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Hitman Eguide Bundle Prima Official Eguide

This document is a game guide for the Hitman video game series. It provides strategies and walkthroughs for completing 13 missions in the game. Each mission section includes an overview, strategies for assassinating the target, and alternative approaches. Additional chapters cover basic assassination skills, available weapons and equipment, and reflections from the game's protagonist. The guide aims to help players efficiently and effectively complete the missions through proven tactics.

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hyacinthartist
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© All Rights Reserved
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Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
465 views371 pages

Hitman Eguide Bundle Prima Official Eguide

This document is a game guide for the Hitman video game series. It provides strategies and walkthroughs for completing 13 missions in the game. Each mission section includes an overview, strategies for assassinating the target, and alternative approaches. Additional chapters cover basic assassination skills, available weapons and equipment, and reflections from the game's protagonist. The guide aims to help players efficiently and effectively complete the missions through proven tactics.

Uploaded by

hyacinthartist
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

PRIMA OFFICIAL GAME GUIDE


PRIMA Official Game Guide

Michael Knight

Prima Games
A Division of Random House, Inc.

3000 Lava Ridge Court, Ste. 100


Roseville, CA 95661
1-800-733-3000
[Link]

The Prima Games logo is a registered trademark of Random House, Inc., registered in the
United States and other countries. [Link] is a registered trademark of
Random House, Inc., registered in the United States.

© 2005 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in
any form or by any means, electronic or mechanical, including photocopying, recording, or by any
ASSASSINATION information storage or retrieval system without written permission from Prima Games. Prima Games is a
101
division of Random House, Inc.
TOOLS OF
THE TRADE Product Manager: Todd Manning
Editor: Rebecca Chastain
MISSION 01 Design: José de Jesus Ramírez
Layout: Keating Design
MISSION 02
© 2006 IO Interactive A/S. Developed by IO Interactive.
Published by Eidos, Inc. Hitman, Hitman Blood Money, Eidos
MISSION 03 MICHAEL KNIGHT has worked
and the Eidos logo are trademarks of SCi Entertainment
in the computer/video game
Group. IO and the IO logo are trademarks of IO Interactive A/S.
MISSION 04 industry since 1994 and has
All rights reserved. The ratings icon is a registered trademark
of the Entertainment Software Association. been an author with Prima
MISSION 05 Games for 10 years, writing
All products and characters mentioned in this book are over 60 guides during this
MISSION 06 trademarks of their respective companies. time. Michael has used both
his degree in Military History
MISSION 07 Please be advised that the ESRB Ratings icons, "EC," "E," and experience as a high
“E10+,” "T," "M," "AO," and "RP" are trademarks owned by the school teacher to formulate
MISSION 08 Entertainment Software Association, and may only be used and devise effective
with their permission and authority. For information
strategies and tactics for hit
MISSION 09 regarding whether a product has been rated by the ESRB,
titles such as the Tom Clancy's Rainbow Six and Hitman
please visit [Link]. For permission to use the Ratings
series. He has also authored several titles in the Star Wars
MISSION 10 icons, please contact the ESA at [Link].
universe including Star Wars Republic Commando, Star Wars
Important: Episode III: Revenge of the Sith, Star Wars Battlefront II, and
MISSION 11
Prima Games has made every effort to determine that the Star Wars: Empire at War. Michael has also developed
information contained in this book is accurate. However, the scenarios/missions and written game manuals for SSI, Red
MISSION 12
publisher makes no warranty, either expressed or implied, as Storm Entertainment, and Novalogic.
to the accuracy, effectiveness, or completeness of the When he is not busy at work on an upcoming strategy
MISSION 13
SPOILER a material in this book; nor does the publisher assume liability
guide, Michael likes to spend time with his wife and four children
for damages, either incidental or consequential, that may
at their home in Northern California. It was with their help that
result from using the information in this book. The publisher
cannot provide information regarding game play, hints and
Michael used his abilities and experience to write three
PRIMA OFFICIAL GAME GUIDE

strategies, or problems with hardware or software. Questions travel/strategy guides on Disneyland and Southern California, in
should be directed to the support numbers provided by the which he developed tips and hints to help vacationing families
game and device manufacturers in their documentation. save time and money while maximizing their fun.
Some game tricks require precise timing and may require We want to hear from you! E-mail comments and feedback
repeated attempts before the desired result is achieved. to mknight@[Link].
ISBN: 0-7615-5327-4
Library of Congress Catalog Card Number: 2006900314 Acknowledgements
The author would like to thank Rebecca Chastain and Todd Manning
for helping make this book a reality.
2
Contents
Introduction _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 4 Mission 07: You Better
My Memoirs _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 4 Watch Out . . . _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 69
Assassination 101 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 5 Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 70
Required Skills and Abilities_ _ _ _ _ _ _ _ _ _ 6 Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 72 ASSASSINATION
101
Completing the Assignment _ _ _ _ _ _ _ _ _ 10 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 76
Reflections After the Mission _ _ _ _ _ _ _ _ 12 Mission 08: Death on the TOOLS OF
THE TRADE
Tools of the Trade _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 13 Mississippi _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 77
Custom Weapons _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 14 Missing Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 78 MISSION 01

Standard Equipment_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 16 Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 79


Standard Weapons _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 17 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 84 MISSION 02

Mission 01: Death of a Showman_ _ 22 Mission 09: . . .Till Death Do MISSION 03

The Training Mission_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 23 Us Part _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 86


Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 23 Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 87 MISSION 04
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 88
Mission 02: A Vintage Year_ _ _ _ _ _ _ _ 26 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 91 MISSION 05
Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 27
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 28 Mission 10: A House of Cards _ _ _ _ _ 94 MISSION 06

Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 32 Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 95


Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 97 MISSION 07
Mission 03: Curtains Down _ _ _ _ _ _ _ 34 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 101
Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 35 MISSION 08
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 37 Mission 11: A Dance with
Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 41 the Devil _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 103 MISSION 09
Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 104
Mission 04: Flatline _ _ _ _ _ _ _ _ _ _ _ _ _ 43 Making the Hit_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 106 MISSION 10
Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 44 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 111
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 46 MISSION 11

Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 51 Mission 12: XXV Amendment_ _ _ _ _ 113


Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 114 MISSION 12
Mission 05: A New Life _ _ _ _ _ _ _ _ _ _ _ 52 Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 116
Mission Briefing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 53 Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 120 a MISSION 13
SPOILER
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 54
Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 58 Mission 13: Requiem (Spoiler) _ _ _ 123
Mission 06: The Murder of Crows_ _ 60
Mission Briefing_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 61
Making the Hit _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 63
Alternatives _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 67
[Link]

3
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

INTRODUCTION
My name is not important. I am often referred to by my
codename—47. Over the years, I have gained a reputation as
the world’s deadliest assassin. Some people consider me the
best, but I don't really care. I am not after glory or
recognition. In fact, I would rather have neither. The best
assassin, in my opinion, is the one who doesn't
ASSASSINATION appear to exist—or at least one considered only
101
an urban legend. I was created to be an
assassin. I was trained to be an assassin.
TOOLS OF
THE TRADE That is why I do it. I also like a challenge. The
money is a nice bonus. However, spending
MISSION 01 money attracts attention I can't afford.
An assassin is the ultimate hunter.
MISSION 02 He hunts the ultimate game—other
humans. As a result, the hunter often
MISSION 03 becomes the hunted.

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11 MY MEMOIRS
I have organized these writings into sections so they are The following section contains the stories of 13 of my
MISSION 12
more easily referenced by those desiring to understand favorite or most-challenging assignments. Each contains
MISSION 13
assassins or follow in my footsteps. The first section, information on the targets, a list of my objectives, maps of
SPOILER a "Assassination 101," covers the basic skills and tactics I the area, and a narrative of how I completed the hit. In
used during my career. They worked well for me and will for addition, I have included some alternate ways I might have
others as well. The "Tools of the Trade" section provides completed each mission to illustrate that there is rarely a
information on the weapons and items I used for my single way to assassinate a person.
PRIMA OFFICIAL GAME GUIDE

assignments.

4
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

ASSASSINATION 101

[Link]

5
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ASSASSINATION 101
People often think of an assassin as a person with a gun who kills people. To me, that is
just a thug. An assassin is much more. An assassin is like an artist, with each hit a
work of art. Just as a master painting is made up of individual brush strokes or a
classic concerto comes to life as single notes are placed together in sequence, a
masterful assassination is a result of many individual skills and abilities working
in harmony, leading to the most final crescendo of all—death. While killing
ASSASSINATION
101 someone is not all that difficult, a talented assassin not only escapes
from the scene, he or she is not even noticed. And for the really
TOOLS OF spectacular hits, no one may even know an assassination has taken
THE TRADE
place—it is made to look like an accident.
MISSION 01

MISSION 02

MISSION 03

MISSION 04 REQUIRED SKILLS AND ABILITIES


MISSION 05 I have included the following so that the individual skills and Walking is the most common way to move about an area.
abilities can be better appreciated in the overall scheme of While you don't get anywhere quickly, you also don't
MISSION 06 assassination. attract a lot of attention. This is particularly important
when using a disguise.
MISSION 07 The human eye is attracted to motion.
MOVING LIKE A PROFESSIONAL It is a survival instinct. The faster the
MISSION 08 Before I continue with the art of killing, I feel it is important motion, the greater the chance that it
to discuss the nuances of movement. There is more to this will be detected. As a result, running
MISSION 09 than just walking or running, and it is important to know about an area often gets you noticed.
when to use each type of movement. Even if people aren't looking in your
MISSION 10 direction to begin with, the
WALKING VS. RUNNING extra noise created by
MISSION 11 running turns their heads.
However, if subtlety is not
MISSION 12 as important as speed, or
you are in a deserted area,
MISSION 13
SPOILER a running can quickly get you
where you are going—or
away from something.
PRIMA OFFICIAL GAME GUIDE

>> TIP <<


When I am in a disguise, I
find it best to walk. While it is a
danger for people to get a long,
close look at me in a disguise, it
is usually worse if they become
Walking around does not arouse suspicion like running does. suspicious by me running past
them—a suspicion that could
6 cause them to open fire.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


CROUCHING AND SNEAKING >> TIP <<
Depending on the difficulty level of the game, the map can
also show the locations of people, such as targets, threats,
and civilians. It helps to know what is on the other side of
a door before opening it.

UP CLOSE AND PERSONAL


Much of my trade relies on getting right next to a target or
threat to attack. Some methods are completely silent while
others generate some sound.
ASSASSINATION
101

FIBER WIRE
TOOLS OF
THE TRADE
Crouching can come in handy when hiding or during a gunfight
when you need cover.
MISSION 01

At times, I need to hide to avoid being seen by a guard or other MISSION 02


threat. While a tall wall or dark area works great, these are often
not available, and all I have is a short object. In such cases, I MISSION 03
crouch behind said object to avoid being seen. Crouching is also
a good way to take cover if someone is firing at me. MISSION 04
While crouched, I can also move slowly about. However,
this crouched movement, which I like to call sneaking, is MISSION 05
quieter than walking. It's great for creeping up behind
targets to attack, or for silently moving past them in the MISSION 06
dark or while their backs are turned.
MISSION 07

USE A MAP Fiber wire is one of my favorites. MISSION 08

I pride myself on using my fiber wire. It is the tool of a good MISSION 09


assassin. Fiber wire is completely silent—the target dies
without being able to shoot at you or even sound an alert. MISSION 10
The key is to approach your target from behind.
MISSION 11

>> TIP << MISSION 12


You can walk around with the fiber wire in your hand, and
no one will be suspicious. a MISSION 13
SPOILER

SYRINGES
Syringes can also
be used to spike
I like to check my map frequently so I don't get lost and can keep food or drinks with
track of other people in the area. either poison or
[Link]

sedative.
It is important during a mission that I know where I am
going. Before I hit the pavement, I study the area where I'll
be operating. I also take a map with me, which I can refer to
in the course of the mission. Nothing is worse than getting
lost during a mission—it's also unprofessional. 7
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

I always carry a couple syringes with me during a mission. UNARMED COMBAT


One is filled with a sedative that knocks out a victim
immediately, while the other is filled with poison. In order to
use a syringe, I always approach a victim from behind and
inject the syringe in the neck for faster effect. I have found
that carrying syringes around in your hand, where people
can see them, arouses suspicion. I keep them in my pocket
until I need them.

ASSASSINATION
101 BLADES AND OTHER WEAPONS
TOOLS OF
THE TRADE

MISSION 01

MISSION 02 Sometimes a push is all it takes to kill a target or get rid of


a guard.
MISSION 03
At times, using my hands can be just as effective as a
MISSION 04 weapon. My attacks vary from punching people until they
are unconscious, to pushing them into walls to knock them
MISSION 05 out, to shoving them over railings so they fall to their death
below. I have also found it useful when an enemy pulls a
MISSION 06 weapon on me to approach and attack, disarming the enemy
and allowing me to then use the weapon against him or her.
MISSION 07 Bladed weapons, such as this cleaver, are useful but messy. However, if I want to keep it quiet, I holster the weapon and
just punch out my foe.
MISSION 08
Knives can be used to attack a target from all directions
instead of only from behind like the fiber wire or syringes.
MISSION 09
However, using a knife allows targets to fight back since it DEATH FROM AFAR
may take several slashes or stabs until they are dead. The
MISSION 10
best way to use a knife is to sneak up behind a target and
slit the throat for a silent kill.
MISSION 11

MISSION 12 >> TIP <<


MISSION 13 I have also found knives to be useful when thrown. It takes
SPOILER a the same skill and action as tossing a coin.
PRIMA OFFICIAL GAME GUIDE

There are other types of weapons and items that you


can also use for attacking up close. These include swords,
baseball bats, fire extinguishers, shovels, and much more.
They all require more than one hit to take someone down,
however.
Sniping takes some patience and a good spot from which to shoot.

Another skill that I believe is vital as an assassin is sniping.


A sniper rifle can eliminate a target at long range. Because
of this, I may not have to infiltrate a heavily defended area
8
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
and can more easily escape. When looking through a sniper
scope, I keep the magnification low until I find my target— >> TIP <<
then I zoom in. I rarely, if ever, start a mission with a shotgun or rifle—
You may notice that the crosshairs of the scope move with the exception of my sniper rifle in its case—since
up and down, especially right after putting the scope to your
these weapons can't be concealed. Besides, if I need them I
eye or moving the rifle. The motion decreases a bit over time
can always take them from an enemy. Such weapons are
and even more when crouched. I try to center the crosshairs
best used while making an escape when my cover has been
so that, at its highest point, it is on the target's head. Then if
blown, since I care more about surviving than making noise.
I fire a bit early or late, I get the body even if I miss the
headshot.

>> TIP << DISGUISES

To determine whether a spot is a good sniper site, I make ASSASSINATION


101
sure that no one can see me fire the rifle from that
position. After taking a shot, I can ditch the rifle or put it TOOLS OF
back in my case if I have time, then escape. If I am in THE TRADE
disguise, I can move right past guards, since they do not
know who to look for. MISSION 01

MISSION 02

THE QUICK DRAW


MISSION 03

MISSION 04

MISSION 05

Knocking out people is a good way to take their clothes for a MISSION 06
disguise.
MISSION 07
I have found that if I have to shoot my way through a
mission, I have already lost—even if I take out the target MISSION 08
and escape. Since in most missions I am outnumbered
and outgunned, I try to avoid gun fights and instead use MISSION 09
disguises to get where I want to go. In order to obtain a
disguise, I usually have to knock out or kill people and MISSION 10
take their clothes, unless I can find a suit lying around. It
Sometimes I have to shoot it out—and the more firepower I have is important that I hide the bodies of the people from MISSION 11
the better. If possible, I grab someone to use as a human shield. whom I take disguises. Otherwise, if they are found, the
It's great when taking on several enemies at once. They won't enemy knows what type of clothing to look for. Even while MISSION 12
shoot me, but I can shoot them. in a disguise, I try to be careful not to get too close to
others or spend too much time around them. After a while,
people can usually see through a disguise—then they
a MISSION 13
SPOILER
In order to move about without being shot at, I always keep
my pistols holstered—but ready to draw when needed. If I start shooting.
feel I might need my pistol, I select it from my inventory,
then holster it. Then I can quickly pull out that weapon when
I am in trouble. I can also quick draw some submachine
>> TIP <<
guns if they are concealable. However, I prefer my I can pick up a disguise from almost any male character
silverballers with a silencer. Though they do not pack the during a mission. The only exceptions, usually, are the
targets of a hit, since these are distinct individuals and
[Link]

punch of a submachine gun, I can fire at the head for a


single-shot kill. Or if I don't have time to aim during a fight, I others will immediately recognize an imposter.
just point at the body and fire several times. I have
practiced enough so that I can draw my pistol and take out
an armed guard before he can get off a shot or yell for help.

9
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

When I am on a mission, I like to try to use my surroundings


USING THE SURROUNDINGS
as much as possible. They can often offer opportunities for
completing my objectives. For example, a railing next to a
long drop can be ideal for pushing someone over. On the
other hand, a chandelier can come crashing down on a
target—with a little help from a remote bomb. Some items,
such as propane tanks or barbeques, can be sabotaged. Of
course, I always like to spike drinks with poison, sedative, or
other additives. In addition, I find things like drainpipes can
get me past guarded staircases to different levels, closets
ASSASSINATION
101 Drainpipes and trellises allow me to get up or down and avoid are great for hiding in, balconies can be jumped, and
guards or locked doors. containers can hide bodies.
TOOLS OF
THE TRADE
>> TIP <<
MISSION 01
In order to determine how I can use the environment to my
MISSION 02
benefit, I watch what the people in the area do—what they
drink, where they walk, and what items they use.
MISSION 03

MISSION 04

MISSION 05 COMPLETING THE ASSIGNMENT


MISSION 06
No matter what the assignment, there are always five steps RECON
I follow to complete my objectives successfully.
MISSION 07

BRIEFING
MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a

Bartenders can often tell me things that are useful during a


PRIMA OFFICIAL GAME GUIDE

mission.

Whenever I start a mission, I take some time to walk around


Notes on the targets give me ideas on how to make the hit. and observe. I see where the guards are located and what
areas they patrol. I notice what types of disguises can get
Almost all missions begin with a briefing. Here, Diana at the me into various areas. I also look for things that I can use,
Agency provides with me a list of the objectives I must such as items or even the environment. I also try to talk to
complete to get paid. By reading the briefings carefully, people to see if I can learn anything. Bartenders and people
especially the information on the targets, I often find clues at reception or registration desks can be very helpful when
about how to make the hit. I approach them politely—meaning without threatening to
10 kill them.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


>> TIP << THE HIT
Binoculars are great for scouting out a situation from a
distance. I use them when I can't get into an area and
want to check it out first.

INFILTRATION

ASSASSINATION
101

TOOLS OF
THE TRADE
The actual hit is not always as exciting as setting it up. I also try
to clean up afterward.
MISSION 01

The main part of the mission is the hit. There is often more
MISSION 02
than one way I can take out a target. Since I have a
reputation to keep, and I like to mix things up to make it MISSION 03
harder for investigators to determine a modus operandi for
In order to get into a location, I have used some disguises that I me, I look for creative ways to kill the target. Whether I use a MISSION 04
would rather forget—but they worked. silenced pistol, sniper rifle, poisoned food, or falling piano,
the result is always the same. The target dies. MISSION 05
If the Agency contacts me with a mission, it is because the
target is hard to kill. I am not cheap, and if someone can do MISSION 06
it cheaper, they don't ask for me. The main reason a target is ESCAPE
difficult to take out is usually because he or she is heavily MISSION 07
guarded. Therefore, I have to infiltrate the target's location
Some means of
by either sneaking past guards or using disguises. escape are better
MISSION 08

than others.
MISSION 09

After I make a
MISSION 10
hit, the guards
are often very
MISSION 11
suspicious and
can be hostile if MISSION 12
my cover is blown
during the killing. No matter whether I have a disguise or
not, I always try to get away from the scene as quickly as a MISSION 13
SPOILER
possible. Each mission has a specific exit point, where I
have some means of escape waiting. I make it a point to
know where the exit is and how I will get there after the hit.

If I have to go through a metal detector or weapons search to


>> TIP <<
Planning my escape is just as important as planning the
[Link]

enter a location, I always hide my pistol somewhere I can


retrieve it later. infiltration and the hit. A dead hitman does not get rich.

11
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

REFLECTIONS AFTER THE MISSION

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02
I try to avoid leaving bodies lying around—especially if I have Whenever possible, I like to change
taken their clothes. back into my designer suit before
MISSION 03
leaving. It is expensive to replace.
MISSION 04
Once a mission is complete, I take some time to reflect on
my performance. Did I make any unnecessary kills? Could
MISSION 05 I have knocked out a guard instead of killing him? Were
innocents killed? My best jobs are those where the only
MISSION 06 people who die are the targets.
The second thing I like to avoid: witnesses.
MISSION 07 Therefore, when entering a secure area or changing
into a disguise, I make sure the area is clear first. In
MISSION 08 addition, I like to clean up after myself. I hide bodies
of the people I've killed or knocked out, since their
MISSION 09 discovery before I escape can lead to problems.
Along with cleaning up, I also look out for cameras,
MISSION 10 and if one has captured my image, I try to find the
tape recorder and steal the tape to remove any
MISSION 11 evidence of my presence.
The reason I try to keep my missions clean is
MISSION 12 notoriety. Not only does an assassin like myself find
being in the news unprofessional, it also makes future
MISSION 13 assignments more difficult, since guards will be on the
SPOILER a
lookout for me.
PRIMA OFFICIAL GAME GUIDE

12
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

TOOLS OF THE TRADE



[Link]

13
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

TOOLS OF THE TRADE


As an assassin, I deal in death. Like any professional, I equip myself with special tools to help me complete my assignments.

