALLENGE- Blending in ----------------------------------- METHOD A- the far corner Way up on the northeast corner of the map, you'll find a perfect little hiding place for dead/sleeping bodies. Early on, a guard walks through here by himself, practically begging to be snuffed and tucked into that cozy corner. A civilian sometimes walks through here too, but they walk MUCH faster than the guards, and he'll be out of the way pretty quickly. Take the uniform, once you've got the body hidden. METHOD B- closer to home Several guards patrol around the area where your contact is located. Follow the lone guard and snuff him in the manner of your choosing. I'd suggest the knife, for speed. Drag him into the area with your contact, and make sure he's far enough in that nobody can see him. SECOND CHALLENGE- Sniping ------------------------------- METHOD A- the mosque This is where all the other faqs out there will tell you to snipe from. They're right that it IS the closest to the exit, but that doesn't really help you avoid alerts. The shot from this position is really quite hard, since most of the time you can see the limo, it'll be moving laterally. Once you've got the rifle, head here, being sure to avoid close contact with guards, and not to let the civilians see you at ALL. Once you reach the roof, head around the southeast corner, behind the big dome. This way there's a big chunk of building between you and the service-going soldiers. Sniping the Khan is so hard from here, that I can only recommend you snipe the lead jeep and then take the target. From here you can drop down and run to the exit pretty quickly. If you didn't kill anyone to get a disguise, you can still get SA this way, if you're extremely lucky. However, there's much easier, quieter and more reliable ways to get the job done. METHOD B- the dead center of town There's a set of stairs in the middle of town that leads up to a ladder, which leads to the obvious sniper spot. It's a good enough spot, if you like being shot at. If you're going to use it, drop the rifle until you're ready to shoot. You can stop the motorcade if you're having trouble hitting the Khan past his driver, but it's pretty much grunted the UN will open fire on you if this happens. On top of that, it's almost impossible to get off a shot (let alone two) without the local soldiers zeroing in your location. You might lucky and be able to avoid detection, but this is too fluky for me to recommend. There's more reliable ways to do the mission without raising suspicion. METHOD C- surprisingly easy You'll smack yourself when you see how easy this is. Wait til the coast is clear and run from the contact's area to the stairs behind the wall just to the northwest. Go into sneak mode. From here, you can only get the shot off as the limo is about to exit the level. A painfully narrow window, but it's not like you can just take your time and plug away from any other spots. Once back here and sneaking, walk just far enough up the stairs to be able to shoot. You can test if you're far enough by trying to aim with the rifle. If there's no clearance, 47 won't bring the gun up. If you're in disguise, you should be able to just wait for the limo. If not, drop the gun and wait until the limo's in town before picking it up. Oddly, reaching this location doesn't trigger the immediate limo arrival like the other spots do, so, if you want, you can drop the gun here and THEN go get a disguise. That way, you can use the chloroform and not worry about the victim waking up before the mission is over. As I said, you only have a brief chance to shoot the Khan as the limo is about to leave the level, but the shot will be much easier than usual. The passenger is on the other side, and the driver isn't in the way. On top of that, you are considerably closer. I kill the Khan about 50% of the time just aiming loosely at the back corner of the limo. It's not perfect, but it's as easy as that shot is going to get without stopping the motorcade. Duck down behind the wall, and the UN guys will obligingly start a nice gunfight to cover your escape. You can pretty much walk out with impunity, since nobody knows you did it. If you want the M195, all you have to do is dodge the civilians on your way out. This is easy since they're probably running and hiding already. If you do have trouble getting out, just leave the gun behind and grab your original peasant cloths. SILENT ASSASSIN --------------- Theoretically, any position works, as long as nobody shoots at you while you leave. For my money, the easiest way by leaps and bounds is to kill either guard at the start to get a disguise, then snipe ala method c. If you change back into your peasant outfit, you can just run to the exit and nobody will care. The mission can be ludicrously easy this way. If you want SA AND the M195, use the same method, but stay in your disguise, and just be sure to avoid civilians on the way out. LOOT ---- M195- The big gun you get from your contact. You can leave with it easily enough if you're dressed as the soldier, and avoid UN soldiers and civilians on your way out. M4- If you've been playing the game PROPERLY, like me, you'll have already had this for 9 levels. Otherwise, you can grab it if a UN guy gets shot in the crossfire. Alternatively, if you're