CUSTOM WEAPONS
SILVERBALLER MAGNUM AMMO STATS
ASSASSINATION DESCRIPTION: Penetrates doors, more recoil; AMMO: 12 gauge
101 excludes: silencers and other ammo
COST: $75,000 CAPACITY: 6 shells
TOOLS OF
LARGE CLIP LENGTH: 1,014 mm
THE TRADE DESCRIPTION: More bullets, double capacity
COST: $100,000 WEIGHT: 4,400 g
RED DOT SIGHT CONCEALABLE: No
MISSION 01 DESCRIPTION: Small zoom, high precision, TWO-HANDED: Yes
requires rail mount; excludes: scope
COST: $100,000
MISSION 02
FULL AUTO UPGRADES
This is my trademark pistol, and I take DESCRIPTION: High rate of fire, requires large
MISSION 03 it on nearly every assignment. The clip, more recoil BUTT STOCK
silverballer is a deluxe version of a COST: $150,000 DESCRIPTION: More precise, less recoil
SILENCER TYPE 2 COST: $25,000
MISSION 04 service pistol and packs a punch. I
DESCRIPTION: Max silenced; excludes: silencer FLECHETTE AMMO
usually use low-velocity ammo, as well type 1, magnum ammo, long slide DESCRIPTION: 18 dart slugs, less damage, high
MISSION 05 as a silencer, with this pistol so I have COST: $150,000 precision; excludes: other ammo
SCOPE TYPE 1 COST: $25,000
a weapon I can use without alerting
DESCRIPTION: Medium zoom, extreme precision, 12-GAUGE SLUGS
MISSION 06 everyone in the area. requires rail mount; excludes: red dot sight DESCRIPTION: Max damage; excludes: silencer
COST: $150,000 and other ammo
MISSION 07 STATS COST: $50,000
EXTRA AMMO
AMMO: .45 caliber DESCRIPTION: Two extra rounds
MISSION 08
CAPACITY: 18 rounds SP12 SHOTGUN COST: $50,000
RELOAD BOOST
MISSION 09 LENGTH: 216 mm DESCRIPTION: Mounted shells, fast reload time
WEIGHT: 1,076 g COST: $50,000

MISSION 10 CONCEALABLE: Yes RAIL MOUNT


DESCRIPTION: For red dot sight
TWO-HANDED: No COST: $75,000
MISSION 11 SHORT BARREL
UPGRADES DESCRIPTION: More damage, less precise;
excludes: silencer
MISSION 12 COST: $75,000
LOW-VELOCITY AMMO
DESCRIPTION: More silent, less recoil; excludes: LASER SIGHT
MISSION 13 other ammo
This automatic combat shotgun can be DESCRIPTION: Laser aim, medium precision;
SPOILER a COST: $25,000 very useful—especially with all of its excludes: red dot sight
COST: $100,000
SILENCER TYPE 1 customizations. The only downside is
DESCRIPTION: Medium silenced; excludes: silencer MAGAZINE
type 2, magnum ammo, and long slide
that it can't be concealed. However, DESCRIPTION: Four extra slugs, high rate of fire
when I take on a mission, I leave it in
PRIMA OFFICIAL GAME GUIDE

COST: $25,000 COST: $100,000


LASER SIGHT one of the Agency containers, where I RED DOT SIGHT
DESCRIPTION: Laser aim, medium precision DESCRIPTION: Max precision, requires rail mount
can pick it up as needed. The SP12 is COST: $150,000
COST: $50,000
effective only at short range, but it can SILENCER TYPE 1
RAIL MOUNT
DESCRIPTION: For scopes quickly clear a room. I sometimes refer DESCRIPTION: Medium silenced; excludes: short
COST: $50,000 to this weapon as my "room broom," barrel, custom ammo, flechette
COST: $150,000
DUAL ACTION since it can quickly sweep a room
DESCRIPTION: Two guns, twice the fun, more recoil
COST: $75,000 clean of enemies.
LONG SLIDE
DESCRIPTION: Better precision, less recoil;
excludes: silencer
14 COST: $75,000

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SMG TACTICAL LASER SIGHT RAIL MOUNT
DESCRIPTION: Laser aim, medium precision DESCRIPTION: Required to mount scopes
COST: $100,000 COST: $50,000
RED DOT SIGHT PISTOL GRIP
DESCRIPTION: Small zoom, high precision, DESCRIPTION: Extra support, more steady,
requires rail mount requires handguard
COST: $150,000 COST: $75,000
SILENCER TYPE 2 SILENCER TYPE 1
DESCRIPTION: Max silenced, less damage; DESCRIPTION: Medium silenced; excludes: AP
excludes: ACP ammo, silencer type 1 ammo, silencer type 2
COST: $150,000 COST: $75,000
DOUBLE CLIP
This is a great weapon when I need a DESCRIPTION: Two clips, less reload time;
little extra firepower. As with my excludes: drum magazine
silverballers, I often take along the low- M4 COST: $100,000
RED DOT SIGHT
velocity ammo and a silencer for DESCRIPTION: Small zoom, high precision,
stealthy use. However, if I feel I might requires rail mount; excludes: scope ASSASSINATION
101
have to shoot my way out of trouble, I COST: $100,000

go for the extra ammo, double clip, and DRUM MAGAZINE


DESCRIPTION: 100 rounds, large recoil; TOOLS OF
the ACP ammo. Since the SMG tactical excludes: double clip THE TRADE
is also concealable, it is great as a COST: $150,000

backup weapon as long as I don't have SILENCER TYPE 2 MISSION 01


DESCRIPTION: Max silenced; excludes: silencer
to get through a metal detector. type 1, AP ammo, long slide
I rarely take along the M4 assault rifle. COST: $150,000 MISSION 02
STATS Since it can't be concealed, I usually
have it placed in an Agency container MISSION 03
AMMO: 9 mm SMG ammo
CAPACITY: 25 rounds prior to my mission for pickup later W2000 SNIPER
MISSION 04
LENGTH: 550 mm when I need it. With several of the
WEIGHT: 2,880 g upgrades, the M4 can be a very
MISSION 05
formidable weapon if I want to take out
CONCEALABLE: Yes
all opposition during a mission.
TWO-HANDED: Yes MISSION 06

STATS
UPGRADES MISSION 07
AMMO: 5.56 mm rifle ammo
BUTT STOCK 1 CAPACITY: 30 MISSION 08
DESCRIPTION: Less recoil, more precise
COST: $25,000 LENGTH: 838 mm This is one of the best sniper rifles I have
LOW-VELOCITY AMMO WEIGHT: 3,000 g found, and I have had this one custom MISSION 09
DESCRIPTION: Less sound, less recoil; excludes: CONCEALABLE: No built to my standards. As a result, the
other ammo handgrip and even the trigger pull are
COST: $25,000 TWO-HANDED: Yes MISSION 10

45 ACP AMMO
customized to my hands and style of
DESCRIPTION: Penetrates doors, more recoil; shooting. When taking this on a mission, MISSION 11
excludes: other ammo, silencer UPGRADES
I always carry it disassembled in a case
COST: $50,000 BUTT STOCK
DESCRIPTION: Lightweight butt stock, less recoil, so I can move about without causing MISSION 12
EXTRA AMMO
DESCRIPTION: One extra clip more precise suspicion. The standard case will not get
COST: $50,000 COST: $25,000
the rifle through a security checkpoint.
RAIL MOUNT LOW-VELOCITY AMMO
However, I can purchase a foil-lined case
a MISSION 13
SPOILER
DESCRIPTION: For red dot sight DESCRIPTION: Less recoil, more silent; excludes:
COST: $50,000 other ammo for such needs. The upgrades available
COST: $25,000
RAPID FIRE for this sniper rifle allow me to focus on
DESCRIPTION: Extreme rate of fire, more recoil R.I.S. HANDGUARD
DESCRIPTION: Special handguard, required
accuracy, stealth, or even a fast rate of
COST: $75,000
to upgrade fire as the mission may require.
SHORT BARREL COST: $25,000
DESCRIPTION: More damage, less precise
COST: $75,000 ARMOR PIERCING AMMO STATS
DESCRIPTION: Penetrates doors, more damage;
SILENCER TYPE 1
[Link]

excludes: silencer, other ammo AMMO: .300 caliber rifle ammo


DESCRIPTION: Medium silent, less damage; COST: $50,000
excludes: silencer type 2, ACP ammo CAPACITY: 6
COST: $75,000 EXTRA AMMO
DESCRIPTION: One extra clip LENGTH: 905 mm
DOUBLE CLIP COST: $50,000
DESCRIPTION: Fast reload WEIGHT: 6,950 g
COST: $100,000 LASER SIGHT CONCEALABLE: No
DESCRIPTION: Laser aim, medium precise
COST: $50,000 TWO-HANDED: Yes
15
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UPGRADES ARMOR PIERCING AMMO CARBON-FIBER BARREL


DOUBLE CAPACITY CLIP DESCRIPTION: Penetrates doors, more recoil; DESCRIPTION: Less recoil, high precision
DESCRIPTION: High rate of fire; excludes: bolt excludes: other ammo COST: $100,000
action, lightweight frame COST: $75,000 SILENCER TYPE 2
COST: $25,000 LIGHTWEIGHT FRAME DESCRIPTION: Max silenced, less damage;
LOW-VELOCITY AMMO DESCRIPTION: Lightweight parts; excludes: clip excludes: silencer type 1
DESCRIPTION: More silent, less recoil; excludes: COST: $75,000 COST: $100,000
other ammo SILENCER TYPE 1 SCOPE TYPE 2
COST: $25,000 DESCRIPTION: Medium silenced, less damage; DESCRIPTION: Max zoom, extremely precise;
EXTRA AMMO excludes: silencer type 2 excludes: other scopes
DESCRIPTION: One extra clip COST: $75,000 COST: $150,000
COST: $50,000 BOLT ACTION
ASSASSINATION DESCRIPTION: High precision, requires light
101 SCOPE TYPE 1
DESCRIPTION: Medium zoom, high precision; frame; excludes: clip
excludes: other scopes COST: $100,000
TOOLS OF COST: $50,000
THE TRADE

MISSION 01
STANDARD EQUIPMENT
MISSION 02
In addition to the various triggered using a remote advantage of using a
REMOTE BOMB AND detonator. I can carry the sedative for guards and other
MISSION 03 firearms I may take with me
DETONATOR
during a mission, I always detonator in my hand without nontargets is that I do not
MISSION 04 carry along the following arousing suspicion though it have to kill unnecessary
items. None of them can be has a fairly short range, people. In addition, victims
MISSION 05 detected during a weapons requiring me to be nearby. I can be roused back to
search or while passing like to experiment with remote consciousness so that others
MISSION 06 through a metal detector. bombs since I can use them think they passed out or
for hits, and nobody gets fainted and don't suspect
MISSION 07 suspicious of me when I foul play. Each syringe only
FIBER WIRE detonate them. contains two doses, so I have
MISSION 08 to be careful and use them
wisely during a mission.
MISSION 09 SYRINGES
MISSION 10 BINOCULARS
MISSION 11
Remote bombs are great for
MISSION 12 This is one of the trademark taking out targets. They can
weapons of an assassin and be placed in a variety of spots,
MISSION 13 is used to efficiently and such as on desks or even in
SPOILER a
silently strangle a victim. The objects. The blast radius is I carry two syringes with me
only requirement for this fairly small, so the target must for all my missions. One is
weapon is that I must sneak be nearby if you want a kill. filled with fast-acting poison Binoculars come in handy
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up on the unsuspecting However, these bombs can and the other contains a when doing reconnaissance
target from behind. Not only also be placed on winches sedative. While I must be for a mission. They are great
is this weapon silent, it also and, once detonated, cause careful to keep the syringes for observing targets,
leaves no blood—and the whatever the winch is holding hidden, I can use them just guards, and security devices
victim, once in my grasp, up to come crashing down. like the fiber wire and (such as cameras) from a
can't make any noise or fight Bombs can also be used as a approach a victim from distance. I also use them to
back. Furthermore, the fiber diversion by placing them in behind. In addition, either check out perches for
wire is easy to conceal and areas where detonating them poison or sedative may be sniping so that I can check
can even be carried in the lures guards away from their injected into drinks or food fields of fire without having
open without arousing posts or patrol areas. Once for the same effect as to get out a sniper rifle and
16 suspicion. placed, remote bombs can be injecting the victim. The possibly arouse suspicion.
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COIN UPGRADES TO THE STANDARD EQUIPMENT
7X50 ZOOM BINOCULARS
DESCRIPTION: Incremental zoom, better vision, distance counter COST: $25,000
PAIN KILLERS
DESCRIPTION: Small health boost COST: $25,000
IMPROVED LOCK PICK
DESCRIPTION: 25 percent faster lock picking COST: $50,000
KEVLAR VEST
DESCRIPTION: Soaks 15 percent hit pipnts, lost at new outfit COST: $50,000

I always keep some change in ADRENALINE


DESCRIPTION: A health boost COST: $75,000
my pocket. It is not for pay
ENHANCED BOMB REMOTE
phones or tolls, but for DESCRIPTION: Long range bomb remote COST: $75,000
distractions. I often find that a FLAK VEST
carefully thrown coin can turn DESCRIPTION: Soaks 35 percent hit points, lost at new outfit COST: $75,000 ASSASSINATION
101
a guard's head or even cause CRATT SCHULTZ LOCK PICK
DESCRIPTION: 50 percent faster lock picking COST: $100,000
him to leave his post to see what TOOLS OF
EXTRA BOMB
caused the noise. That can give DESCRIPTION: An extra bomb COST: $100,000 THE TRADE
me a chance to get past the FOIL PADDED SAFE SUITCASE
guard or even to pick a lock and DESCRIPTION: Non-detectable, for custom sniper rifle COST: $100,000 MISSION 01
move through a doorway FLEXIBLE KEVLAR VEST
DESCRIPTION: Soaks 35 percent hit points, fits all outfits COST: $150,000
without being caught. MISSION 02

MISSION 03

STANDARD WEAPONS MISSION 04

In addition to my custom weapons and AMMO: Bull ammo DESERT EAGLE MISSION 05
standard equipment, I like to collect LENGTH: 356 mm
different weapons I find during a
WEIGHT: 1,959 g MISSION 06
mission. Some of these are just lying
around, while others I take from guards
This pistol has some stopping power, MISSION 07
or people I kill or incapacitate. Most
but it can be tough to find ammo for it
of these weapons have limited
during a mission. MISSION 08
ammunition—though I can usually pick
up more from guard posts or other MISSION 09
guards I neutralize. CUSTOM 1911
AMMO: magnum ammo
LENGTH: 260 mm MISSION 10

PISTOLS WEIGHT: 1,715 g


MISSION 11

In each mission, there are usually lots Whenever I find a desert eagle during a
MISSION 12
of pistols around since this is the most mission, I always pick it up, along with
common weapon carried by security any ammo I can find. It is a very
guards or police. Pistols have a short powerful pistol and causes a lot of a MISSION 13
SPOILER
range but are easily concealed. The AMMO: magnum ammo damage to a target.
following are the pistols I have LENGTH: 216 mm
collected during my assignments. WEIGHT: 1,080 g SIX SHOOTER

BULL .480 This pistol is similar to my silverballer,


and I picked it up off of another
assassin.
[Link]

17
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AMMO: pistol ammo The snub nose's short barrel makes this handy if things go wrong and I have to
pistol inaccurate at all but close range. shoot my way out. All submachine
LENGTH: 230 mm
Some people like it for its small size, but guns are concealable, which allows me
WEIGHT: 1,200 g
I prefer something more useful. to carry firepower without arousing
Single-action pistols are not really my suspicion.
thing. However, guards in the south WWI PISTOL
tend to carry these more as a symbol MP5
than a weapon.

ASSASSINATION
101
SLP .40

TOOLS OF
THE TRADE

MISSION 01 AMMO: Mauser ammo


LENGTH: 312 mm AMMO: SMG ammo
MISSION 02 WEIGHT: 1,250 g LENGTH: 680 mm
WEIGHT: 2,540 g
MISSION 03 I picked up this pistol during an
assignment. While it is a decent This submachine gun is commonly
MISSION 04 weapon, I don't use it during missions. carried by special forces units and is
one of the better submachine guns in
MISSION 05 NAIL GUN terms of firepower and accuracy.

MISSION 06
MP7
AMMO: .45 caliber ACP ammo
MISSION 07 LENGTH: 194 mm
WEIGHT: 720 g
MISSION 08
I have found the SLP .40 to be one of
MISSION 09 the most commonly used pistols by
police and security guards during my
MISSION 10
AMMO: nails
assignments. While it's not a great
LENGTH: 150 mm
pistol, there is usually a lot of ammo
MISSION 11 WEIGHT: 545 g AMMO: SMG ammo
available for it during a mission. I also
LENGTH: 340 mm
picked up a silenced version of one of While this is not really a pistol, I've
MISSION 12
these pistols during a hit. WEIGHT: 1,500 g
included the nail gun since it can be
MISSION 13 found during missions and acts like a This submachine gun is not much
SPOILER a SNUB NOSE pistol. It is also fairly quiet and doesn't larger than a pistol, and I dislike its
bring guards running when it is fired. accuracy. However, at short range, it
can quickly take down a threat.
PRIMA OFFICIAL GAME GUIDE

SUBMACHINE GUNS
MP9
Submachine guns are often carried by
bodyguards and government agents.
They are a lot more dangerous than
pistols due to their rapid rate of fire. As
AMMO: pistol ammo such, I always pick these up, along
LENGTH: 175 mm with ammo, when I find them during a
WEIGHT: 700 g mission. After all, they can come in

18
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AMMO: SMG ammo 12-GAUGE SHOTGUN FN-2000
LENGTH: 376 mm
WEIGHT: 3,000 g

This is another small submachine


gun, but with a bit more accuracy than
the MP7.

SAF
AMMO: shotgun ammo AMMO: rifle ammo
LENGTH: 1,130 mm LENGTH: 694 mm
WEIGHT: 3,500 g WEIGHT: 3,600 g

This shotgun is carried by lower-level ASSASSINATION


This is one of the more modern assault 101
guards. I especially dislike it because it rifles and combines accuracy with a
can only have two rounds in the choke, high rate of fire. TOOLS OF
requiring a lot of reloading during a THE TRADE
firefight.
AMMO: SMG ammo M14 MISSION 01
LENGTH: 700 mm
WEIGHT: 2,540 g RIFLES MISSION 02

I consider the SAF a weapon that Rifles pack a lot of firepower and are
great during a firefight. However, they MISSION 03
bridges the gap between submachine
guns and assault rifles. However, since can't be concealed, so they would
MISSION 04
it is concealable, I classify it with the bring all guards and police toward me
submachine guns. with weapons drawn if I were to ever
MISSION 05
carry them out in the open. I take note
AMMO: rifle ammo
of where I can find rifles during a
STEYR TMP mission just in case I need them to
LENGTH: 1,120 mm MISSION 06

make my escape. When collecting WEIGHT: 5,100 g


MISSION 07
rifles during a mission, I place them in This US military rifle has a semiautomatic
Agency containers to be picked up rate of fire and is comparable to the Mark MISSION 08
later so that I don't have to walk III. However, I don't find this type of
around with them. weapon very useful during a mission MISSION 09
unless I need a rifle that I can carry while
AIR RIFLE in the appropriate disguise. MISSION 10

AMMO: SMG ammo


MISSION 11
LENGTH: 282 mm SG552
WEIGHT: 1,300 g MISSION 12

The TMP is the smallest of the


submachine guns and is, in my a MISSION 13
SPOILER
opinion, merely a pistol that fires fast.
It is best used at close range.
AMMO: tranquilizer darts
LENGTH: 1,066 mm
SHOTGUNS WEIGHT: 2,721 g AMMO: rifle ammo
I rarely use shotguns. They are often LENGTH: 730 mm
noisy and are only effective at close I found this weapon in a child's tree
WEIGHT: 3,000 g
[Link]

range. Furthermore, unlike submachine house. While it can’t kill someone, it is


guns, shotguns can't be concealed and great for shooting a tranquilizer dart to This assault rifle is often used by
often don't have much available ammo. knock out a guard or dog. commandos and, as such, I like to pick
However, if I have to take one from a one of these up when I find it. It is
guard coming at me, I will use it and great for clearing a path to my escape
then quickly get rid of it. route when my cover has been blown.
19
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SNIPER RIFLES KAZO TRG FIRE EXTINGUISHER


Sniper rifles are great for taking out
targets at long range. While my
custom W2000 is my preferred sniper
rifle, at times I have picked another
type up during a mission and found a
use for it. All sniper rifles come
equipped with a scope.
Emergency use only—it can also be
ASSASSINATION AMMO: sniper rifle ammo
101 DRAGUNOV SVD used to knock down people.
LENGTH: 1,200 mm
TOOLS OF
WEIGHT: 5,100 g
THE TRADE HAMMER
This was another sniper rifle I picked
MISSION 01 up during a mission. It was carried by
one of my targets.
MISSION 02

MISSION 03
AMMO: sniper rifle ammo
CLOSE-COMBAT WEAPONS
MISSION 04 LENGTH: 1,225 mm At times, I have found it useful to attack
WEIGHT: 4,310 g a guard or target up close for a quiet This carbon steel hammer has a rubber
MISSION 05 takedown. Close-combat weapons grip for perfect handling when things
This was the standard Eastern Bloc include bladed weapons and common get messy.
MISSION 06 sniper rifle during the Cold War and is items that can be used as weapons.
still used around the world today.
MISSION 07 BASEBALL BAT HEDGE CUTTER
MISSION 08 ELEPHANT RIFLE

MISSION 09

MISSION 10

MISSION 11

A Slugger baseball bat—it's the Primarily used for shaping the hedges,
MISSION 12
perfect hit. the scissor-like blades are extremely
AMMO: sniper rifle ammo sharp and can be deadly.
MISSION 13 LENGTH: 1,117 mm
SPOILER a
WEIGHT: 3,810 g CANE SWORD
KITCHEN KNIFE
If a gun is designed to kill an elephant,
PRIMA OFFICIAL GAME GUIDE

I know that it will have no trouble with


a human target.

This smooth-looking cane hides a sharp


sword, which turns the wielder into a This high-quality stainless steel
vicious attacker in the blink of an eye. kitchen knife is excellent for deep cuts.

20
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MEAT CLEAVER SHOVEL STUN GUN

This is useful for cutting all types Use this to dig a hole or smack a When you press the stun gun against an
of meat. bad guy. attacker and hold the trigger, electricity
is dumped into the nervous system. This
results in a temporary knockout.
SCREWDRIVER STILETTO ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

Primarily used for screws, it can also The Solingen 420 has a stainless steel MISSION 03
be used as a stabbing weapon. blade with stag horn grip.
MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER
[Link]

21
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MISSION 01 : DEATH OF A SHOWMAN

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MISSION 01 : DEATH OF A SHOWMAN
THE TRAINING MISSION
OBJECTIVES THE LOCATION
k Kill Joseph Clarence Inside
k Escape

Drug
Poison Room ASSASSINATION
101

z TOOLS OF
THE TRADE
Bomb
Crate
MISSION 01
Exit Winch
MISSION 02

MISSION 03
Outside
MISSION 04

MISSION 05

Start MISSION 06
LEGEND
Gate MISSION 07
Orange text: Places of Interest
Red text: “Making the Hit” Items Gift
Shop
MISSION 08
Yellow text: “Alternatives” Items
z Target
MISSION 09
Guns
Melee Weapons
MISSION 10

MAKING THE HIT MISSION 11

MISSION 12
One of my earlier missions can serve as training for
prospective assassins. The mission was very straightforward
and provides a glimpse to the various parts of a mission. It a MISSION 13
SPOILER
also illustrates many of the skills and tools I used during the
course of a mission.

>> NOTE <<


This first mission was a tutorial. Unlike other missions, this
one was very linear, and I had step-by-step instructions.
[Link]

Even if you are a pro, be sure to pay close attention to the


objectives and read the instructions provided. There are
new features and types of actions, which are illustrated
within this mission.
After climbing onto the pier, I made my way toward the
abandoned amusement park. 23
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Not wanting
to leave bodies
around to be
discovered, I hid
the two
gangsters in the
containers inside
the room.

ASSASSINATION
101

TOOLS OF
>> TIP <<
THE TRADE
There was a knife stuck
MISSION 01 Since the gate was locked, I waited until a guard into the door of the closet
approached. He was not very polite, so I left him lying on the where I killed the two
MISSION 02 ground as I entered the park. thugs. I pulled it out, then
was able to use it on the
MISSION 03 chemist. I could have also
used the fiber wire.
MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10
The fiber wire was one of my most useful weapons. I
MISSION 11 approached the target from behind in order to use it.

MISSION 12
I have found that hiding a weapon in a container such as
MISSION 13
the crate of baking soda is a great way to get past a
SPOILER a weapons search.

While standing
on top of the
PRIMA OFFICIAL GAME GUIDE

elevator car, I
reached down
and used the
fiber wire to
strangle the thug
below. I then
pulled his body
up and out of
Looking through keyholes was a good way to see what the car.
24 was in the room on the other side of a door.

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After poisoning
the secretary's
drink, I hid in the
closet behind the
desk to watch
what happened
when she took
a sip.
To take a human shield, I pulled out a pistol and
approached the thug from behind. I then used him to keep
his friends from shooting at me while I gunned them down.
After knocking out my shield, I returned to the restroom to
pick up the TMP submachine gun and add it to my collection.
ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

Once the Swing King was on the floor, groveling for his
MISSION 05
life, I had a choice in how I could kill him. I could use the
poison syringe or other items in the room, such as the MISSION 06
The key to sniping was lining up the target with the baseball bat on the wall or the hammer on the side desk.
center of the sights. A good sniper limits the motion of the MISSION 07
gun to only up and down, which at high zoom can seem like
a lot of movement. Therefore, once the target was MISSION 08
pinpointed, I waited until the center of the scope was right
over the target's head or chest, then fired. MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

After placing the bomb on the winch, I was careful to move


away from the winch before detonating the bomb. Even
though the chandelier did the killing, anyone who was near
the bomb was also killed or severely injured from the blast.
[Link]

In order to save time, I pushed the enemy over the railing


>> TIP <<
rather than killing them with the fiber wire. The fall killed him After the chandelier fell on the enemies below, I took out
and I was rid of a body, all in one quick movement. my TMP submachine gun and was ready to finish off any
threats who might have survived. They often came running
up the stairs to get me.
25
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MISSION 02 : A VINTAGE YEAR

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 02 : A VINTAGE YEAR
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Don Fernando Delgado
DON F. DELGADO HEIGHT: 5'10" WEIGHT: 150 lbs HAIR: GRAYING AGE: 68
k Kill Manuel Delgado
k Escape the vineyard by This retired colonel working for Chile's feared intelligence service
sea plane is considered a well-respected and highly successful wine
producer, even though this is just a cover for his true business of ASSASSINATION
drug trafficking. To promote this year's fine line of Chilean red 101
wine, he has persuaded the American movie actor Rex Stanton to
endorse it. His agent is one of Delgado's main customers and is TOOLS OF
THE TRADE
well-connected in Tinsel Town, where the drug trade is booming.
MISSION 01

MANUEL DELGADO HEIGHT: 6'0" WEIGHT: 186 lbs HAIR: BLACK AGE: 37
MISSION 02
The eldest son of Fernando Xalvador Delgado, he tries to live up to
his father's reputation and aspirations. He wishes nothing more MISSION 03
than to walk in the footsteps of his beloved papa. But he has
already broken the number one rule—never use the stuff yourself. MISSION 04
He has no formal education and spends most of his time water
skiing, playing tennis, or downloading porn from the Internet. The MISSION 05
daily cocaine high makes him unpredictable and dangerous. "Cover
boxes are for sissy cowards!" MISSION 06

MISSION 07

THE LOCATION MISSION 08


Hacienda, 1st floor
LEGEND MISSION 09
Orange text: Places of Interest
VIP Guard Stairs to
Red text: “Making the Hit” Items Uniform Cellar MISSION 10
z Target Kitchen
Melee Weapons MISSION 11

MISSION 12
Hanger

a MISSION 13
SPOILER

Hacienda, 2nd floor

Exit
[Link]

Open
Window
Cello Room
z

27
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Guard House Hanger Winery Cellar

Winch
Stairs to
Secret Hacienda
Entrance

z
ASSASSINATION Drug Lab
101
Elevator
to Hangar
TOOLS OF
THE TRADE

MISSION 01 Outside Alternate


LEGEND Entrances

MISSION 02 Orange text: Places of Interest


Red text: “Making the Hit” Items
MISSION 03 Guard
z Target Post
Winery Drain Pipe
MISSION 04 Cellar
Crates Hacienda

MISSION 05 Drain Pipe

MISSION 06
Trail to
Hangar
MISSION 07

MISSION 08 SUGGESTED WEAPONS AND EQUIPMENT


MISSION 09 k Standard equipment
k Silverballer with silencer and low-velocity ammo
MISSION 10 I took only my standard equipment for this mission. It required stealth, so I
didn't need any additional weapons. However, in case of trouble, it's always
MISSION 11
good to have something to fall back on. Therefore, the silverballer was a good
choice—especially with a silencer and low-velocity ammo. This gave me a
MISSION 12
pistol that didn't alert anyone when used.
MISSION 13
a
SPOILER
MAKING THE HIT
I arrived at Delgado's winery along with some other party
ENTERING THE WINERY
PRIMA OFFICIAL GAME GUIDE

guests to celebrate the winery's new vintage. Deciding to


act as one of the guests, I followed a couple right through
the front entrance. The guard next to the door didn't even
give me a second look. Inside the compound, a couple
dozen guests mingled around, talking to one another and
sampling the hors d'oeuvres and wine located near the
entrance to the winery building. To the left as I entered, I
noticed a camera crew standing next to the building that
contained the guard's post.
I followed the guests right into the Delgado compound. There
were a lot of people at the party waiting for a tour of the winery.
28
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
GUARDS
The guards were armed with
WORKERS
The men with the blue aprons
>> TIP <<
12-gauge shotguns and patroled were the drug lab workers. While The tour of the winery provided an opportunity to scout out
outside the walls of the winery disguised as one of the workers, I this part of the map without needing a disguise. I always
compound, as well as inside. With could move about within the drug tried to stay at the back of the group to see things I was
a guard's suit, I could move lab; however, there was no way I
around everywhere except for the could use that outfit for inside the
not supposed to—such as someone opening a hidden door
manor house or the drug lab. manor house. in a large wine barrel.

DEATH IN THE MANOR HOUSE

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

A quick climb up the drainpipe put me on the second floor of the MISSION 05
hacienda.
MISSION 06
This doorway was my ticket into the more secure part of the Cautiously moving through the garden toward the hacienda, I
compound. noticed a guard to my left, asleep along the wall. Since the MISSION 07
first floor was probably well guarded, I entered through the
As I watched, a winery worker gathered a group of balcony on the second floor. After waiting to ensure no other MISSION 08
guests together and led them into the winery building for a guards were patrolling this area, and checking my satellite
tour. However, the tour probably wasn't going to take me map to make sure it was clear, I moved to the drainpipe MISSION 09

where I wanted to go right then. I noticed a guard go located to the right of the balcony. At the top, I made my way
MISSION 10
through a door to the right side of the winery building as onto the balcony and then through the door into the
part of his patrol around the inside grounds. Looking hacienda. I quickly closed the door before someone below
MISSION 11
through the opened door, I saw a stack of crates along one could spot me. Looking through the keyhole of the door to the
of the walls. That was my way into more secure areas. right, I saw guards patrolling the hallway. The door on the left
MISSION 12
Waiting until the guard left this area and making sure no led to a stairway. After descending the stairs to the first floor,
one else was looking, I quickly walked through the I came upon a locked door. Using my lock pick, I got through
doorway and closed the door behind me. I immediately the door and found a guard asleep on a cot. Next to him was a MISSION 13
SPOILER
climbed up the crates to the top of the wall and jumped a suit for a VIP guard. I quickly changed into the suit and
into the garden on the other side. Directly ahead was the looked around the room. I picked up an SAF submachine gun
hacienda where Don Delgado resided. and some ammo
since I could
easily conceal
them, but I left
the shotgun.
[Link]

I headed down the


flight of stairs to
the locked door at
the bottom.
I climbed some crates to get over the wall into this garden area.
29
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ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01 I found a VIP guard uniform—and didn’t even have to kill Hiding in the closest, I watched and waited for Don Fernando.
anyone to get it.
MISSION 02
VIP GUARDS
MISSION 03
VIP guards wore a military style
uniform and carried submachine
MISSION 04 guns. They were the only guards
allowed in the manor house and the
MISSION 05 drug lab. With one of those disguises,
I could go anywhere without causing
suspicion.
MISSION 06

MISSION 07

MISSION 08

MISSION 09
Don Fernando was so focused on his cello that I snuck up behind
MISSION 10 him without any trouble.

MISSION 11 After I climbed up another drainpipe, this open window allowed Before long, the target entered the room. Peering through
me to scramble into Don Fernando's rooms. a crack, I watched Don Delgado look around, then take a seat
MISSION 12 and begin playing the cello. I slipped quietly from the closet
With my all-access disguise on, I exited the room and and crept up behind the drug lord. Though the poison syringe
MISSION 13
SPOILER a walked down the hall to the opposite end, all the way to the would work, I used the fiber wire to complete my first
kitchen. There was a knife on the table, so I picked it up— objective. Then I picked up his snub-nosed pistol for my
not that I really needed it, but I like to keep my options collection. Finally, I dragged the body onto the balcony and
open. I left the kitchen and the hacienda through the other threw it over the rail to get rid of it. One down and one more
PRIMA OFFICIAL GAME GUIDE

door in the room and found myself next to a drainpipe. After to go.
a quick glance around to see if anyone was looking, I
climbed the pipe to the second floor again and moved onto I threw the body
a section of the roof. An open window on the side of the over the rail of the
hacienda led into a room on the second floor. No one was in balcony so
the other room. However, a cello rested near a chair. I anyone entering
his room wouldn't
figured that since Don Delgado enjoyed playing the cello,
find him dead.
he'd probably be returning to the room. Since the chair
faced out the doorway onto a balcony, I hid in the closet
along the opposite wall and waited.
30
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
drug lab. However, as I advanced through the lab, all I found
were workers and VIP guards. Continuing through the secret
entrance to the lab, I headed through the winery and took
the stairs up to the door leading into the courtyard. A single
guard was standing near the door. Though not worried about
him, I noticed a winch anchoring a suspended load of
barrels. Considering what an impact I could make, I planted
a remote bomb on the winch before opening the door to exit
the winery.

ASSASSINATION
101
I could go straight from the hacienda to the drug lab via the
stairs near the kitchen. TOOLS OF
THE TRADE

In order to remain unseen, I left through the open window


When Manuel moved under the load of barrels, I detonated the MISSION 01
and shimmied down the drainpipe, returning to the kitchen bomb. He was definitely dead.
in the hacienda. Moving into the next room, I went through
MISSION 02
the door on the right and descended several flights of stairs As luck would have it, Manuel
to the drug lab. The elevator leading down to the sea plane and his bodyguard were just MISSION 03
was located along the left wall. I'd be returning here to make entering the winery. I followed
my escape once the second objective was complete. them at a discreet distance to MISSION 04
see where they went. They
stopped under a load of MISSION 05
LIKE FATHER, LIKE SON
barrels. However, since the
tour group was walking MISSION 06
past, I waited on
detonating the remote MISSION 07
bomb for the moment.
Manuel continued into a MISSION 08
side room, where he stopped
at a table to do some MISSION 09
lines of cocaine. His
I made my way through the drug lab and on to the winery. bodyguard stayed MISSION 10

right beside him, so I had


MISSION 11
no opportunity to kill him
without being seen.
MISSION 12
Eventually, they headed
back toward the stairs.
Manuel stopped once again a MISSION 13
SPOILER
under the load of barrels. I
quickly pulled out the
controller and detonated the
remote bomb on the winch.
The bomb blew out the winch,
taking out the nearby guard
as well. While the bodyguard
[Link]

moved out of the way, Manuel


was not so lucky.
Winches beg for a remote bomb to be planted on them.

Manuel Delgado oversees the day-to-day operations of the


business, so I expected to find him somewhere around the
31
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

the call button and entered the elevator when the doors
FLY AWAY
opened. Another button press and I was on my way down to
the sea plane. After exiting the elevator, I turned left and
headed along the dock to the opposite side, where the sea
plane was parked. Within a matter of seconds, I was aboard
the plane and taking off to safety.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02 The workers often used the elevator to get down to the dock for
a break.
MISSION 03
With both targets successfully terminated, it was time to
MISSION 04 make my escape. So far, no one had suspected me of
anything, so I headed back to the drug lab, still wearing my The sea plane was my ticket away from the Delgado assignment.
MISSION 05 VIP guard uniform. After passing through the lab, I pressed

MISSION 06

MISSION 07 ALTERNATIVES
MISSION 08 GETTING A GUARD'S UNIFORM
MISSION 09 During the
mission, I noticed
MISSION 10 the guard house
next to the
MISSION 11 courtyard where
the party was
A closet at the end of the hallway would make a great place
MISSION 12 being held. I could
to hide. After a few seconds, a guard from another room in the
have slipped guard house would come to take a look at the utility box. While he
MISSION 13
a inside to take a was busy, I could have left the closet and quietly slipped past the
SPOILER
quick look around. guards occupied in the first room. Upon entering the second room
A few guards with a couple tables, I would have found a guard's uniform.
were in one room
PRIMA OFFICIAL GAME GUIDE

relaxing. Seeing a With the guard's


utility box just uniform, I could
inside the move about the
building, I could yard as well as
break it just to inside the winery.
see what would This would be great
happened. for scouting out
the area.

32
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OTHER WAYS INTO THE COMPOUND

ASSASSINATION
101
I could have waited behind the barrels while he did the
drugs, then sneak up behind as he opened the door and inject TOOLS OF
THE TRADE
In addition to the main entrance, there were a few more him with poison using a syringe. The body could be quickly
ways to get into the compound. One was a door in the hidden in the nearby container and I could have been long
MISSION 01
western wall at the south end near the cliff side. A guard gone before anyone realized Manuel was dead. Sometimes, it
patrolled outside there and came after any guests he saw was only a matter of patience.
MISSION 02
enter through that door. To the east of the main entrance, I
could have climbed up a crate and over the wall. However, THE CLIFFSIDE TRAIL MISSION 03
this accessed an area with several guards, where guests
were not allowed. Finally, along the eastern wall, I could MISSION 04
have climbed up on a truck and then dropped into a shed. A
couple guards stood at the entrance. However, a thrown MISSION 05
coin would distract one while the other was silently taken
out and the body hidden inside the shed. This entrance also MISSION 06
would have provided a disguise, but it was riskier.
MISSION 07
SILENTLY KILL MANUEL
MISSION 08

MISSION 09

MISSION 10

MISSION 11
The elevator was not the only way
to get down to the sea plane dock. MISSION 12
There was also a trail leading from
the area southeast of the
hacienda down to the docks.
a MISSION 13
SPOILER

I could have taken out


Manuel first, jump down
from the roof after
climbing out the
There was a way to take out Manuel without an explosion and window of his father's
the death of the guard at the top of the stairs. Occasionally, room, and take the trail
down to the sea plane.
[Link]

Manuel and his bodyguard would continue into the drug lab. While
the bodyguard stayed to watch the operation, Manuel returned to
do some cocaine and then headed back upstairs to the party.

33
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MISSION 03 : CURTAINS DOWN

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 03 : CURTAINS DOWN
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Alvardo D'Alvade
ALVARDO D'ALVADE HEIGHT: 5'9" WEIGHT: 145 lbs HAIR: BLACK AGE: 45
k Kill Richard Delahunt
k Escape opera The Italian singer lives and breathes opera, and he has a
reputation of never being satisfied with his fellow actors. Alvardo
strives for perfection in all things, but his single-minded
dedication to his art has left him with serious flaws. His temper ASSASSINATION
101
often gets the best of him, and he has developed an addiction to
sex with juveniles of both genders. He has an avid fan in the US
TOOLS OF
Ambassador, Richard Delahunt, and lately the two have become THE TRADE
almost inseparable.
MISSION 01

RICHARD DELAHUNT HEIGHT: 6'1" WEIGHT: 155 lbs HAIR: BROWN AGE: 57
MISSION 02
Richard Delahunt is a man living on borrowed time. He is
constantly surrounded by U.S. bodyguards in tuxes equipped with MISSION 03
guns and earpieces. Allegedly involved in child prostitution, he has
created a lot of enemies, and he knows it. Presently, he spends MISSION 04
most of his time watching his only trusted friend, Alvardo D'Alvade,
rehearse as the lead tenor role in Puccini's Tosca, soon to premiere MISSION 05
at the Paris Opera. The ambassador spends every spare moment
attending these rehearsals, watching Alvardo D'Alvade's every move from his lodge with a MISSION 06
sordid fascination bordering on obsession.
MISSION 07

THE LOCATION MISSION 08

Opera House, Basement


LEGEND MISSION 09

Orange text: Places of Interest


MISSION 10
Guns

MISSION 11
SUGGESTED WEAPONS
Stairs to AND EQUIPMENT MISSION 12
Lobby
k Standard equipment
k Silverballer with silencer and low-velocity ammo a MISSION 13
SPOILER
k W2000 sniper rifle

As before, I completed this mission using


Stairs to only the standard equipment. However, I
Backstage
took along my silverballer with silencer as a
backup weapon in case I got into a tight
spot. I also took along my W2000 sniper
[Link]

rifle in case I chose an alternate way of


making the hit.

35
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Opera House, 1st Floor LEGEND


Stairs to Orange text: Places of Interest
Lighting Red text: “Making the Hit” Items
z Target

z z
Stage Theater
Exit
Prop Pistol

ASSASSINATION Executioner’s
101 Room
Stairs to
Stairs to Basement
D’Alvade’s Basement
TOOLS OF Room Stairs to Coat Check
2nd Floor
THE TRADE

MISSION 01 Opera House, 2nd Floor

MISSION 02

MISSION 03
Keycard
MISSION 04
Delahunt’s Box

MISSION 05

MISSION 06

MISSION 07
Stairs to
1st Floor
MISSION 08
Opera House, 3rd Floor

MISSION 09
Guard Post
MISSION 10

MISSION 11
Winch
Light Control
MISSION 12 Room

MISSION 13
SPOILER a
Lighting Bar
PRIMA OFFICIAL GAME GUIDE

36
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MAKING THE HIT
THE PARIS OPERA

The agency left something for me at the coat check. I could


definitely make use of this.
ASSASSINATION
Since my agency provided me with a claim ticket, I headed 101
over to the coat check to see what I could learn. I talked to the
security guard, giving him my ticket. He handed me a coat. I TOOLS OF
quickly checked the pockets and pulled out a pistol from World THE TRADE
War I. Placing it inside my suit, I handed the coat back to the
guard. Since the opera had a military theme, and an execution, MISSION 01

The opera house was filled with lots of people. I was sure the pistol would come in handy.
MISSION 02

For this hit, both of my targets were in the same building. WORKERS
MISSION 03
However, there were a lot of people—and a lot of eyes— Since the opera house was being
seemingly watching everything. It was tough to complete refurbished, there were lots of
the assignment without anyone suspecting me of being workers around. Most were in the MISSION 04
basement or backstage areas.
the assassin. After walking into the opera house through However, a few moved about the MISSION 05
the front doors, I quickly looked around. There were lobby and halls. Items could be
security guards in blue uniforms, the ambassador's placed in their toolboxes and later
MISSION 06
bodyguards in black suits, workers in coveralls, and even retrieved. Like security guards,
workers could go anywhere except the stage.
tourists. The opera house was divided into four levels. I
MISSION 07
entered on the first floor, which also contained the
theater, stage, and backstage areas. In addition to a MISSION 08
basement, where a lot of the stage construction took
place, there was also a second and third floor that MISSION 09
surrounded the theater and consisted of balconies
overlooking the stage, along with the connecting halls. MISSION 10

MISSION 11
SECURITY GUARDS
AND BODYGUARDS MISSION 12
Security guards were all over the
opera house. They patrolled all levels,
including the basement, and a MISSION 13
SPOILER
frequently checked the balcony boxes
and theater. The bodyguards were
dressed in black suits and mainly
stayed on the second floor, either in I followed this worker down the stairs to the basement.
the box with the ambassador or
patrolling the halls. The only place Since I could not
either of these uniforms couldn't go
sneak up on the
was on the stage itself. Only actors
worker while he
[Link]

were allowed onstage.


was hammering, I
waited until he
took a seat.