stealthy enough, you can drug one of the guys by the east gate and take his. Good luck doing this and not being seen. M60- See M4. This shows up elsewhere, so ignore it for now. MISSION 15- TUNNEL RAT ====================================================================================== Ewwwwwwwwwww. This one's a pain, plain and simple. Oh, and what's with recycling the model and skin on the target? Not that I MIND killing ANOTHER Osama Bin Laden look- alike I suppose. Tips- 1. Turning off the generator makes it REALLY dark. You can walk right by soldiers and they won't even see you. 2. Having said that, the guards turn the generator back ON again really quickly. It doesn't give you very much time at all. 3. Free the torture victim if you want to know where the target is. 4. The sewer seems to be a bit of a red herring. It's okay for passing some guards, but often, they see me whether I'm ducking, sneaking, under a bridge, or whatever. It's not nearly as useful for getting around as it may seem. 5. I don't recommend using chloroform on one of the surface guards to obtain a costume. There's no way you'll get this mission done in five minutes. 6. Don't worry about the nightvision. The generator is only useful for one purpose, and there'll be a convenient torch to adequately light your way. FIRST CHALLENGE- That first dude --------------------------------------- I'm listing this separately because I'll get tired of repeating myself. It's about that guard at the very beginning. While you're learning the map, it's probably easiest to just gun him down (snipe him if you brought the M195) and take his clothes. When you're ready to play for keeps, you'll probably get sick of waiting for him to walk past. If you run straight from the start of the level, and turn LEFT, you can get around the southernmost wall before he ever comes into view. From there, you can keep running, and hang a right. It should be obvious how to reach either set of stairs from here. SECOND CHALLENGE- Blending in ----------------------------------- METHOD A- the north stairs Come at these stairs from the north, and wait for the two guards to separate. These two will be in your way later when you need to clear the helipad, so if you kill them now, it only makes life easier later on. Take out the close one with your silenced pistol, and drag him back around the northern wall. Take his kit, and you should be able to head down the stairs before his friend returns. If you're not overly concerned about ratings, go ahead and shoot the other guy too. You'll probably want to wait until the hallway is clear and duck into the bunk room to grab the M60. Wait in the vacant exit from that room for your next opportunity. METHOD B- the south stairs If you didn't snipe the first guy, you'll probably want to kill this guy to get a disguise. The best place to leave his body is on the stairs. Sometimes you might find yourself unable to pick this lock. If this happens, you have to restart the level. Once down, stay in the little alcove, and check the position of the patroller in the hall leading east. When he's moved a good distance away, you'll want to follow him and duck into one of the little alcoves along the side. When he goes back, you can move into a further alcove. Ultimately, you want to be waiting in the alcove furthest east, on the north side of the hall. METHOD A- the north stairs, no disguise This is sort of overkill. It's not necessary for Silent Assassin, but it's there if you want a bit of fun, or to do the mission with no kills. Watch the two guards at the northern stairs. The southern guard has two routes. First, he goes to the other side of the stairs to pee, and second, he wanders way the heck off to the west. Wait for him to do the latter, and then run around to the back of the stair structure, where that same guard sometimes goes for his pee break. When the other guard steps away from the door, you can slip down the stairs unseen. Wait here for the two guards who visit the torture room to leave, and for the torturer to get really stuck into it. You can move out and walk down the hall leading west undetected, as long as you stick to the southern side of the hall, next to the sewer. When you approach the boxes, start sneaking behind them, and to the left. Watch the guy in the generator room before moving in. He looks slowly left and right. Wait until he looks away from you then start your approach. Move as far to your right as you can while sneaking, so that he won't be able to see you. You should be able to sneak right up to the generator without him clueing in, but if not, it's no big deal. Shut off the generator, and head down the winding tunnel. If the guard is still by the generator, don't start running til you get a little ways away from him. Be sure not to move faster than a walk in the bunk room. Your goal is to make it down the winding hall and out of the generator guard's line of sight before the lights come back on. If the generator guard DOES run for the alarm, it's generally not a problem, because the power will be off by the time he gets there, and he'll forget what happened when they come back on. Sometimes he remembers, sometimes he doesn't. Once in the bunk room, change clothes and grab your weapon of choice. Wait in the unoccupied exit from this