37
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Once I had the pistol, I noticed a worker in white


coveralls heading through a doorway to the left of the coat
check. Sensing an opportunity for a disguise, I waited a few
seconds, looked around to make sure no security guards
were looking in my direction, then headed through the
doorway. I descended the stairs, careful to stop before
getting all the way to the bottom so I could look around the
corner for the worker. He was hammering some props, so I
waited until he took a seat on a crate with his back toward This door led to the third floor and the offices for the opera
house, where I found the key card.
me. I quietly snuck up behind him, pulled out my syringe
ASSASSINATION
101 filled with sedative, and injected the worker. Once he was I turned left and walked down the hall until I came to
unconscious, I changed into his outfit and hid the body in another door with an exit sign. Anxious to see where it led, I
TOOLS OF the nearby container. I had my disguise. ascended some stairs to the second floor and came across a
THE TRADE
security guard and a worker. Walking past them, I followed the
MISSION 01 >> TIP << hallway to the end and passed through some double doors to
enter an office. On one of the desks, I found a key card to the
MISSION 02
If I couldn't successfully sneak up behind the worker, and light control room. Since that might come in handy, I picked it
he saw me, I would head butt him and take the hammer. up and exited the office. The keycard didn't open the locked
MISSION 03 Then I would use the hammer to kill him or just use my door in the hallway, so I continued back to the stairway and
fists to knock him out. returned to the first floor backstage area.
MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12
Workers used these stairs to get up to the lights.
This door led to the backstage area on the first floor.
MISSION 13
SPOILER a Deciding to explore the basement, I walked through the
double doors and then moved across the next room to the
door on the opposite side. It was locked, so I waited until the
PRIMA OFFICIAL GAME GUIDE

two workers in the room weren't looking in my direction,


then quickly picked the lock and went through. Continuing
down a flight of stairs, I walked through another doorway
and found a door on the right with a sign reading "Stage."
That was where I wanted to go. I opened the door and
headed up some more stairs to the first floor again.
However, I was now in the backstage area. A security guard
was posted at the entrance to the stage and was only
letting actors pass.

38 The catwalks allowed workers to access the lights over the stage.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
This door opened
up into an area
directly over the
theater rotunda.

I tried climbing down through this hole. It led to a scaffolding


platform on the third floor. While it might have made a nice
sniper perch, several people could see me there.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

A bomb on this winch would make a crash in the theater. MISSION 05


This was the dressing room of the executioner actor.
Turning left as I exited the stairwell, I followed the MISSION 06
hallway around to the right until I came across some more
double doors on the right. I walked into the room on the MISSION 07
other side and found a stairway leading to catwalks over the
stage. Taking the stairs to the top, I found a solitary worker MISSION 08
adjusting the lights. Down below, I could see the actors
rehearsing on the stage. The bar of lights was directly over MISSION 09
Alvardo D'Alvade's position on the stage, and a remote bomb
would have brought it crashing right down on his head. MISSION 10
I hid in the closet while he practiced in his dressing room, then
However, before planting the bomb, I switched the real pistol for the prop when he left.
decided to check out the wooden door. MISSION 11
After opening it and walking through, I After exiting the double doors, I saw a bodyguard sitting
found myself in an attic located MISSION 12
across from one of the star dressing rooms. It must have
directly above the theater. A winch in been Alvardo D'Alvade's room. The actors were still on the
the center held aloft a large stage, so the bodyguard took a break to visit the nearby a MISSION 13
SPOILER
chandelier. I planted a remote restroom. I grabbed the opportunity to quickly enter the
bomb on the winch, careful that other star dressing room and hid in the closet. Soon, I could
the worker didn't see me, then hear the rehearsal reach its climax with the execution,
returned to the first floor then the actors began coming off stage to
backstage area. walk to their dressing rooms. The
executioner actor entered the room
where I was hiding and did some
[Link]

practicing with his prop pistol. He


eventually set down the pistol and left
the room. He turned right in the hallway
and headed to the restroom. This was my
chance. I exited the closet and walked over
to the table, where I placed the real WWI pistol
39

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


and picked up the prop pistol. I returned to hide in the closet.


The actor returned, picked up the real pistol this time, then
headed off to the stage. I watched my satellite map until the
bodyguard made another trip to the restroom, then exited
the dressing room.

>> TIP <<


I made sure the executioner actor went to the right when
ASSASSINATION
he left the room. Sometimes, he went to the left and
101 quickly returned.

TOOLS OF
THE TRADE

MISSION 01 D'Alvade was really executed.

MISSION 02

MISSION 03

MISSION 04 I made my way back through the basement and changed back
into my suit.
MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09
Delahunt noticed something was wrong and headed for the stage.
MISSION 10
The actors went through the scene as normal. The
MISSION 11 executioner actor fired the real pistol at Alvardo D'Alvade
and killed him. However, since everyone assumed he was
MISSION 12 acting, no one realized he had really been shot. It was a
short while before people realized something must be
MISSION 13 The light control room provided a secure spot to watch the action.
SPOILER a wrong, and Ambassador Richard Delahunt ran out from his
The guards did not enter this area during their routine patrols. private box and down through the theater to get to the
stage. Unfortunately for him, he tripped and fell directly
All of the pieces for the double hit were now in place. I below the chandelier. I pressed on the remote detonator,
PRIMA OFFICIAL GAME GUIDE

retraced my route back to the basement and changed back and the chandelier came crashing down—completing my
into my designer suit where I left it when I put on the second objective. I quickly put the remote control away
worker's clothes. I then headed back to the first floor lobby and left the light control room.
and continued up the main staircase to the second floor hall.
Stairways on both sides of the hall led to the third floor hall,
where I found the light control room. Waiting for a security
guard to walk past, I used the key card to gain entry and
then hid in the shadows, overlooking the stage and the
theater below. Now it was just a matter of waiting.

40
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
With most of the attention focused in the theater and
the balconies, looking for a possible sniper, I casually
walked back to the first floor
lobby and exited the opera
house without anyone
suspecting me.
Another assignment
was completed
perfectly.

ASSASSINATION
101
The escape was one of the easiest parts of this mission.
TOOLS OF
THE TRADE

MISSION 01
ALTERNATIVES
MISSION 02

TAKE THE TOUR—SECURITY GUARD UNIFORM


MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

On the third floor, the guide excused himself to take a


[Link]

break in the guard's room. I could have sneaked behind him


When I first entered the opera house, I noticed a group of and used the sedative syringe to knock him out and take his
tourists assembled in the lobby. A security guard uniform. No one else came into this room, but I would have
approached them and then led them on a tour through the turned off the lights as a precaution. This room also
opera house. They were allowed to go through the first floor contained pistols and MP5 submachine guns, which were
of the theater, then through the second and third floor halls. always a great addition to my collection. 41
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

THE SNIPER take him out. It would be important to quickly drop the rifle
and get out of the room before anyone came to investigate.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02 If I chose to take the W2000 sniper rifle with me, I could
have carried it in a rifle case. If I didn't want to carry it all
Since the remote detonator did not have the range for the
MISSION 03 the time, leaving an unattended case would cause a security
signal to reach from the light control room to the light bar, I
guard to pick it up and take it to the guard post on the third
MISSION 04
would have to move closer. The balcony next to the guard post
floor. I could have then picked up a security guard's uniform
was close enough. Once Delahunt was on the stage, the bomb
after taking the tour.
MISSION 05 would bring the light bar down on him, killing him instantly.
After getting
MISSION 06
the key card, I
could have then
MISSION 07
placed the
remote bomb on
MISSION 08
the light bar over
the stage instead
MISSION 09
of on the
chandelier winch.
MISSION 10

MISSION 11

MISSION 12
>> TIP <<
Before sniping, I could have picked the lock to the balcony
MISSION 13 door next to the guard post when no one was looking. It
SPOILER a would have saved time later. With the bomb blast distracting everyone, I could then
return to get my sniper rifle and put it back in the case. One
trip to the guard post to change back into my designer suit,
PRIMA OFFICIAL GAME GUIDE

and I was ready to leave.

>> TIP <<


There were several variations an assassin could use. For
example, I could have detonated the light bar to kill
D'Alvade, then sniped the ambassador from the light control
Returning to the guard post, I would have retrieved the room; or I could have sniped the ambassador after
rifle case, entered the light control room, and assembled my D'Alvade was shot by the other actor.
sniper rifle. I then could line up my shot on D'Alvade and
42
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
MISSION 04 : FLATLINE

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 04 : FLATLINE
MISSION BRIEFING
OBJECTIVES SAFEGUARD
k Find CIA agent AGENT SMITH
ASSASSINATION k Identify target
101 Inject Smith with the experimental serum. This drastically slows
k Smuggle out agent
his heartbeat, making him appear dead. Once he has been
k Kill Rudy Menzana
TOOLS OF transferred to the morgue located near the entrance, revive him
THE TRADE k Kill Carmine DeSalvo with the antidote.
k Kill Lorenzo Lombardo
MISSION 01

MISSION 02
UPDATED TARGET INFORMATION
MISSION 03
RUDY MENZANA HEIGHT: 6'1" WEIGHT: 160 lbs HAIR: BLACK AGE: 60

MISSION 04 A longtime organizer of the illegal traffic across the Mexican


border to the US, Rudy is just about a household name on both
MISSION 05 sides of the border when it comes to delivering drugs, weapons,
or one-dollar-per-hour manpower. But with dwindling goodwill
MISSION 06 from his associates and a huge price on his head, his days are
numbered, and he knows it. Undergoing treatment in the clinic is
MISSION 07 more or less a last-ditch attempt at hiding from the growing
number of bounty hunters. Ironically, in here he's developed a dependency on alcohol
MISSION 08 to escape the horror in is head.

MISSION 09
CARMINE DESALVO HEIGHT: 6'2" WEIGHT: 140 lbs HAIR: BLACK AGE: 45

MISSION 10 DeSalvo is a notorious smuggler of illegal arms from Central


America. Being under constant scrutiny by different domestic
MISSION 11 intelligence services as a prime suspect in several ongoing
investigations, he has been somewhat hampered in his efforts to
MISSION 12 contact other prospective clients. As a result, he has become a
little jittery and has developed a substance abuse and drinking
MISSION 13 problem, which is why he has been admitted to the remote
SPOILER a Rehabilitation Center for treatment.

LORENZO LOMBARDO HEIGHT: 6'0" WEIGHT: 150 lbs HAIR: GRAY AGE: 64
PRIMA OFFICIAL GAME GUIDE

Ultimately he is known as "the Brains and Bankroll" in the circuit.


Lombardo is strategic master planner and a multimillionaire
gambler. He's been accused, but never convicted, of such crimes
as hijacking, mayhem, bootlegging, white slavery, narcotics
trafficking, rape, burglary, bookmaking and fixing sporting events,
numbers racket, extortion, and numerous murders. Lombardo
knows his time is limited—soon, some sort of forensic evidence
will connect him with one of these crimes. He has planned his departure from the US, but
first, he has to undergo some preliminary tests at the Rehabilitation Center.
44
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THE LOCATION
Outside
LEGEND
Utility
Orange text: Places of Interest Box
Red text: “Making the Hit” Items
z Target

Admission Slip

ASSASSINATION
101

Exit TOOLS OF
THE TRADE
Main Building, 1st Floor Main Building, 2nd Floor
MISSION 01
Guard Propane Tank Winch
Post
Keycard MISSION 02
z z Room A
Globe
MISSION 03

z
Stairs to Entrance MISSION 04
Basement
Workout Therapist Suit MISSION 05
Room

MISSION 06

MISSION 07
Main Building, Basement Medical Wing Stairs to
Basement
MISSION 08
Stairs to 1st Floor

MISSION 09
Break
Room
Keycard
MISSION 10

MISSION 11

z MISSION 12

a MISSION 13
SPOILER

Medical Wing, Tunnel


SUGGESTED WEAPONS AND EQUIPMENT
k Standard equipment

In order to get into the Rehabilitation Center, I had to go


through a weapon search. Therefore, I didn't take anything
except the standard equipment since you had to leave it
[Link]

outside anyway. However, there are several weapons I


could pick up on the inside.

45
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

MAKING THE HIT


ADMISSION TO THE CENTER SECURITY GUARDS
AND BODYGUARDS

ASSASSINATION
101

Both security guards in the blue uniforms and bodyguards in the cream
TOOLS OF
THE TRADE colored suits were all over the Rehabilitation Center. All were armed and
on the watch for suspicious behavior. They were allowed to go anywhere
except for the western medical facility.
MISSION 01

MISSION 02 I walked right up


to the front doors
MISSION 03
and then made
Security was tight here; however, these security guards didn't
my way to the
bother me as I entered the grounds.
right to the
MISSION 04
admission desk.
MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12 This admission paper was carelessly left on a bench.

MISSION 13 The first thing I had to do for this mission was to get into
SPOILER a the Rehabilitation Center. Security was very tight. Right at
the entrance gate, there was a guard post with one guard
inside, one outside, and another patrolling the immediate
This nurse admitted me into the center.
PRIMA OFFICIAL GAME GUIDE

area. However, they didn't offer any trouble upon my


entering. I just acted like a prospective client of the center.
I followed the pathway as it meandered through the
landscaping and stopped as I approach a couple of
benches off to one side. I noticed a piece of paper on one
of the benches near a man stopped for a smoke. While he
was looking away, I picked it up. Upon closer inspection, I
discovered that it was an admission paper for the
Rehabilitation Center. This made getting in a lot easier! No
climbing over a wall or sneaking around this time—I was While the robe was not very flattering, it did get me inside—
going right in through the front door. although it was a good thing I wasn't packing heat or the metal
46 detector would have gone off.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
I continued along the pathway and up some steps to
the front door. After entering, I headed to the admissions
desk, where a nurse was waiting. Placing the admission
paper on the counter, I waited and was eventually admitted.
The nurse opened the door to a changing room and asked
me to change and leave any personal effects. Since I hadn't
brought a pistol or other detectable weapons, I kept all my
standard equipment with me as I changed into a patient's
robe. I exited the changing room and turned to enter the
main part of the building. A security guard stopped me and
used a metal detector wand to search for weapons. None
were detected, so he let me continue.

ASSASSINATION
FINDING THE AGENT 101
This security office had weapons, as well as the tape for the
security cameras. TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07
I headed up the stairs to see what I could find in the offices.
MISSION 08
As a therapist, I The door next to the security office offered access to the
had more access basement via a staircase.
MISSION 09
than a patient.
At the western end of the building, I found four doors.
MISSION 10
The two on the left were just offices. However, one on the
right led to a stairway down to the basement while the other
Determining that MISSION 11
opened into a security office with a guard watching a
I needed more monitor near a gate leading to the west. Since the guard was
than a patient's MISSION 12
focused on the monitor, I looked in a box near the door to the
robe to move outside. Inside were pistols, submachine guns, and a stun
freely about the gun. I picked up the stun gun and holstered it inside my a MISSION 13
SPOILER
center, I headed up the stairway to the second floor. coat. I really didn't plan on needing any heavier weapons.
While checking the doors in the eastern wing, I found one After exiting the security office, I walked through the door to
office door opened. After checking to see if anyone was the stairway and descended to the basement.
looking, I entered and found a therapist's suit on a chest
of drawers. That was more like it. I changed and was
now Dr. 47. ORDERLIES
Now I had to find the CIA agent and learn what he had Orderlies were in the basement, as
[Link]

uncovered. The maps I had of the center showed a medical well as in the western medical wing.
facility to the west. Therefore, I headed downstairs to the They were armed only with a stun
gun, and they attacked suspicious
first floor and then on to the west wing. persons and alerted security. They
were allowed all over the center—so
an orderly uniform was like an all-
access pass.
47
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

I stunned an orderly, took his clothes, then hid his body.

ASSASSINATION After a quick look around, I observed two orderlies in the


101
area, as well as a security guard. A therapist also came down
TOOLS OF
occasionally. It looked like I needed an orderly disguise to go
THE TRADE any farther. The orderly in the washing area posed a problem
since the guard was often in his area. However, the other
MISSION 01 orderly moved through the break room regularly to have a It was lights out for Agent Smith.
cup of coffee. While I could have sedated or poisoned the
MISSION 02 coffee, I couldn't time how long it would take to knock him Now disguised as an orderly, I headed to the eastern
out. Since the security guard made frequent patrols down the side of the basement and ascended some stairs to the
MISSION 03 hallway, he would see a body through the window in the door. medical wing of the center. There were two doors. The one on
Therefore, I waited until the therapist visited again and left, the right led into an office while the other opened into a cell
MISSION 04 area. Both doors were locked, but I now had the key.
then I stood in the hallway while the orderly walked around.
As he turned toward the laundry container—and the guard Entering the office, I found a key card on the desk and
MISSION 05 picked it up. I then headed down the stairs to the cell area
and other orderly were in the eastern part of the basement—I
zapped him with the stun gun. I quickly changed into the and opened the center cell on the western side. There I found
MISSION 06 the agent. His name was Smith, and told me the name of my
orderly's uniform and grabbed his keys. Then I hid the body in
the laundry target. Since I needed to fake Smith's death to get him out, I
MISSION 07
container and used the serum to sedate him. At that moment, the agency
closed the lid. contacted me and provided two optional contracts—each
MISSION 08
worth $50,000. Both targets were in the Rehabilitation
I needed the keys Center. While I was there, I thought I might as well make a
MISSION 09
from the orderly to little extra money.
get through the
MISSION 10
doors into the
medical wing. UPDATED TARGET INFORMATION
MISSION 11

MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

Breaking the utility box lured out the guard and allowed me to
steal the surveillance tape.

I exited the cell and headed up the stairs. Since I had a


keycard, I headed west through the security gates rather
than backtrack through the basement. When I arrived at the
guard post, I decided to steal the videotape from the
surveillance cameras just in case I was seen somewhere. I
only had to get the guard to leave his post for a moment.
This key card would come in handy. Therefore, I went through the door by the weapons box and,
48
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
once outside, located a utility box near a window. After
breaking the box, I returned to the guard post and waited for
the guard to head outside to fix the box. While he was
occupied, I stole the tape, careful to not be seen by the
guard through the window.

ASSASSINATION
101
I added a little something to Menzana's drink.
TOOLS OF
THE TRADE
When he took
a drink, it was MISSION 01
his last.
MISSION 02
Lombardo's room was protected by a bodyguard.
Back in the MISSION 03
hallway, I headed
downstairs and MISSION 04
walked to the
eastern wing of MISSION 05
the center. I
noticed Menzana entered the MISSION 06
library on a regular basis and
sneaked a drink from a bottle MISSION 07
hidden inside a globe. This was
a great opportunity for MISSION 08
another hit. I waited until
Menzana left the library, then I MISSION 09
entered. I noticed a
bodyguard across the hall MISSION 10
could see me. After
Sabotaging the propane tank made the hit look like an accident. waiting for a bit, the MISSION 11
bodyguard moved
Lorenzo Lombardo's room was on the second floor in across the hall MISSION 12
the western wing. I figured I'd start with one of the bonus toward me and
targets. Once I was upstairs, I saw a bodyguard positioned then stopped a MISSION 13
SPOILER
outside Lombardo's room. He was not going to let me and turned
inside. Therefore, I walked into room "A" next door. Passing around with his
through the room, I exited onto a balcony shared by back to me. Taking a
Lombardo's room. Peeking in through the keyhole to make quick look to make sure no
sure it was empty, I entered the room prepared to hide one else was walking down
inside until my target returned. However, I noticed a the hallway, not even
propane cooking stove along one wall. I could make this patients, I quickly opened the
[Link]

look like an accident. I'd be nowhere near there when globe and used the poison syringe
Lombardo met his fiery demise. After sabotaging the tank, on the bottle. After closing the globe,
I left the room the same way I entered. I left the library and continued west
toward the workout room.

49
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

I took a spotter's position near DeSalvo—then gave him a


killer workout.
ASSASSINATION
101 The workout room was empty, so I passed through the
double doors to the outside courtyard. Carmine DeSalvo was
TOOLS OF taking a walk. There was no opportunity to take him out
THE TRADE
since a bodyguard was following him. I tagged along from a
MISSION 01
distance and watched as he returned to the workout room. Wake up, Smith.
While his bodyguard left the room, DeSalvo began bench
MISSION 02 pressing. I decided to spot for him and took a position near Now all that remained was to revive Agent Smith. The
his head. Watching the open doorways, where bodyguards morgue was located near the entrance gate, across from the
MISSION 03 occasionally passed by to check on DeSalvo, I waited until it guard post. My disguise as an orderly would get me into the
was clear and my target had racked his weights. I then picked morgue without a problem, so I headed out the main
MISSION 04 them up and dropped them on his neck. Another deadly entrance and along the path to the morgue. Once there, I
accident had occurred at the Rehabilitation Center. I quickly waited until another orderly left, then I approached Smith
MISSION 05 left the workout room before anyone saw me near the body. and gave him the antidote. He woke up, and another
objective was completed.
MISSION 06
ANTIDOTES AND EXITS
MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a
I returned to the morgue to make my escape.
PRIMA OFFICIAL GAME GUIDE

Now I had to make my escape. However, I was not about


to leave my designer suit. Therefore, I headed back to the
changing room where I had left it and put it back on. I then
returned to the morgue, careful to sneak in when the guards
were not looking. Thinking of the money I had just earned, I
exited from the center.

50 I exited through the front doors and made my way to the morgue.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ALTERNATIVES
GETTING A SECURITY GUARD DISGUISE KILLING THE TARGETS

There were other ways to make the hits. One way was to
ASSASSINATION
hide in Lombardo's bathroom and use the fiber wire on him 101
while he was cooking. Instead of poisoning the drink for
Menzana, I could have planted a remote bomb on the TOOLS OF
chandelier cable attached to the wall on the second floor THE TRADE
landing overlooking the library. Then when Menzana went for
a drink, I could have detonated the bomb with crashing MISSION 01
A security guard's suit allowed me to get past the metal results.
detector with weapons. One way to get this disguise was at MISSION 02
the dumpsters along the pathway to the main building. I
could have knocked out a patient and hid his body first, then MISSION 03
taken out a security guard who came to this spot.
MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12
Another opportunity for a guard's uniform was after I
was already inside. I could have lured the guard in the
security room outside by breaking the utility box, then a MISSION 13
SPOILER
sedated him. After taking the uniform, a nearby dumpster
could hide the body.
[Link]

51
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

MISSION 05 : A NEW LIFE


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 05 : A NEW LIFE
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Vinnie Sinistra
VINNIE SINISTRA HEIGHT: 6'1" WEIGHT: 221 lbs HAIR: BLACK AGE: 43
k Retrieve the microfilm
concealed in a piece of A former Cuban crime lord, Vinnie has admitted his involvement
jewelry in several high-profile killings on US turf. He has agreed to a plea
k Escape the suburb bargain that ironically got him into the federal witness protection
program. Vinnie, who was once a carefree gangster thinking he ASSASSINATION
101
was untouchable, is now eaten up by paranoia and boredom as a
result of being locked up in a cage.
TOOLS OF
THE TRADE

MISSION 01
THE LOCATION
Neighborhood, Outside MISSION 02
LEGEND Lighter
BBQ
Orange text: Places of Interest Fluid
Tree MISSION 03
House
Red text: “Making the Hit” Items
Yellow text: “Alternatives” Items MISSION 04
Drain Pipe
z Target Dog
Garbage Truck
Guns MISSION 05
Exit
Melee Weapons
MISSION 06
Utility
Manhole Box
Cater Van MISSION 07
Clown Van
Secrity Truck MISSION 08

MISSION 09

MISSION 10
1st Floor 2nd Floor

MISSION 11

Baby’s Computer MISSION 12


Room Room
Wine Bottle FBI Suit

Guard
Sauna a MISSION 13
SPOILER
Post
Wine Bottle
Kitchen Study
Master Teen
TV Bedroom Daughter’s
Room Room
z
Cell Phone
[Link]

53
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

LEGEND Basement

Yellow text: “Alternatives” Items


Melee Weapons Lighter
Fluid

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01
SUGGESTED WEAPONS AND EQUIPMENT
MISSION 02
k Silverballer with silencer and low-velocity ammo
k Enhanced bomb remote
MISSION 03
For this mission, all I needed was the standard equipment I always carry
MISSION 04 with me. However, a few more items could come in handy. As usual, the
silverballer with a silencer and low-velocity ammo provided a quick, silent
MISSION 05 means of taking out an unexpected threat. Also, the enhanced bomb
remote gave me the option of being near the exit for a quick getaway if I
MISSION 06
decided to use a bomb for the hit.
MISSION 07

MISSION 08
MAKING THE HIT
WHO ARE THE PEOPLE IN THE NEIGHBORHOOD? an open manhole surrounded by barricades. While I couldn't
MISSION 09
use the manhole as an underground access, it could be a
place to hide a body.
MISSION 10

MISSION 11 THE JOGGER


This guy ran back and forth through
MISSION 12 the neighborhood, stopping at the
western end of the street for a rest. I
kept an eye out for him, as he
MISSION 13
SPOILER a reported anything suspicious he saw
to the FBI guards.
PRIMA OFFICIAL GAME GUIDE

There were three


vehicles parked in
front of the
The place where I entered the neighborhood was the same spot I target's house—
used to make my escape. the caterer's van,
the clown's van,
I entered the target's neighborhood near the gate at the end and the sur-
of the street and took a look at my surroundings. It was a veillance truck.
residential street typical of any American suburb. Ahead I
54 saw a jogger taking a break. In the middle of the street was
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
After following the street around the corner to the left, I I noticed that the garage door of the house across the
saw the target's house on the left side. It looked like street was open. A female neighbor was out trimming a
someone was getting ready for a party. In the driveway was hedge and told me to leave as I walked up the driveway.
a yellow caterer's van. I noticed that the caterer was Therefore, I continued east down the street and around
carrying metal containers of food into the house. A quick another corner. Ahead to the north was a home with a tree
glance in the back of the van also revealed a box of house in the backyard. A lady was out working in the yard.
doughnuts. If I placed an item such as a pistol in the There was also a garbage truck parked along the curb with a
remaining metal container, the caterer would carry it into the worker loading trash. A second garbage man was walking
kitchen of the home, where I could retrieve it later. back and forth between the truck and the target's house,
taking away bags of trash.
THE CATERER
The caterer walked back and forth THE GARBAGE MEN
between his van and the kitchen of One of these guys stayed by the
the target's house. The FBI guards did truck while the other walked to the ASSASSINATION
not search him for weapons as he side of the target's house to pick up 101
entered carrying containers of food. trash bags. The opening at the back of
He also delivered a carton of the truck could be used to hide a TOOLS OF
doughnuts to the FBI agents in the body. It seemed like the garbage man THE TRADE
surveillance van. could move through the
neighborhood, even into backyards, MISSION 01
without arousing suspicion.
Parked along the curb in front of the house was another
van. This colorful vehicle belonged to a clown who was MISSION 02
providing the entertainment for the party. Across the street, Returning to the target's house, I observed two FBI guards
I saw a white panel truck with no windows in the back. It was at the front door. Occasionally, another walked out from a door MISSION 03
definitely there for surveillance and was probably tied into on the left side of house. It was not going to be easy to get into
security cameras. the target's house. I needed a disguise. I looked along the right MISSION 04
side of the house and found a gate to the backyard. However, a
THE CLOWN sign on the fence informed me of a dog on the other side. A MISSION 05

The clown moved back and forth surveillance camera also covered this side of the house. The
between his van and the inside of the left side did not have a dog but did have another camera. MISSION 06
house. He was searched as he
entered the house by the FBI guards MISSION 07
using a metal detector wand.
FBI GUARDS
The FBI guards could go anywhere
MISSION 08
they wanted. They were never
stopped or searched for weapons.
One of their suits made the ultimate MISSION 09
disguise for this mission.
MISSION 10
This neighbor lady
did not like me
MISSION 11
anywhere near
her house.
DOUGHNUTS AND WINE MISSION 12

a MISSION 13
SPOILER

I could hide a body


in the back of the
garbage truck.
[Link]

I added a sedative to the doughnuts while no one was looking. 55


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01 The FBI suit was great for going anywhere. By lacing this bottle with sedative, I knocked out Mrs. Sinistra.

MISSION 02 I realized that the surveillance cameras would spot me if I


tried to enter through either side of the house. Then I
MISSION 03 remembered the doughnuts in the caterer's van. Checking to
make sure no one was looking my way, I took out the sedative
MISSION 04 syringe and injected it into the doughnuts. I could
have used the poison syringe, but there was no
MISSION 05 need to kill the FBI agents. Before long, the
caterer returned and picked up the box of
MISSION 06 doughnuts. He delivered it to the
surveillance truck across the street. In less
MISSION 07
than a minute, the two FBI agents in the
truck were unconscious. While the
MISSION 08
cameras were still on, no one was
watching. I opened the door to the
MISSION 09
truck to make sure they were out. Not
only had I eliminated the threat of the I grabbed the necklace before Mrs. Sinistra was revived.
MISSION 10
cameras, I'd also found a great
disguise. I changed into one of the FBI Next, I headed for the front door of the target's house.
MISSION 11 The FBI agents waved me right in without a search. I
suits and left the truck. I made a mental
note to be sure to stop by the truck on my continued into the kitchen, where the caterer was delivering
MISSION 12
way out to retrieve the videotape so there the food. After the caterer left, I walked over to the bottle on
would be no record of my visit. the kitchen counter and added a little sedative from the
MISSION 13
SPOILER a syringe while no one was looking. While waiting for Mrs.
MRS. SINISTRA Sinistra to take a sip, I wandered into the guard post located
Vinnie Sinistra's wife made her way off the hallway behind the kitchen. No FBI agents were
around the pool area, then headed inside, so I helped myself to an MP7 submachine gun. I went
PRIMA OFFICIAL GAME GUIDE

in for a dip in the indoor pool. From back to the kitchen just as Mrs. Sinistra took a drink. She set
there, she walked past the sauna the bottle down, took a few steps, and collapsed. I quickly
room to a restroom near the study.
approached and grabbed the necklace before an FBI agent
After checking her makeup, she
continued into the kitchen, where could revive her. Thinking it was just a combination of the
she took a sip from the bottle on hot day and the alcohol, Mrs. Sinistra went back to her party
the counter before returning to the outdoor pool and starting her preparations. Meanwhile, I had the microfilm.
rounds all over again. Around her neck was a nice necklace—it
contained the microfilm.

56
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Vinnie and give him a little poison via a syringe. I then
THE DANGERS OF WATCHING TELEVISION
quickly dragged his body into the closet behind his chair
and hid it. I didn't have a lot of time since the bodyguard
returned just as I was shutting the door.

GOOD-BYE, NEIGHBORS
I stole the video-
tape in case one
of the cameras
caught me.

Having completed
my objectives, I ASSASSINATION
101
nonchalantly
walked out the
TOOLS OF
front door of the THE TRADE
Vinnie spent a lot of time watching TV in the front room. house and
continued to the surveillance truck. Upon entering, I changed MISSION 01
into my designer suit and stole the videotape—just in case.
Exiting the truck, I walked to the gate where I entered the MISSION 02
neighborhood. It would take the FBI some time to realize that
Vinnie was dead MISSION 03
and the microfilm
was missing. By MISSION 04
that time, I'd be
long gone. MISSION 05

It was time to MISSION 06


leave the scene.
MISSION 07

MISSION 08

Breaking the box by the garage shut down the TV. MISSION 09

With the MISSION 10


bodyguard away,
Vinnie was mine. MISSION 11

Now all I had to MISSION 12


do was take out
Vinnie Sinistra. I
noticed that he a MISSION 13
SPOILER
spent most of the
time watching
television in the front room, accompanied by an FBI
guard. Occasionally, he headed upstairs to his office to
check his computer, then returned to lounge in front of
his big screen. I needed to find a way to get Vinnie by
himself. I headed out through the front doors and
[Link]

stopped by the garage door in the driveway. There was a


utility box there. Waiting for the caterer and jogger to
move on so I wouldn't be seen, I then broke the box.
I walked back into the house, heading toward the front
room. The FBI bodyguard came out to see why the TV had
shut off. This gave me an opportunity to sneak in behind 57
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ALTERNATIVES
This neighborhood was full of opportunity for an assassin SEND IN THE CLOWN
like myself. While my method was the cleanest, there were
other ways to complete the mission.

SILENCING THE DOG

ASSASSINATION
101

TOOLS OF
THE TRADE I could also go for something a little more humorous—the
clown. I noticed the clown routinely returned to his van for a
MISSION 01 quick drink. I'd just have to follow him to his van and watch
to make sure the jogger and other garbage man weren't
MISSION 02 Both a dog and a camera posed threats on the house's looking. After knocking him out with the sedative syringe, I
right side. While using the sedative on the doughnuts could change into his outfit, then hide the body in the box in
MISSION 03
takes care of the guards watching the video feed of the the back of his van. I could hide the pistol in a caterer
camera, there was a way to knock out the dog as well. container so it would be delivered inside for me.
MISSION 04
Once in an FBI or garbage man suit, I could walk to the
house across the street from the target house and go
MISSION 05
around to the backyard. There was an open window I could
crawl through into a veterinarian's office. Inside was a
MISSION 06
bottle of ether and some tranquilizer darts.
MISSION 07

MISSION 08

The FBI agents would search me with a metal detector


MISSION 09
as I entered the house. However, I would have already
stashed the pistol. Once in the house, I needed to turn
MISSION 10
left and head into the dining room, then through the
door on the far side of the room
MISSION 11
into a study. If I used the
sedative on the bottle on the
MISSION 12
table, someone drinking from it
MISSION 13
would pass out.
SPOILER a
PRIMA OFFICIAL GAME GUIDE

After picking them up, I could exit and Staying hidden in the study, I could wait until
head to the tree house overlooking the Mrs. Sinistra went for a powder. Since she had a
target's backyard. With the darts and the thing for clowns, it was just a matter of walking into
air gun in the tree house, I could then the restroom and waiting for her to invite me to the
shoot the dog and knock it unconscious. study for a drink. For the rest of the mission, I could
58 pick up an FBI disguise lying in the sauna room.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
>> TIP << UPSTAIRS HIT

If I went in as the clown, I would not need to sedate the


doughnuts, so I'd save my two doses for the clown and
Mrs. Sinistra.

THE POOL BOY AFFAIR


When Vinnie checked his computer upstairs, he went into
the room alone. I could hide in the alcove until he entered. I'd
then have to move fast to take him out with either the fiber
wire or poison syringe before he turned around. The silenced ASSASSINATION
silverballer would also work. After hiding the body around 101
the corner, I could sneak out the door and take the back
stairs down to the first floor for my escape. TOOLS OF
THE TRADE

BOMBING VINNIE MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11
I learned that Mrs. Sinistra had a thing for the pool boy. Since he
often went to the shed, it would be a simple matter of knocking
MISSION 12
him out, taking his outfit, and then letting Mrs. Sinistra lead me
up to the bedroom, where I could knock her out, take the
microfilm, and hide her body in the adjacent bathroom. a MISSION 13
SPOILER

>> TIP <<


While I could climb up to
the second floor from the
backyard using the
While Vinnie is upstairs, it would be easy to place a remote
drainpipe, there was a
[Link]

bomb in the TV room on the table by the front window, where


squeaky toy on the floor his cell phone was sitting. When he returned to watch TV, I
under the window, which could call Vinnie using the phone in the surveillance truck,
would alert the FBI agent then detonate the explosive when he answered.
on this floor. Quickly hiding in the adjacent bathroom
before he entered the room would keep me safe.
59
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MISSION 06 : THE MURDER OF CROWS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 06 : THE MURDER OF CROWS
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Mark Purayah, Jr. MARK PURAYAH, JR. HEIGHT: 6'0" WEIGHT: 172 lbs HAIR: WHITE AGE: UNKNOWN
k Kill Raymond Kulinsky
k Kill Angelina Mason
Purayah is an albino clone—hypersensitive, adaptive,
determined, focused, and better equipped (both physically and
k Protect the politician,
Jimmy Cilley mentally) than normal humans. Should something or somebody
try to interfere with the operations he's in charge of, he ASSASSINATION
k Escape via the road south 101
of the city retaliates in full force with total disregard for the consequences.
He's detached from human suffering, but while not devoid of TOOLS OF
feelings, he never lets these feelings stand in the way of a THE TRADE
perfectly executed hit.
MISSION 01
RAYMOND KULINSKY HEIGHT: 6'0" WEIGHT: 205 lbs HAIR: BLACK AGE: 43
MISSION 02
Raymond Kulinsky is closely connected with Angelina Mason. Their
hits are coordinated by a leader positioned in a central place
MISSION 03
overlooking the area where the hit is to be performed. The leader
communicates through an intercom, feeding them info on the MISSION 04
actions and whereabouts of the target. Kulinsky and Mason
constantly feed each other information over the intercom during the MISSION 05
operations, often including sexual teasers. They have never failed a
job. Preventing them from carrying out their orders can only be done by eliminating them. MISSION 06
They are very unstable during operations, meaning the survivor could turn into a volatile
and self-destructive killing machine in the event his or her partner is killed. MISSION 07

ANGELINA MASON HEIGHT: 5'0" WEIGHT: 120 lbs HAIR: BLACK AGE: 27 MISSION 08

Angelina Mason grew up in a traveling circus as a trapeze artist.


MISSION 09
She was also trained as a sharpshooter and knife thrower. Her
mother was killed in a freak accident, and she developed self-
MISSION 10
hatred and slowly drifted into narcotics and prostitution. Rumor
has it she killed a John trying to rape her, nailing him to the wall of
MISSION 11
a motel with a crossbow—and this is how she found out the skills
she learned during the circus years could be turned into a more MISSION 12
profitable business. She met Raymond, and together they developed a strategy for
complicated kills they called the "grassy knoll scheme."
a MISSION 13
SPOILER

SAFEGUARD
JIMMY CILLEY

Jimmy Cilley is from Dallas, Texas. His father ran a gas station and
general store, and little Jimmy got his first job polishing and
sorting eggs for his dad. After graduating from Harvard Business
[Link]

School, he worked his way up in the oil business and soon learned
that the only way to take it further was through politics. He's a
civil rights advocate, pro-choice spokesperson, and he's strongly
in favor of biotech's many advantages, such as genetically
modified foods and cloning. The congressional candidate is rubbing elbows, kissing
babies, and keeping it clean for the press in New Orleans, his new constituency.
61
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THE LOCATION
LEGEND Streets and Back Alleys

Orange text: Places of Interest Bird


Club
Red text: “Making the Hit” Items Rock
Yellow text: “Alternatives” Items Club

z Target
zSniper
Perch
Salsa
ASSASSINATION Club
101 Winch
Hotel

TOOLS OF Exit
THE TRADE
Blues
Club
MISSION 01

Shops and Restaurants, Basement


MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09
Shops and Restaurants, 1st Floor

MISSION 10 Book
Store
Rock
MISSION 11 Club
Access to
Sniper Perches
MISSION 12

MISSION 13
SPOILER a Hotel Salsa
Club
PRIMA OFFICIAL GAME GUIDE

Blues
Club

62
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Shops and Restaurants, 2nd Floor
SUGGESTED WEAPONS
AND EQUIPMENT
z
k Standard equipment
k Silverballer with silencer and
low-velocity ammo
k Enhanced bomb remote

I took the silenced silverballer for this


mission since I never know when things
Sniper Perch
deviate from my plans in the Big Easy. I
also decided to take along an enhanced
Possible Location
bomb remote for detonating bombs at a for Raymond
much greater distance than the standard ASSASSINATION
remote. 101
Shops and Restaurants, 3rd Floor
TOOLS OF
THE TRADE

Possible Location MISSION 01


for Raymond

MISSION 02
Sniper
Perch
MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MAKING THE HIT MISSION 09

MISSION 10
THE RED BIRD I had to stay close
or I'd lose the MISSION 11
courier in the
crowd. MISSION 12

When I arrived a MISSION 13


SPOILER
in New Orleans,
my only lead
was a man with
a suitcase filled
with diamonds. I followed him to a hotel bar, where I
watched him meet with a guy dressed in a red bird
costume. (It was Mardi Gras, after all.) I learned a long
[Link]

time ago to always follow the money, so the bird guy was
my new person to tail. As he left the hotel, I followed.
With all of the people on the streets for the celebration,
I waited for the red bird to talk to the bartender, then I left
the hotel. I had to stay close or I'd lose him. He eventually turned
into an alley.

63
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POLICE
The police were everywhere in New
Orleans during Mardi Gras. They
could not only be found on most of
the street corners, but also
patrolling the streets and alleys.
They were armed with pistols, and
they reacted quickly to visible
weapons or gunshots.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01 There was my first target.

MISSION 02
I didn't want to kill the courier, so I sedated him. And I sure didn't
Because of the bird costume, I figured the courier must
want to forget the diamonds. have come from a club with this theme. I remembered
MISSION 03 seeing such a place in the northeast corner of the area, so
As the courier approached a dumpster, I pulled out the that was where I headed. As I approached, I saw a yellow
MISSION 04 bird standing guard by the door. He told me to go in and
syringe of sedative and injected him with it. As soon as he
hit the ground, I put on the bird costume, dragged the body head upstairs. I followed his instructions and climbed up a
MISSION 05 winding staircase to the second floor, then followed the
to the dumpster, and hid it. I then quickly picked up the
suitcase full of diamonds, since the safety-conscious police walkway to a door. Upon entering the next room, I found
MISSION 06 myself face-to-face with Purayah. Since he was obviously
were taking any unclaimed luggage or containers to their
post in the center of the area. expecting payment for a hit on the politician, I placed the
MISSION 07
suitcase of diamonds on the desk. He turned and walked
toward the balcony, where he began talking to the other
MISSION 08 >> TIP << two assassins via his walkie-talkie.
The guy in the red bird suit could take one of three
MISSION 09
different paths to his meeting. Therefore, it was important >> TIP <<
MISSION 10 to follow him rather than lie in wait somewhere.
It is important to understand how this mission worked.
MISSION 11
The diamonds were the payment for the hit on Cilley, the
BIRD HUNT politician. Once Purayah received them, he told Raymond
MISSION 12 and Amanda to begin their assignments—sniping and
recon, respectively. Seizing the diamonds and killing
MISSION 13 Purayah bought time. Raymond and Amanda both had to
SPOILER a be taken out within a short amount of time. If one did
not report in, it could cause the other to rush out and
kill the politician right away instead of waiting for the
PRIMA OFFICIAL GAME GUIDE

planned time, thus ending my mission in failure.