room. METHOD B- the south stairs, no disguise This is completely gratuitous, but it illustrates what I love about this game. The fact that this option is even viable is just great. Anyway, approach the stairs from behind, and sneak around so that you come at the stair guard from behind. Watch him look back and forth, and, when he's looking the other way, sneak the final stretch to the door. Pick it, and head on down. When the coast is clear and nobody is watching you, hop into the sewer and start duck- ing. Keep an eye on the map to make sure nobody is looking at you, and creep around to the north, past the steps. When the fidgety guard to the south isn't looking, creep, ducking all the way, up the sewers to the north. Hang a right at the first ladder, and climb out behind the boxes north of the generator room. When you approach the boxes, start sneaking behind them, and to the left. Watch the guy in the generator room before moving in. He looks slowly left and right. Wait until he looks away from you then start your approach. Move as far to your right as you can while sneaking, so that he won't be able to see you. You should be able to sneak right up to the generator without him clueing in, but if not, it's no big deal. Shut off the generator, and head down the winding tunnel. If the guard is still by the generator, don't start running til you get a little ways away from him. Be sure not to move faster than a walk in the bunk room. Your goal is to make it down the winding hall and out of the generator guard's line of sight before the lights come back on. If the generator guard DOES run for the alarm, it's generally not a problem, because the power will be off by the time he gets there, and he'll forget what happened when they come back on. Sometimes he remembers, sometimes he doesn't. Once in the bunk room, change clothes and grab your weapon of choice. Wait in the unoccupied exit from this room. THIRD CHALLENGE- Osama Bin Target ---------------------------------------- By now, you're patiently waiting in one of two places, and have freed the prisoner, at least in a test game, so you know where the target is. There's two guard who patrol the nearby hallway, and it's important to differentiate them on your map. The guy with NO gun visible patrols from the boss's door to the torture room, and takes his turn at pummeling the victim. He pauses for quite some time at both of his stops. The other guy has an M60 and patrols the whole length of the hall, pausing at either end, as well as in front of the bosses door. When he stops, he only stops very briefly. If you're coming from the south, you also have to watch the guard patrolling the southern hallway. It shouldn't take long for a decent window to open up, and allow you to walk into the target's room. Start sneaking once you're here, and pull out your knife or wire. If there have been no alerts, the target will be in his closet admiring his pirated copies of Hitman, and you can choke or knife him easily. I used the knife because nobody hears the body drop. If there have been alerts, or if you were noisy, he'll probably be facing the closet door, so you'll have to open it and shoot him quickly with a silenced pistol before he gets to scream. Grab the chloroform, and sneak back to the door. There's probably a guard in front of it by now, but wait a few seconds and the coast will clear up. When it does, move on out. OPTIONAL CHALLENGE- Free the torture victim ----------------------------------------------- This poor guy. As far as I can tell, there's no way to free him and still get Silent Assassin, so I can't tell you how many times I had to walk past and watch the beating. He will run away if the torturer who never leaves is killed. Not drugged, killed. He then runs up the stairs and makes a bee line for your entrance point. If either of the guards at the helipad are alive, the torture victim will not survive his escape. It IS possible to sneak in without drugging or killing any guards, grab the spare disguise, kill the target, drug the two guards by the helipad, and then shoot the torturer. The problem is, when the OTHER torturer comes back, he'll sound the alarm when he finds the victim gone, and that costs you an SA rating. Chloroforming the first guy and then shooting the visiting torturer doesn't work; the hostage won't flee. I'd try shooting the first guy, hiding him, and then pounce/drugging the second guy from that little wooden platform over the sewer, but frankly, I'm fed up with this guy. He can stay here and get punched in the nuts for eternity for all I care. Bottom line; he's easy enough to free if you're not concerned about ratings. Shoot the torturer and drag him into the stairwell, or dump him in the sewer over on the western corner of the room. FOURTH CHALLENGE- Escaping with the cargo ----------------------------------------------- From the target's room, wait for the coast to be clear and walk to the northern entrance to the bunk room. Once the hall is clear again, sneak into the torture room and walk around the outside edge of it. The torturer will probably get somewhat suspicious, but not enough to cause problems. In the next room, stay to the north, and start sneaking when you get to the northern pile of boxes. Sneak around behind it, and the guard in the m