Therefore, before killing one, it was important to have a
plan for the other's execution immediately upon the first
one's death.

This looked like the right spot.


64
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WAITERS AND PARTIERS

During Mardi Gras, each club had its own theme. I couldn't enter any
unless appropriately attired. Patrons occasionally left the club and
headed into a back alley in order to relieve themselves. This provided
an opportunity to grab a disguise. Waiters also left clubs for breaks,
and their suits could also be used to enter any club.
ASSASSINATION
101
I started with the leader.
TOOLS OF
THE TRADE
I waited for the guard in the yellow bird suit to leave the
room, then I came up behind Purayah and used the fiber
MISSION 01
wire to kill him. I quickly took his desert eagle and dragged
his body over to a container and hid it. Not wanting to be
MISSION 02
seen in the room alone without Purayah, I hid in the closet
before the yellow bird returned. Once he left again, I picked
MISSION 03
up the walkie-talkie by the balcony, as well as the suitcase,
and headed out the door and down the stairs. MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

By using crates, ledges, and fire escapes, I reached the winch MISSION 09
anchoring the piano and placed a bomb.
Here were the three clubs. MISSION 10
Once outside, I crossed the street and entered an
alley area. As I waited and listened to the chatter on MISSION 11
the walkie-talkie, I saw Angelina walk into the alley.
She stopped along a wall and reported that she was at MISSION 12
the alley. That must have been one of her positions
where she called in. As she left, I noticed a piano
hanging directly above her spot. Her path will
a MISSION 13
SPOILER

bring her back here, making this is too good to


be true. I climbed up a wire cage and dropped
the suitcase for now—since it was up high, the
police wouldn't grab it. I then climbed up on a
box as I continued around the buildings' sides,
even jumping from one fire escape to
[Link]

another, until I was at the winch supporting


the piano. I placed a remote bomb on the
winch and then backtracked to the suitcase.
Picking it up, I hopped to the ground and
headed back into the crowded streets.

65
Protected by copyright. Unauthorized or unlawful copying or downloading

Raymond, the other assassin, said he was upstairs in As a waiter, I had no trouble walking in the back door
one of the clubs. There were three clubs in the area—a blues of the club, right past the chef. I checked my map to see
club in the south, a salsa club in the east, and a rock club in where the stairway was located, then headed upstairs.
the north. I listened to the music and headed toward the Not wanting to alert Raymond to my presence, I checked
appropriate club. Since I was still in the red bird costume, I the map once I reach the floor he was on to see where he
was not allowed in the front door. Therefore, I walked around was located and which direction he was facing. When he
the side to the back of the club. I found a waiter outside was turned away from the door, I entered, set down the
having a smoke. After making sure there was no one else suitcase, and quietly made my way toward him. I took out
around and setting down the suitcase of diamonds, I came my silenced silverballer and aimed it at him as I
up behind the waiter and sedated him using the syringe. approached, just in case he turned around. He was armed,
ASSASSINATION
101 Quickly changing into the waiter's suit, I then dragged the and I didn't want him to be able to get off a shot.
body to the nearby dumpster and hid it. Of course, I picked Raymond still had no idea I was there, so once I was
TOOLS OF up the suitcase again. directly behind him, I pulled out the fiber wire and
THE TRADE
strangled him.
MISSION 01
>> TIP <<
MISSION 02
Each club had a fire escape exit leading from Raymond's
MISSION 03
floor. This allowed me to quickly get away in case shots
were fired and the police arrived. The fire escapes were
MISSION 04 one-way access—down only—so I didn't have to worry
about police coming up that way.
MISSION 05

MISSION 06

MISSION 07

MISSION 08 I couldn't get a waiter, a partier's suit would do just fine.


Raymond didn't even know I was there.
MISSION 09

MISSION 10

MISSION 11

MISSION 12

MISSION 13
a Angelina wandered around the streets, keeping track of things
SPOILER
As a waiter, I could move through the kitchen without arousing for Raymond.
suspicion. I headed up the stairs to find Raymond.
I returned to get the suitcase, then pulled out the
PRIMA OFFICIAL GAME GUIDE

walkie-talkie and ran back down to the street. I also checked


Raymond didn't the street-level map to see if Angelina was approaching the
even know I reporting location where the piano was positioned. I moved
was there.
toward that location to make sure I was in range for the
enhanced bomb remote. As soon as she reported in, I
detonated the remote bomb, and the piano came crashing
down on her.

66
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
>> TIP << I was finally safe
from the police, as
If the piano didn't work, or well as all those
if Angelina was nowhere women trying to
near the spot after I killed earn beads.
Raymond, I could just follow
her until she was alone, With all of
then silently take her out the objectives
before she had a chance to completed, I
go after the politician. returned to the
dumpster where I sedated the courier in the red bird suit
and changed back into my designer suit. I then headed
south to the barricades along the street, where I made ASSASSINATION
my escape. 101

TOOLS OF
THE TRADE

ALTERNATIVES MISSION 01

THE SNIPER METHOD MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10
If I wanted a less hands-on approach to this assignment, I
could take my W2000 sniper rifle, along with a silencer and MISSION 11
low-velocity ammo. Since none of my targets were wearing
body armor, that would be sufficient. MISSION 12

a MISSION 13
SPOILER

Once I determined where Raymond was located, I would


access a building across the street. Each of the three clubs
Purayah was my first target. By climbing a drainpipe
[Link]

had such a spot. Some required climbing drainpipes and


near the hanging piano, I found an excellent spot from which
jumping across balconies.
to snipe at the leader. All I had to do was wait until he
appeared in the open door by the balcony, then fire.

67
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

>> TIP <<


Getting the diamonds was much more difficult using the
sniper method since I couldn't carry both at the same
time. However, it was important that the courier was
stopped, since if he delivered the diamonds to the bird
club, it would make their retrieval much more difficult
Others had a back door in an alley that led up to an without a bird disguise.
apartment. In most cases, I would have to sedate the
ASSASSINATION occupant of the location first.
101
THE BOOK STORE
TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04 There was a book store next door to the bird club. If I
didn't have a bird suit, I could have entered the bookstore
MISSION 05
and, while the owner was busy, headed up the stairs in
the back to the second floor. There was a room adjacent to
MISSION 06
the room where Purayah was located. From a boarded up
doorway, I could have heard his plans and even killed him
MISSION 07 Then I would wait until Raymond came into view and by carefully aiming a sniper rifle through the slats in the
take him out with a clean shot to the head or body. No one doorway.
MISSION 08 would hear the shot with the silencer, and no one would find
the body until I was out of the area. I would then deal with
MISSION 09 Angelina in the normal fashion.

MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

68
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MISSION 07 : YOU BETTER WATCH OUT. . .

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 07 : YOU BETTER WATCH OUT. . .


MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Lorne de Havilland
LORNE DE HAVILLAND HEIGHT: 5'1" WEIGHT: 165 lbs HAIR: GRAY AGE: 71
ASSASSINATION k Kill Chad Bingham, Jr.
101 k Retrieve the video tape This self-professed playboy, porn aficionado, and American
of Chad's incident cultural icon is also a strip club operator, magazine magnate, and
TOOLS OF k Escape the mountain born-again Christian. Lorne spends most of his time in the master
THE TRADE residence bedroom. Here he peruses the many videotapes surreptitiously
recorded through one-way mirrors installed in all of the backroom
MISSION 01
cabins in his strip joints. Blackmailing politicians, clergymen, and
movie stars now provides the bulk of his income. He occasionally
MISSION 02
throws a big party, where he mingles briefly with the guests before retiring to his den of
iniquity, looking for famous people caught in the act.
MISSION 03

MISSION 04 CHAD BINGHAM, JR. HEIGHT: 6'1" WEIGHT: 190 lbs HAIR: BLACK AGE: 27

Chad is the youngest son of Senator Bingham, who had high


MISSION 05
hopes that his son would follow in his footsteps. Instead, Chad Jr.
often hangs out in local bars or sleazy strip joints. During one of
MISSION 06
his usual benders, he wound up in the back of one of Lorne de
Havilland's clubs with a lap dancer. One thing led to another, and
MISSION 07
to make a long story short, the girl wound up bound, gagged, and
dead. As usual, Lorne de Havilland had a camera secretly
MISSION 08
recording every sordid detail. Chad has a reputation for remorselessly slapping up
MISSION 09
strippers, sometimes beyond recognition.

MISSION 10
THE LOCATION
MISSION 11
Pier, Outside
SUGGESTED WEAPONS
MISSION 12 AND EQUIPMENT
Elevator
k Standard equipment
MISSION 13
SPOILER a k Silverballer with silencer and low-velocity
ammo (optional)

Infiltrating de Havilland's mountain


residence was tough. There were several
PRIMA OFFICIAL GAME GUIDE

security checks, and I wanted to make


the hit as clean as possible. Therefore, I
only took my standard equipment. If I
took the silverballer or other weapons, I'd
have to be careful about security and Start

store them in agency containers about


the premises before going through
security checks.

70
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Main House, Balcony LEGEND
Orange text: Places of Interest
Red text: “Making the Hit” Items
Yellow text: "Alternatives" Items
z Target
Melee Weapons

Jacuzzi

Main House, 1st Floor Pier, Inside


ASSASSINATION
Elevator 101

Assassin’s Elevatorto
Room TOOLS OF
Waterfall Staff Floor THE TRADE
Photographer
Grotto Chad’s
Bedroom MISSION 01
Laser Grid
Control
MISSION 02
Bar Aphrodisiac
Kitchen
MISSION 03

z Balcony MISSION 04

MISSION 05
Main House, 2nd Floor Helipad

MISSION 06

MISSION 07

MISSION 08
Security
Tape
MISSION 09

MISSION 10
Access
to Roof
MISSION 11

MISSION 12
Staff Floor Studio Floor

Elevator a MISSION 13
SPOILER

Lightbar and
Catwalk

Elevator
to Pier
Tape
[Link]

de Havilland’s
Waiter’s Bedroom
Suit
Utility Box de Havilland’s
z Balcony

71
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MAKING THE HIT


THE CHRISTMAS PARTY

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02
The living room was filled with guests and staff.
MISSION 03
This looked like a big party, complete with a lot of security.
MISSION 04
Built into the side of a mountain, de Havilland's home is
MISSION 05
accessible only by boat or helicopter. However, I secured an
invitation to the party and stepped off the boat onto the dock.
MISSION 06 Several guests were milling about before heading up to the
party. I strolled to the elevator on the left side, where two guards
MISSION 07 were watching. To avoid being caught on tape, I was careful to
stay to the side and enter the elevator car while the surveillance
MISSION 08 camera above the door was scanning away from me.

MISSION 09 GUARDS
There were guards all over de
MISSION 10 Havilland's residence. They were
armed with pistols and on the
lookout for suspicious behavior, as The bartender gave me a little something for the party.
MISSION 11 well as people who were where they
were not supposed to be. There were
MISSION 12 a couple different types of guards. When the elevator reached the top, another guard
The black-suited guards could go welcomed me. I turned around to the left and entered the
MISSION 13 anywhere. The Christmas guards, in white or red suits and possibly home, continuing to the living room, where most of the
SPOILER a wearing Santa hats, could go everywhere but the studio or helipad party guests were congregating. I saw some guests going
levels. Therefore, the black-suited guard disguise was the best choice.
into an area called the grotto. However, as I approached,
the guards let me know I was not welcome. I needed a
PRIMA OFFICIAL GAME GUIDE

disguise to get in there. Seeing a bar, I walked over and


chatted with the bartender. His type often had useful
information. This bartender not only gave me info, but
also a bottle of aphrodisiac to improve my trip to the
grotto. Though I didn't have time for such diversions, I
graciously accepted the gift and headed back outside. I
was sure I could come up with a use for the ingredients in
the little bottle.

72
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
As they turned to enter another part of the building,
presumably with beds, I sneaked into a waterfall that
contained a small passageway leading to the grotto. There
was a man sitting with his back to the other side of the
waterfall, and by the look of him, he was one of de
Havilland's photographers. Checking the map and the area
to make sure no one was looking, I sedated him with the
syringe and then pulled the body back into the waterfall
area, where I relieved him of his suit.

ASSASSINATION
101
Chad was surrounded by people as he sat in the hot tub.
TOOLS OF
THE TRADE
As I exited the living room, stepping out into the chilly
evening air, I located one of my targets—Chad Bingham, Jr.
MISSION 01
Chad was sitting in a hot tub with several scantily clad
women, enjoying the company. I noticed a white-suited
MISSION 02
waiter pick up a glass next to Chad and take it back to the
bar. I began to formulate a plan. There were too many people
MISSION 03
around to take out Chad where he was—and it didn't seem
like he was going anywhere soon. Therefore, I had to give MISSION 04
him a reason to get out of the hot tub. Returning to the bar, I Chad headed down to a lower level.
stood next to Chad's glass, took out the aphrodisiac, and MISSION 05
added some to his drink. Shortly thereafter, the waiter
returned for the glass and took it to Chad. Soon after, Chad MISSION 06
got up and followed one of the women inside. I pursued at a
distance as they MISSION 07
walked through a
doorway near MISSION 08
another hot tub.
MISSION 09
I followed Chad
as he left. MISSION 10

MISSION 11

MISSION 12

This was a perfect setup for a hit. a MISSION 13


SPOILER

With a disguise, I could continue to follow Chad and


his friend. As I walked past one of the working girls in the
hallway, she gave me a strange look, as if she recognized
me. I continued down the hall and caught up with Chad as
he left a bedroom. Instead of returning to the outside hot
tub, he walked through a door at the end of the hall.
[Link]

Staying a discreet distance behind, I followed him to a


small balcony overlooking the water below. Seeing an
opportunity, I quietly walked behind him and gave him a
shove—over the short wall he went. One objective was
completed.

This photographer's clothes got me around the place. 73


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01 The ledge was narrow, but it worked. This door led to an elevator.

MISSION 02 With my new suit, I entered the staff area and headed
I hid behind this to the staircase, ascending to the first floor. Exiting out
MISSION 03 wall, waiting for a into the kitchen, I looked around and saw a sausage lying
guard to come out on the counter. You never know when a snack will come in
MISSION 04 to fix the box. handy, so I pocketed it and left the kitchen, heading for the
grotto. With a guard's black suit, I could go anywhere—in
MISSION 05 From the fact, the other guards waved me right in. Continuing
balcony, I could through the grotto and on to the door with the two guards
MISSION 06 see another posted on either side, I eventually arrived in a hallway
balcony. A ledge leading to an elevator.
MISSION 07 ran along the side
of the mountain between the two. I hopped over the balcony
MISSION 08 wall and carefully headed to the opposite balcony. This was
the staff floor, and after looking around a corner, I could see
MISSION 09 several guards walking around inside. I also noticed a utility
box. I broke it and quickly hid behind one of the walls to wait.
MISSION 10 A guard in a black suit came out to fix the box. I sneaked up
behind him with the fiber wire and took him down. After
MISSION 11
dragging the body over by a container, I took his pistol and his
suit before hiding the body in the container.
MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

Here was the videotape I needed to get.

After the doors opened, I entered the elevator and


selected the studio floor. Once I arrived, I exited the elevator
and took a look around. This floor contained the studio, a
media room, and de Havilland's bedroom. I noticed de
Havilland and his little dog walk past me into the bedroom. A
guard stood by the door. I wanted to avoid being seen near de
Havilland alone, so I decided to go for the videotape first.
No one can resist a sausage. Plus, that dog could have been a problem, since it yipped as
74
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
it came near me. A few guards walked in and out of the media
room while one stayed behind. I found the videotape I was
looking for on a desk and waited until the guard was looking
away before stealing it.

ASSASSINATION
101
I was searched before I could go onto the helipad.
TOOLS OF
THE TRADE
It was time to leave. I returned to the elevator and
pressed the button that took me to the helipad. After a short
MISSION 01
walk through a break room, I was stopped
The sausage was too much for the dog. by a guard near the door leading out onto
MISSION 02
the helipad. He wanted to search me. I
was still carrying the pistol that belonged
MISSION 03
to the guard whose suit I was wearing;
however, a guard was supposed to have a MISSION 04
pistol. The guard with the metal detector
said he couldn’t let me pass with a MISSION 05
weapon, so I surrendered the
pistol to him. I had one just MISSION 06
like it back at the hideout.
Once he had the gun, I MISSION 07
walked out to the waiting
helicopter and flew away MISSION 08
to safety.
MISSION 09

MISSION 10
Another push resulted in another kill.
MISSION 11
By this time, de Havilland and his dog were headed
for the studio. I noticed the guard by the door had gone MISSION 12
for a bit, so I sneaked into the bedroom unnoticed. I pulled
out the sausage, placed it near the door to the restroom,
and laced it with sedative. That took care of the dog. I then
a MISSION 13
SPOILER

hid in the restroom, waiting for de Havilland's return.


Keeping track on my map, I saw the target enter the
bedroom with his dog in tow. He continued out onto the This was the way to end an
balcony while his dog ate the sausage, ran a bit, then assignment.
keeled over, unconscious. I exited the bathroom and
sneaked up behind de Havilland. A quick push and he was
over the ledge, falling to his death—another unfortunate
[Link]

accident. Before leaving the bedroom, I waited by the door


for the guard outside to leave, then made my exit.

75
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copying or downloading expressly prohibited.

ALTERNATIVES
THE SECURE ENTRANCE STEALING THE SURVEILLANCE VIDEO

ASSASSINATION
101

TOOLS OF
THE TRADE Instead of heading up the main elevator to the party, I could The videotape for the surveillance cameras was in an office on
have used the staff entrance. After waiting for the patrolling the second floor with two guards watching it. By planting a
MISSION 01 guard to walk away, I could approach the security booth. remote bomb on the table in the adjacent room, I could create a
When the guard came out to stop me, I could head-butt him, diversion. Standing next to the tape player, I could then detonate
MISSION 02 take his pistol, holster it, then beat him to death. After the bomb. While the guards rushed out to see what had
throwing his body into the water and turning off the laser happened, I could then grab the tape before they came back.
MISSION 03 sensor, I could then take the elevator to the staff level.

MISSION 04 BOMBING DE HAVILLAND


A BLACK SUIT
MISSION 05 On the staff level,
there was a
MISSION 06 guard in the wine
room sitting with
MISSION 07
his back to the
door. It would be
MISSION 08
easy to come up
behind him,
MISSION 09
sedate him with
a syringe, then
MISSION 10
hide his body
behind the wall of wine before taking his suit and pistol.
MISSION 11

MISSION 12 THE GLASS-BOTTOMED HOT TUB There were two ways to kill de Havilland with a bomb. First,
From the balcony after entering his bedroom, I could plant a remote bomb on
MISSION 13
SPOILER a on the staff level, the light post at the corner of his balcony. While he was out
I could take a on the balcony, detonating the bomb would take him out.
pistol and shoot
at the see-
PRIMA OFFICIAL GAME GUIDE

through bottom
of the hot tub.
Everyone inside
would wash
down to their
deaths below.
Quickly holstering the pistol would prevent the guards
rushing out onto the balcony from suspecting me. The other way would be to climb onto the catwalk above
the photo shoot in the studio and place a bomb on the light
bar. Then when de Havilland came to watch, I could detonate
76 the bomb, and the bar would fall and kill him.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
MISSION 08 : DEATH ON THE MISSISSIPPI

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 08 : DEATH ON THE MISSISSIPPI


MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Skip Muldoon
ASSASSINATION SKIP MULDOON HEIGHT: 6'2" WEIGHT: 345 lbs HAIR: BLACK AGE: 41
101 k Kill the Gator Gang
k Retrieve pictures Skip is a portly and surly bastard from a small Tennessee town
TOOLS OF k Escape via the rescue boat with 100,000 people—and only 12 last names. He is running a
THE TRADE tourist attraction on the Mississippi, the old paddle steamer
Emily, which works as a nice cover for the boat gang's drug
MISSION 01 smuggling operations. He's a proud captain of this old steamer
and makes sure that it's in tip-top shape and polished up. He has
MISSION 02
a relationship with all the VIP waiters. He also has a very sweet
tooth and a passion for cakes with a lot of whipped cream.
MISSION 03

MISSION 04 THE GATOR GANG

Muldoon's gang makes the Emily its base of operation. It has six
MISSION 05
members, and all are targets for this hit—Everett Jefferson,
Junior O'Daniel, William S. Corfitz, Adam Hendrickson, Joe
MISSION 06
Netberg, and Elijah Krup. Most of the gang act as Muldoon's
personal bodyguards and stay with him on the top deck while two
MISSION 07
of them keep track of other operations on lower decks.
MISSION 08

MISSION 09 THE LOCATION

MISSION 10
Key to
Engine
MISSION 11 Room
Utility
Box
MISSION 12

MISSION 13
SPOILER a
Engine
Room
PRIMA OFFICIAL GAME GUIDE

1st Deck, Engine Room 2nd Deck, Staff Quarters

LEGEND
Orange text: Places of Interest
Red text: “Making the Hit” Items
Yellow text: "Alternatives" Items
z Target
Guns
78
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
z
z

1st Class
Uniform

Stairs to VIP Area


3rd Deck, Cabin Deck Cake 4th Deck, Restaurant Deck
z ASSASSINATION
101

SUGGESTED WEAPONS TOOLS OF


AND EQUIPMENT THE TRADE
k Standard equipment
Muldoon’s k Silverballer with silencer and low-velocity ammo MISSION 01
Cabin
Stealth was important on this assignment. Since I had MISSION 02
Safe to get past a guard with a metal detector on the top
z deck of the boat, it was best to travel light. As usual, I
z MISSION 03
only took my silverballer and the standard equipment.
z There were weapons available on the boat, including a MISSION 04
Restroom
z high-powered rifle that I wanted to add to my collection.
MISSION 05

5th Deck, Gators Private Deck


MISSION 06

MISSION 07
MAKING THE HIT
MISSION 08
deck, where the cabins were located. My first task was to
ASSASSIN ON DECK
acquire a disguise to let me roam around the boat. I decided MISSION 09
that a sailor was my best option.
MISSION 10
SAILORS
MISSION 11
The sailors were the main class of
guard on the steamboat and
patrolled all of the decks with the MISSION 12
exception of the top deck. They were
armed with pistols.
a MISSION 13
SPOILER

The stairs at the bow of the boat led to the third deck.
[Link]

After boarding the Emily, I watched the crew get underway.


The sailors on the first deck took patrols going around the
deck. It was going to be tough to take out a sailor and steal
his uniform without being seen by another sailor on the first I had to act quickly, since a woman was headed toward the outer
deck or one along the railings on the upper decks. Therefore, walkway to hang around for a while, ruining my chance until
I headed up the stairs at the front of the boat to the third much later. 79
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

I headed back inside through the door by the woman and


>> TIP << caught sight of one of the Gator Gang members heading out
When throwing bodies or pushing people overboard, I made the door on the port (left) side of the boat. Thinking I might
sure that I was next to a railing at the edge of the boat so as well take care of this now, I followed him. He stopped and
that the body did not fall onto a lower deck, where it might leaned over the railing, looking at the river below. With a
have been discovered. push, he was in the river. That was one Gator gone.

PURSERS
I noticed that sailors patrolled up and down the
Pursers were the ones who took care
walkways on the outside of the boat, right along the railings. of the guests on board the boat.
ASSASSINATION
101 I waited at the corner along the starboard (right) side of the Standard pursers could be found
boat in front of the paddle wheel. One of the sailors stopped mostly on the third and fourth
TOOLS OF there for a break. I quickly took him out with my fiber wire, decks, but they were not allowed in
THE TRADE the VIP section. Only first-class
changed into his outfit, and threw his body over the railing
pursers, identified by their cap and
into the water. It was a good thing I'd acted quickly, since a shorts, were allowed in the VIP part
MISSION 01
woman came onto the deck just as I completed my task. of the fourth deck, as well as on the top deck to personally attend to
Captain Muldoon.
MISSION 02

MISSION 03
VIP (VERY IMPORTANT PURSER)
MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10 There went the Gator on the third deck.

MISSION 11

Sailors were welcome in the VIP section.


MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

Pushing the Gator overboard not only killed him, but also got rid
of the body.

80 Rooms for staff usually have uniforms I can use for a disguise.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ASSASSINATION
101
This first-class purser's uniform was my ticket to the top deck. By putting my weapons in this container, I knew that no one
would take them while I was gone. TOOLS OF
THE TRADE
There was nothing else for me to do on the third deck, so I
headed toward the stern (back) of the ship. There, a large Having noticed a cake in the galley (kitchen), I
MISSION 01
staircase led to the VIP section of the fourth deck. A first- returned to the "private" room. The purser now told me to
class purser and a sailor waved me in without any trouble, hurry and take the cake up to the boss. I picked up the
MISSION 02
so I walked through a side door into the central hall. After cake and headed out the door leading to the outside
looking in a door labeled "private" and being shooed away walkway. I noticed another Gator Gang member here. When
MISSION 03
by a purser, I entered the "staff only" room. There was he was standing next to the railing, I put the cake down
another sailor in the room with his back to the door. As I and gave him a shove, sending him overboard. Before
MISSION 04
looked around, I found a first-class purser uniform by the picking up the cake, I poisoned it with the syringe. I also
closet. I waited for the sailor to leave, then changed my placed my silverballer and the pistol I took from the sailor MISSION 05
disguise. in the container between the two staircases. I knew
security was MISSION 06
This cake would tight on the
be the death of top deck. MISSION 07
someone.
I was checked for MISSION 08
weapons by a
Gator. MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

I sat the cake down on the desk so Muldoon could have some. I
don't think it agreed with him.
[Link]

With the cake back in hand, I headed up the stairs to the


top deck. A Gator Gang member stood guard by a door,
armed with a 12-gauge shotgun. As I approached, he let me
know he was going to search me and took out a metal
Another gator is about to go overboard.
detector. Glad I had left the pistols behind, I walked through
the door and headed to the captain's cabin at the opposite
end of the boat. As I placed the cake on the desk, Muldoon 81
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

walked in and took a taste. Within seconds, he was dead on Next, I headed into the side room, where I found the safe. It
the floor. Since the Gators patrolled this area, I quickly was not locked, so I opened it and took out the pictures I'd
dragged the body into the bathroom. A purser was taking a been hired to retrieve. After checking my map, I noticed a
shower, but I figured he'd be in there for a while and not Gator in the next room. I couldn't be caught here, so I picked
notice a body. I the locked door and headed out onto the walkway. Now I had
also picked up to get rid of the three Gators on this deck. A purser stayed
and holstered around the area where I exited from the side room. When the
Muldoon's desert Gator came out as well, he took a position along the railing. I
eagle pistol. waited for the purser to start to walk away, so he was not
looking, and with a push, I was rid of another Gator.
ASSASSINATION
101 I needed to hide
Muldoon's body
TOOLS OF since the gators
THE TRADE patrolled through
his cabin.
MISSION 01

MISSION 02
GATOR HUNTING

MISSION 03
I followed this Gator into the john and then took him out.
MISSION 04
I headed back into the side room and continued through
MISSION 05 the captain's cabin to the dining area. A purser was in there
taking care of the food. At the opposite end, a Gator took a
MISSION 06 drink, then headed for the restroom near the entrance. I
followed him in and used the fiber wire to take him down while
MISSION 07 he was occupied.

MISSION 08

MISSION 09

MISSION 10 Here were the pictures.

MISSION 11

MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

This guard was the last Gator on the top deck.

The only Gator left on this deck was the guard at the
door. I walked out and turned right, waiting until the Gator
turned his back toward me. That gave me the opportunity to
use the fiber wire once again. I quickly pulled the body into
Another Gator went in the river.
the restroom with the other Gator and turned off the lights.

82
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
the rooms, so I decided to take a look. A single sailor stood
guard inside next to a high-powered rifle. I waited for the
sailor to move away from the rifle, then I sneaked up
behind him and sedated him with a syringe. I hid the body
in the container inside the room and picked up the rifle. I
was sure to be caught walking around the boat with this
thing, so I picked up the rifle case and placed it inside. I
also grabbed some rifle ammo while I was there.

ASSASSINATION
101
After changing back into the sailor disguise, I headed to the
lower decks. TOOLS OF
THE TRADE
The engine room was a dangerous place. A lot of accidents
happened there—like this one. MISSION 01

Now there was only one more Gator left, and he was MISSION 02
down in the engine room. I took one of the staircases near
the stern down to the first deck and continued into the MISSION 03
engine room. There were a couple of engine workers and
the last Gator. I waited for him to stop next to a railing MISSION 04

overlooking one of the giant pistons, and I placed the rifle


MISSION 05
case on the deck. When no one else was looking, I came
from behind and pushed him over the railing and into the
MISSION 06
workings.
MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

It was time to leave.


After eliminating the guard, I hid the rifle in the case.
After retrieving the rifle case, I exited the engine room.
I headed back down to the fourth deck and retrieved Since most of the bodies had been thrown overboard, and
my pistols. Continuing through the galley, I stopped in the the rest hidden, no one suspected anything was wrong. I
[Link]

staff room to change back into a sailor disguise. I then strolled to the little boat at the stern of the steamboat and
headed back down the large staircase from the VIP section made my escape.
to the third deck. I proceed down another staircase to the
second deck. This was where the crew quarters were
located. My map showed something of interest in one of
83
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ALTERNATIVES
With the key, I could quickly get into the engine room,
STARTING ON THE FIRST DECK
where I could slowly proceed aft (to the rear), watching for
the machinists and the Gator, and using the boilers and
other machinery to hide behind.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01
Once in the hall past the engine
MISSION 02 room, I could hide in the
closet and wait for a sailor
MISSION 03 to show up. As he left, I
While it would be a bit tougher, I could do more on the could follow and take him
MISSION 04 first deck at the start of the mission. By breaking the out with the fiber wire on
utility box, I could lure a sailor down from the central the outer walkway. This
MISSION 05 walkway and then enter the office to find a key to the would provide a disguise
engine room. and leave my designer
MISSION 06
suit near the escape
boat, so I could pick
MISSION 07
it up on my way out.
MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

84
Protected by copyright. Unauthorized or unlawful
copying or downloading expressly prohibited.
EXPLOSIVE CAKE POISONED GATORS

ASSASSINATION
101

TOOLS OF
THE TRADE
Rather than poisoning the cake, I could plant a remote
bomb in it. After leaving the captain's cabin, I could watch MISSION 01
the map to see when Muldoon walks over for a taste—then
detonate the bomb and kill him. MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07
The two patrolling Gators on the top deck liked to stop
in for a bite during their rounds. By poisoning both MISSION 08
the bottle by the door and the cakes a purser
brings up, I could get each of these Gators. MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER
[Link]

85
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copying or downloading expressly prohibited.
MISSION 09 : . . .TILL DEATH DO US PART

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 09 : . . .TILL DEATH DO US PART
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill the groom
(Buddy Muldoon) BUDDY MULDOON HEIGHT: 5'10" WEIGHT: 161 lbs HAIR: BLACK AGE: 37
k Kill the father of the bride Hank "Buddy" Leitch Muldoon is the rather dimwitted son of a
(John LeBlanc) recently deceased bayou smuggling lord. Rumor has it that he has
k Ensure the safety of the taken over his father's business. He adores his new wife and ASSASSINATION
bride, Margaux LeBlanc 101
looks forward to the wedding cake and to bedding someone
k Escape
outside his own family.
TOOLS OF
THE TRADE

MISSION 01
JOHN LEBLANC HEIGHT: 6'1" WEIGHT: 347 lbs HAIR: GRAY AGE: 64

John LeBlanc's long-term involvement in organized crime has left MISSION 02


him paranoid to the point where he can hardly function. While
unhappy with his daughter's choice in a husband, he is grateful MISSION 03
for her handling of the day-to-day business. He now spends most
of his time watching TV and wandering the premises mumbling MISSION 04
to himself.
MISSION 05

SAFEGUARD MISSION 06

MARGAUX LEBLANC HEIGHT: 5'5" WEIGHT: 105 lbs HAIR: RED AGE: 32 MISSION 07

Margaux LeBlanc runs the show on the island. As the only


MISSION 08
daughter of John LeBlanc, she has been brought up in a criminal
man's world. And while friendly, she is rumored to be as ruthless
MISSION 09
as her father is insane. No harm must come to Miss LeBlanc.
MISSION 10

MISSION 11

THE LOCATION MISSION 12

LEGEND Outside
a MISSION 13
SPOILER
Orange text: Places of Interest
Gators
z Target

z East Boathouse
[Link]

Wedding
Bell

Burned Out Shack 87


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Mansion, 1st Floor


SUGGESTED WEAPONS
AND EQUIPMENT
Banquet Hall k Standard equipment
Washroom k Silverballer with silencer and low-velocity ammo
Cake
k Cratt Schultz lock pick

z This mission could have turned ugly really


Kitchen
quickly. Therefore, I was glad I brought along
my silverballer. I also added the Cratt Schultz
Library lock pick to my standard equipment. Though
ASSASSINATION
101 it was pricey, the time it saved in picking
locks and avoiding being caught was worth it.
TOOLS OF
THE TRADE
Mansion, 2nd Floor Mansion, Attic

MISSION 01 Sniper
Window
MISSION 02

MISSION 03 Winches for


Chandeliers
MISSION 04

TV Room
MISSION 05 Utility Box

MISSION 06

MISSION 07 LEGEND
Orange text: Places of Interest
MISSION 08 Red text: “Making the Hit” Items
Yellow text: "Alternatives" Items
MISSION 09
z Target
Guns
MISSION 10

MISSION 11 MAKING THE HIT


I arrived on LeBlanc's island in the middle of the bayou. By
MISSION 12 WEDDING CRASHER
the sound of it, there was already a party going on. Some
MISSION 13 locals were taking pot shots at alligators in the water off the
SPOILER a dock. While I did bring a silenced pistol, I could have
probably gotten away with shooting without a silencer due
to their racket. My designer suit did not help me fit in with
the guests, so I needed to get a disguise. Before taking out
PRIMA OFFICIAL GAME GUIDE

one of the men


by the dock for
his clothes, I
decided to look
around.

This guest was not


looking so well.

88 I had never been to a bayou wedding before and was in for a treat.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
would probably ring to announce the beginning of the
wedding. I wanted to take care of business before the
wedding took place. No need to make the bride a widow on
her wedding day—just a sad fiancé. I continued into the
mansion past a couple of guards at the front door.

A MAN OF THE CLOTH

ASSASSINATION
101
I did not even have to sedate the guest before taking his suit—
the alcohol had done it already. TOOLS OF
THE TRADE

As I headed toward the mansion, I saw a guest who had


MISSION 01
a little too much to drink—he was getting sick on the grass.
It looked like I had an easy target. I watched him walk into a
MISSION 02
burned-out shack, then followed. By the time I entered, he
had already sat down and dozed off. I not only took his
MISSION 03
clothes and six shooter, but also his party invitation, which
would allow me to get into the wedding celebration. With my I followed the preacher to an empty room.
MISSION 04
disguise, I proceeded to the mansion.
MISSION 05
GUARDS
There were lots of guards all about MISSION 06
the grounds, as well as inside the
mansion itself. They were either MISSION 07
armed with six shooters or twelve-
gauge shotguns. Since they were all MISSION 08
over the island, one of these
disguises would have allowed me to
go anywhere. MISSION 09

MISSION 10

MISSION 11

MISSION 12
I didn't want to kill the preacher—just knock him out.

Upon entering the mansion, I saw the preacher coming out of a MISSION 13
SPOILER
the banquet hall and heading into the kitchen. I decided the
best way to prevent a wedding from starting is to keep the
preacher from having the bell rung. Making sure no one was
looking, I followed the preacher into the kitchen, then
quickly down a hallway. Before entering the hallway, I
waited for a guard to turn around so he would not see me. I
found the preacher in the library, having a little drink. I
[Link]

decided to give him something stronger—sedative from a


I was in a hurry to stop the wedding, so I didn't have time to syringe. The preacher disguise would be even better than
pause for a dance. just a guest, so I took his suit and hid the body inside the
closet. Before leaving the library, I picked up the preacher's
Passing by guests involved in dancing or fist fights, I boat keys and Bible, which I discovered was hollow. It could
noticed a guard standing next to a bell. I figured that the bell be used to hide a remote bomb if I wanted to. 89
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

DOUBLE DEATHS >> TIP <<


I could have killed LeBlanc after he left the grave and fed
the alligators by pushing him into the water to be eaten.
However,
there were a
lot of guards
around, and I
did not want
ASSASSINATION to get caught.
101

TOOLS OF
THE TRADE

MISSION 01
I now had to deal with John LeBlanc. He spent a lot of
MISSION 02 I felt the cake needed an additional ingredient. time on the second floor watching television. Occasionally,
he would leave his room and head out to the area behind the
MISSION 03 Upon exiting the library, I returned to the kitchen and saw mansion. There were three guards standing just outside the
the groom having an early taste of the wedding cake. That door to his room, so I decided to follow him during his walk.
MISSION 04 gave me an idea. Once he left and I made sure no one else A preacher talking to the bride's father would look perfectly
was around, I took out a syringe and injected poison into the normal. LeBlanc headed out toward a guard post built out on
MISSION 05 cake. That would teach him not to mess with a wedding cake a dock. He picked up a bucket of chicken for feeding the
before the reception. alligators, then continued to the family graveyard. LeBlanc
MISSION 06
stopped in front of an open grave belonging to his recently
deceased brother. No one was looking, so it was easy to
MISSION 07
push him into the grave. Because of his physical condition,
the fall killed him.
MISSION 08

MISSION 09
SKIPPING THE RECEPTION
MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a
I waited outside for LeBlanc to take his walk.
PRIMA OFFICIAL GAME GUIDE

The preacher's boat was docked in the eastern boathouse.

The guards did not even give me a second look as I followed


LeBlanc to his final resting place.
90
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ASSASSINATION
101
I had already knocked out a preacher—I figured I wouldn't be in
much more trouble if I stole his boat. TOOLS OF
THE TRADE

With LeBlanc's body already hidden, I went back toward the


MISSION 01
mansion. The groom had already sneaked into the kitchen
for some more cake and died from the poison. Therefore, I
MISSION 02
decided to leave the wedding and the bayou altogether. With
the preacher's boat key in hand, I headed to the boathouse
MISSION 03
east of the mansion. The guards did not even stop me as I
climbed onto the boat and made my escape.
MISSION 04

MISSION 05
ALTERNATIVES
MISSION 06
At the top,
KILLING LEBLANC IN HIS ROOM I could have MISSION 07
turned left and
picked another MISSION 08
lock in the first
door on my left, MISSION 09
then entered
a hallway MISSION 10
containing a
guard with his MISSION 11
back to me. A
quick injection of sedative and I would have had a guard's MISSION 12
disguise. The body could have then been hidden inside the
walk-in closet in the television room. a MISSION 13
SPOILER

While it would have been tougher, I could have killed LeBlanc


while he was watching television. I would have waited until
he headed outside, then entered the washroom on the first
floor of the mansion. I could have done this in either the
[Link]

preacher or guest disguise. After picking the lock of the door


inside the washroom, I would have had to wait for a guard to
The other closet would have made a great hiding spot,
walk by to the left, giving me an opportunity to move quickly
too. It would have just been a matter of waiting until
for the staircase leading up to the second floor.
LeBlanc returned, then sneaking up behind him for an
injection of poison.
91
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One way to get a guard's disguise would have been to lure a


THE ELEPHANT RIFLE
guard up to the attic. By going through the washroom as
mentioned earlier, it would not have been too tough to get to
the stairs that led up to the second floor and then the attic.
Breaking the utility box would cause a guard to come up and fix
it. The crates in the attic could have been used to hide behind
while the guard approached the box. Then it would only have
been a matter of taking him out and changing into his suit.

ASSASSINATION
101 In LeBlanc's television room hung his elephant rifle. Had I
BOMBS GALORE
wanted to add it to my collection, I could have taken it either
TOOLS OF after killing him in that room or while he was gone. To make
THE TRADE
sure it got back to the hideout, I would have placed it in the
container south of the eastern boathouse. Taking care of this
MISSION 01
before any bodies were found would have prevented the
MISSION 02
guards from shooting at me—and I would have only
attempted this while in a guard's uniform with the rifle
MISSION 03
carried in my left hand so I would not appear to be a threat.

MISSION 04
SNIPING THE GROOM
MISSION 05

MISSION 06

MISSION 07 It would have been pretty easy to


use bombs to take out either
MISSION 08 target. If I had brought two
bombs, I could have killed
MISSION 09 both men in that manner.
The winches for all the
MISSION 10 chandeliers were up in
the attic. The
MISSION 11 southernmost winch held
aloft the chandelier over
MISSION 12 the main staircase.
By taking the elephant rifle up to the attic and standing near When LeBlanc returned
MISSION 13 from his walk, I could
SPOILER a the northeast window, I could have shot the groom during
the wedding ceremony. Since guards would be rushing up to have detonated
the attic, it would have been a good idea to drop the rifle and the bomb while
get away from the scene. standing
PRIMA OFFICIAL GAME GUIDE

somewhere in the same


ATTIC AMBUSH room so I could see when
he was under the
chandelier.

92
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Had I not been worried about additional casualties, I
>> TIP << could have placed a bomb right on the piano while everyone
was at the wedding ceremony, careful to keep my back to
When controlling two bombs, the remote detonates the first the guards so they could not see me do it. Then when the
bomb placed with the first push of the trigger, then the groom walked over by the piano—kaboom!
second bomb with the next push.

>> TIP <<


I could also have put bombs in the hollow Bible or one of
the gifts around the area. I could have then placed the
concealed bombs wherever the targets would be positioned.

ASSASSINATION
101
DON’T FORGET THE SUIT
TOOLS OF
THE TRADE

MISSION 01

MISSION 02

After the wedding ceremony, the groom would return to MISSION 03


the banquet hall and stand by the piano. A bomb placed on
the northwest winch would bring a chandelier crashing down MISSION 04
on the groom while his bride was a safe distance away.
MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

Since I really like my designer suit, I should have headed


back to the burned-out shack to change back into it. While I
could not get to the preacher's boat without his suit, I could
have just left the island on the boat I borrowed to get there
in the first place.
[Link]

93
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MISSION 10 : A HOUSE OF CARDS

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 10 : A HOUSE OF CARDS
MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Sheikh Al-Khalifa
SHEIKH AL-KHALIFA HEIGHT: 5'10" WEIGHT: 327 lbs HAIR: BLACK AGE: 54
k Kill the scientist
k Kill Hendrick Schmutz Al-Khalifa is a Saudi sheikh and the CEO of Arabian
k Escape through the fire exit Pharmaceutical, a corporation suspected of manufacturing and
to the back alley exporting illegal biological agents. The sheikh is due to arrive at
ASSASSINATION
k Steal the blood diamonds the Shamal Hotel tonight. He intends to purchase DNA specimens 101
being used as payment from a private dealer.
TOOLS OF
THE TRADE

TARIQ ABDUL LATEEF HEIGHT: 6'0" WEIGHT: 161 lbs HAIR: BLACK AGE: 47 MISSION 01

The brains behind APRIX, Lateef is an eccentric and reclusive


MISSION 02
scientist. He prefers to live and work in isolation and is
compulsive about the integrity of his work. He's on hand to
MISSION 03
confirm the authenticity of the DNA specimens being purchased
by his employer, Sheikh Al-Khalifa.
MISSION 04

MISSION 05
HENDRICK SCHMUTZ HEIGHT: 6'0" WEIGHT: 205 lbs HAIR: BLOND AGE: 39

A South African white supremacist, Schmutz arrived yesterday at MISSION 06

the Shamal Hotel. He intends to sell DNA specimens and research


MISSION 07
papers to Sheikh Al-Khalifa. He keeps the specimens and papers
in a briefcase in his hotel suite and has arranged a meeting with
MISSION 08
the sheikh later this evening.
MISSION 09

MISSION 10
THE LOCATION
MISSION 11
LEGEND Lobby, 1st Floor
Elevators
Orange text: Places of Interest MISSION 12
Yellow text: “Alternative” Items

a MISSION 13
SPOILER
Tape
Registration
Desk
[Link]

95
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LEGEND Casino

Orange text: Places of Interest


Red text: “Making the Hit” Items z
Yellow text: “Alternative” Items
z Target
Guns Bar

SUGGESTED WEAPONS
ASSASSINATION AND EQUIPMENT Restrooms
101
k Standard equipment Exit
TOOLS OF k Silverballer with silencer and low-velocity ammo
THE TRADE
Because this mission involved a
MISSION 01
crowded area with lots of security, I
stuck with my standard equipment and Casino, 7th Floor
MISSION 02 silverballer. I had arranged for the
agency to leave a pickup container in DNA Briefcase
z
MISSION 03 my hotel room so I could have any Samantha’s Schmutz’s
Room Room
weapons placed in it retrieved after the Balcony
MISSION 04 mission. 47’s Room

MISSION 05
Elevators

MISSION 06

MISSION 07

MISSION 08

MISSION 09
Casino, 8th Floor

MISSION 10 Scientist’s Room


z
Payment Staff
MISSION 11 Room
Briefcase Open
Window
MISSION 12

MISSION 13
SPOILER a Elevators

Fire Alarms
PRIMA OFFICIAL GAME GUIDE

96
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MAKING THE HIT
VIVA LAS VEGAS

ASSASSINATION
101

TOOLS OF
THE TRADE
The lounge was located off the northeastern corner of the
casino floor. MISSION 01
The bright lights of Las Vegas were a big change from the
missions in the bayou. MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09
Bartenders were helpful.
MISSION 10

I checked into the hotel at the reservation desk. Before heading to my room, I checked out the casino area.
It was typical, so I continued to the lounge area, where I MISSION 11

Upon arriving at the Shamal Hotel, I walked in through the knew the transfer was going to take place. The sheikh had
not arrived, but Schmutz was already having a drink. I MISSION 12
front entrance and proceeded to the registration counter. The
lady there welcomed me and gave me my keycard for room waited until he headed for the restroom, then I talked to the
701. She also told me that keycards were floor specific. I could bartender. Pretending to be looking for a friend, I described a MISSION 13
SPOILER
only access the floor for which I had a keycard. Therefore, I Schmutz to her. She told me he had just left and gave me his
needed to acquire other keycards to get to other floors. room number—707.

>> NOTE << GUARDS


There were two main types of
There was a camera near the guards—security guards and
entrance to the lounge. If I had bodyguards. The security guards
[Link]

roamed throughout the hotel while


not been careful to time my the bodyguards stayed near the
entrance to the lounge, it sheikh and the scientist. All guards
might have caught me on tape. were armed with pistols.

97
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open window.
ACCESS TO THE EIGHTH FLOOR
After crawling
through the
window, I was on
the eighth floor.

I figured the best


place to find a
uniform was in the
staff room.
ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02 The elevators were at the top of the lobby staircases.

MISSION 03 My room key


would only allow
MISSION 04 me to go to the
seventh floor.
MISSION 05

MISSION 06 Because it
seemed like
I not only got a keycard for the eighth floor, but also a disguise.
MISSION 07 Schmutz would
be in this area
I walked around to the staff room on the western side of
MISSION 08 for a while, I left
the central area. After making sure there was no one in the
the lounge and returned to the lobby. Once there, I headed up
MISSION 09
hall who could see me, I sneaked in and found a member of
the staircase to the elevators and took one to the seventh
the staff with his back to me. I quickly took out the syringe
floor. There was no reason to go to my room yet, so I decided
MISSION 10
of sedative and injected it into his neck. After changing into
to see about getting a keycard for the eighth floor, which I
his suit and taking his eighth floor keycard, I hid the body in
knew was where the scientist was staying. Staff members
MISSION 11 the container and exited.
only carried keycards for the floor on which they worked.
However, that keycard could open any door on that floor. The
MISSION 12
only problem was getting up to the eighth floor to get a card.
MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

While the staff member was smoking, I headed up to the next floor.

I noticed a public balcony on the north side of the hotel.


Upon exiting onto the balcony, I found one of the staff taking
a break. While he was looking out over the city, I climbed up By killing Schmutz, I not only completed one of the hits, but also
a trellis to a ledge, then sidestepped along the ledge to an scored a disguise, a weapon, and the DNA briefcase.
98
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DNA HEIST
After taking the elevator to the seventh floor, I thought I
would pay a visit to Schmutz. Because I did not have a
keycard to his room, I waited in my staff disguise outside
his door. Checking my map, I noticed that when the sheikh
arrived, Schmutz headed up to the seventh floor to get his
briefcase for the trade. As soon as Schmutz arrived and
opened his door, I followed him in. With a quick motion, I
pulled out a syringe of poison and injected it into the target.
He instantly went down, allowing me to change into his
clothes. I also picked up his room keycard and his silenced
pistol. The briefcase with the DNA was in the room as well.
ASSASSINATION
101
The agency pickup box contained additional goodies for me,
including another remote bomb and a TMP submachine gun. TOOLS OF
Those would come in handy in case of trouble, but I did not THE TRADE
currently need them.
MISSION 01
I headed to my hotel room, placed a remote bomb in the DNA
briefcase, and left it in the room before I returned to the MISSION 02

elevator. With the keycard I had obtained from the staff


MISSION 03
member, I had no trouble passing by security on the eighth
floor. Now I had to get into the scientist's room, which was
MISSION 04
well protected by several bodyguards. It was then that I
noticed the fire alarm on the wall. That would be the way to
MISSION 05
clear the room so I could get in. After making sure no one
was looking, I pulled the alarm.
MISSION 06
I was almost ready for the trade with the sheikh, but I needed to
do something on the eighth floor first. By pulling this
MISSION 07
alarm, I could
The plan for how I would complete the assignment clear out every
MISSION 08
room on the floor.
was beginning to take shape in my mind. I assumed that
Schmutz would be searched for weapons when he met the MISSION 09
sheikh, so I had to make sure I had nothing on me.
However, the sheikh would be well guarded, and I may not MISSION 10
be able to poison or strangle him easily. I needed
someone to bring a weapon to me. The scientist had the MISSION 11
briefcase with the payment—diamonds—but he never left
his room after he arrived. If I could get a weapon into the MISSION 12
diamond briefcase, then plan a surprise for the scientist, I
would be set. a MISSION 13
SPOILER

THE PLAN IN ACTION

A bomb in the DNA


case would be a
surprise for the
[Link]

scientist when he
opened it.

I placed the SLP .40 S silenced pistol into the payment briefcase
while in the scientist's room. 99
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

The scientist and his bodyguards fled the room as the From the lobby, I proceeded to the casino, then to the
fire alarm sounded. I advanced to room 803. There was no lounge. The sheikh had reserved his own private area. As I
one around because everyone on the floor had assembled approached to enter, a couple of bodyguards stopped me
near the elevators. I used the key card I had taken from the and used a metal detector to look for weapons. Because I
staff member and entered the room. Near the television, I was no longer carrying a pistol, they let me pass. I walked to
found the payment briefcase filled with diamonds. Rather where the sheikh was seated and let him know I was ready
than steal it, I hid Schmutz's silenced pistol inside of it. to trade. He insisted that the DNA be verified before
Not wanting to be caught in the room when the scientist payment was made. While we waited for a courier to arrive
and his bodyguards returned, I exited the room and with the payment, we were entertained by a belly dancer.
ASSASSINATION headed to my room—701. There, I placed my silverballer in Because the sheikh was sitting with his back to the wall,
101
the pickup container so I would not have to replace it when with two bodyguards on either side behind blinds, he was
I left it behind. I picked up the DNA briefcase and headed to going to be a tough target to take down.
TOOLS OF
THE TRADE the lobby.

MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05
With the DNA case back in hand, I took the elevator down to the
lobby, then went to the lounge to meet with the sheikh.
MISSION 06

MISSION 07

MISSION 08 The courier arrived, dropped off the payment briefcase, and took
the DNA briefcase.
MISSION 09

MISSION 10

MISSION 11

MISSION 12

MISSION 13
SPOILER a
The hit on the sheikh was a thing of beauty—reminiscent of a
I had to undergo the obligatory weapon search. western quick draw.
PRIMA OFFICIAL GAME GUIDE

Though entertain- After a while, the courier arrived with the briefcase
ment was provided containing the payment—and the silenced pistol. The belly
while we waited for dancer left us alone as the courier returned to the eighth
the courier, I wasn't floor with the DNA briefcase. If I had tried to leave with the
in the mood.
diamonds before the sheikh received word from the
scientist, he would have ordered his bodyguards to kill me.
Because I had rigged the bomb in the DNA case to blow up
when opened, the sheikh would never hear from the
scientist. Rather than waiting for an explosion, I moved next
to the payment case and faced the sheikh. With one swift
100
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
movement, I retrieved the silenced pistol, took aim, and put
a bullet right between the sheikh's eyes. That was all it took.
The bodyguards to either side did not see or hear a thing.

ASSASSINATION
101
My car was waiting in the alley for a quick getaway.
TOOLS OF
THE TRADE
My job here completed, I holstered the
pistol, picked up the briefcase with the
MISSION 01
With the Sheikh dead, I grabbed the payment case and left. payment in diamonds, and exited the
lounge. I walked across the casino
MISSION 02
floor to the fire exit on the
TIME TO GO western wall. After following a
MISSION 03
short corridor, I exited the
Rather than leaving hotel and advanced to my MISSION 04
through the front waiting car for a getaway
entrance, I left via with a bonus payment in MISSION 05
the fire exit. my hands.
MISSION 06

MISSION 07

MISSION 08

MISSION 09

ALTERNATIVES MISSION 10

his room. The place where I could have taken him out was the MISSION 11
ASSASSIN IN THE RESTROOM
men's restroom near the lounge. First, though, the door to the
staff room would have needed to be unlocked. MISSION 12

a MISSION 13
SPOILER

Timing for this type of hit would have been critical.


[Link]

There was a hotel guest who kept coming back into the
restroom. I could have waited for him to use a toilet, sedated
him with the syringe, and hid his body in the corner by the
door to the staff room. Then I could have waited for Schmutz
There was another way to get Schmutz. While it would've been to show up and strangled or poisoned him while he was
riskier, it could've prevented having to wait for him to return to using the toilet. Another option was to wait for both men to 101
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

be in the stalls at the same time. I could have then poisoned Instead, when entering the casino floor from the lobby, I would
Schmutz first, then sedated the guest. have had to head through the doors on the right and advance
along the hall next to the restrooms to get to the lounge.
>> NOTE <<
A security guard occasionally walked into the restroom, as SAMANTHA
did a bodyguard after the sheikh arrived. Therefore, I would I could have
have had to take care of this when I got into the hotel— skipped checking
even before checking in. in and still
ASSASSINATION
accessed my
101 While leaving hotel room. In the
the unconscious hall toward room
TOOLS OF guest would not 703 on the
THE TRADE
cause problems seventh floor, I
because a guard would have met
MISSION 01
would just wake an intoxicated
MISSION 02 him up, hiding woman by the
Schmutz's body name of Samantha. She would have given me the keycard to
MISSION 03 would be a her room. From her balcony, I could have jumped to the
necessity. For balcony of my room and entered through the back door,
MISSION 04 that, I could have which was not locked.
used the container in the adjacent staff room, waiting for the
MISSION 05 staff member who walked in routinely to leave.
SILENT KILL ON THE SCIENTIST
MISSION 06
AVOIDING THE CAMERA
MISSION 07 It would have
been difficult to
MISSION 08 steal the
videotape from
MISSION 09 the security
office in the lobby
MISSION 10 without killing the Rather than do the briefcase trade to get the scientist, I
guard there. could have gotten him while he was taking the elevator to
MISSION 11 the eighth floor. When his limo pulled up, I could have gotten
into the elevator on the left and climbed up through the
MISSION 12 hatch. After the scientist had entered, I could have used the
fiber wire to strangle him from above and pulled his body
MISSION 13
SPOILER a up. The briefcase with the diamonds would have been mine.

I could have
then taken the
PRIMA OFFICIAL GAME GUIDE

elevator to the
seventh floor
and dealt with
Schmutz in his
room as before.
To take out the
sheikh, I would
have then placed
a bomb in the DNA
The best way not to get captured on tape would have case, and while waiting for the courier, stepped out into the
102 been to avoid the camera near the entrance to the lounge. lounge and blown it up.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
MISSION 11 : A DANCE WITH THE DEVIL

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 11 : A DANCE WITH THE DEVIL


MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Anthony Martinez
ASSASSINATION ANTHONY MARTINEZ HEIGHT: 5'10" WEIGHT: 179 lbs HAIR: BLACK AGE: 43
101 k Kill Vaana Ketlyn
k Kill Eve Anthony Martinez used to be one of the good guys. But his
TOOLS OF k Kill Maynard John penchant for fast cars and fancy nightclubs left him cavorting
THE TRADE with the wrong company. At some point, an offer turned up that
k Retrieve information from
a laptop was too tempting, and now he's neck deep into arms smuggling.
MISSION 01 As an added bonus, he and Vaana have found a mutual interest
k Escape
that runs deeper than running guns.
MISSION 02

MISSION 03 VAANA KETLYN HEIGHT: 5'7" WEIGHT: 121 lbs HAIR: RED AGE: 35

Vaana is a woman of great renown in the Nevada desert area. At


MISSION 04
the age of 35, she has established an empire in her own right, and
she has a flair for the dramatic. She's also an adept Escrima-style
MISSION 05
swordfighter. She earns a pretty penny on arms deals, which
helps finance her high standard of living. Lately she has taken a
MISSION 06
liking to a certain less-than-straight CIA agent.
MISSION 07

MISSION 08
UPDATED TARGET INFORMATION
EVE HEIGHT: 5'8" WEIGHT: 115 lbs HAIR: BLACK AGE: 26
MISSION 09
According to Eve's file, she likens herself to a spider. Luring her
MISSION 10 target into her web, she then moves in for the kill.

MISSION 11

MISSION 12

MISSION 13
SPOILER a MAYNARD JOHN HEIGHT: 5'11" WEIGHT: 198 lbs HAIR: WHITE AGE: 41

According to his file, Maynard is an efficient killer. However, his


flair for the theatrical sometimes makes his job more complicated
PRIMA OFFICIAL GAME GUIDE

than it has to be.

104
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THE LOCATION
Stairs to Basement

Party
Disguise
Exit

Reception
Desk
Elevator to
Tape Top Floor Elevator to
Basement

Door to ASSASSINATION
Elevator 101
Shafts

Ground Floor and Garage Atrium TOOLS OF


THE TRADE

Food Elevator to Top Floor MISSION 01


Kitchen
Stairway to Garage z Restroom
Meat MISSION 02
Meeting Cleaver
Projector Room z Stage
Room Shark Tank
Bar Opening MISSION 03
Bar
Party Door to
Party Area MISSION 04
Area Restricted Area
Pyrotechnic
Controls MISSION 05

Elevator z MISSION 06
Elevator
Duel Area
Laptop MISSION 07
z
Basement Top Floor
MISSION 08
LEGEND SUGGESTED WEAPONS AND EQUIPMENT
Orange text: Places of Interest MISSION 09
k Standard equipment
Red text: “Making the Hit” Items
k Flexible flak vest MISSION 10
Yellow text: “Alternative” Items
k Adrenaline
z Target k Silverballer with silencer and low-velocity ammo MISSION 11
Guns
Since I was also a target during these missions, I found it important to
MISSION 12
carry some firepower and some protection. Therefore, I bought a flexible
flak vest to take on this assignment. The nice thing about this vest was
that I could keep it on even as I changed into disguises. I also decided to a MISSION 13
SPOILER
take along some adrenaline in case I was wounded during an
unexpected engagement.
[Link]

105
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MAKING THE HIT


HIGH-RISE HOOPLA

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02
I took the stairs which led from the lobby to the parking garage.
MISSION 03
I had one more assignment before I could leave Las Vegas. After approaching the security guard, I asked him if he
MISSION 04
had found a briefcase that I had left there. I eventually
I needed to get the convinced him to go look for it in the back room. As he
security guard to turned to walk away, I followed him through a security office
MISSION 05
leave his desk. and into a small room. While he still had his back to me, I
MISSION 06 pulled out a syringe and injected sedative into the guard,
My assignment knocking him out and providing a disguise for me. With the
in Las Vegas took uniform on, I returned to the lobby and turned to the left. I
MISSION 07
me to a tall walked past the reception desk to a door that lead to a
building, where stairway. I descended the stairs and exited through a door
MISSION 08
two different into the parking garage.
MISSION 09
parties were
being held. Due to the nature of the parties, security was tight.
Just getting into the building was tough, and it would take a
SECURITY GUARDS
MISSION 10 Security guards patrolled the main
disguise to get anywhere within the building. I decided to go entrance to the building, as well as
MISSION 11 right in through the front door into the lobby. A security guard the parking garage area. They were
was standing at the reception desk. I noticed a camera on the armed with pistols and reacted to
MISSION 12 wall above him recording my entry into the lobby. anyone in the parking garage who
did not belong.

MISSION 13
SPOILER a

These elevators
PRIMA OFFICIAL GAME GUIDE

with the guards


led to the parties.

106 A little sedative, then I could take the uniform.


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ASSASSINATION
101
If I had tried to touch this sick guest, guards would have been This disguise worked.
all over me. TOOLS OF
To get to the top THE TRADE

Ahead of me, I could see masked guards standing in floor's heaven


party, I needed to MISSION 01
front of the doors to a pair of elevators. Obviously, the
elevators were the way to get to the two different parties. use the elevator
on the right—after MISSION 02
As I approached the elevators, the party guards waved me
a search for
off. I needed another disguise. I began looking around the
weapons. MISSION 03
parking garage to see what I could find. I came across a
guest getting sick by one of the trailers. He was definitely
As I continued MISSION 04
dressed for the hell party. I considered knocking him out
my search, I came
and hiding his body in a nearby container. However, the MISSION 05
across an open
party guards by the elevator had a direct view of the
trailer. On the ground near the door was a costume for the
guest, so I couldn't take him out without them coming at MISSION 06
heaven party. That was what I needed. I waited for a
me with weapons blazing.
security guard who stopped nearby as a part of his patrol to
turn around and walk away before I changed. I also thought MISSION 07
PARTY GUARDS it might be wise to leave my silverballer behind in case I was
Party guards were stationed at the MISSION 08
searched for a weapon. If not, I could always come back for
elevators that led to the two parties,
as well as within the parties
it. After leaving the pistol by the trailer, I returned to the
MISSION 09
themselves. Armed with pistols, elevators and approached the guards for the heaven party.
these guards were specific to each As I suspected, they ran a metal detector wand over me and
MISSION 10
party. Therefore, a disguise for one then let me pass. I pressed the call button for the elevator,
party would not have gotten me into entered, and pressed the button to the top floor.
the other party. MISSION 11

UP TO HEAVEN MISSION 12

There was a MISSION 13


SPOILER
definitely a lot to
look at in the
ballroom.

Since the building


was quite tall, it
took some time to
[Link]

get to the top


floor. However,
once I arrived, I was ready to get the job done. After exiting
the elevator, I walked straight ahead past some more party
guards, then continued through a set of double doors. In the
I had to wait until the patrolling security guard was not watching
me before changing. main ballroom, costumed men and women mingled and
107
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listened to an angelic singer. At least she looked like an


angel—her voice would never even make a school choir.

The bartender
gave me some
interesting
information that
helped save
my life. I killed Martinez in the restroom stall, then changed into his
costume. With the stall doors closed, no one was the wiser.
ASSASSINATION As was my
101
usual practice, I As I walked through the foyer, I noticed a couple party
headed over to guards near a door with a sign reading "Restricted Area." I
TOOLS OF
THE TRADE the bartender to decided to check that out later. Upon entering the rear area, I
see what I could learn from him. He commented on the noticed Martinez heading into the restroom. I quickly followed
MISSION 01 singing and told me that the original singer had suffered a him, made sure no one else was inside, then strangled him in
fatal accident, and the current singer was a replacement the stall with my fiber wire. After closing the stall door so no
MISSION 02 who stepped in at the last minute. I found that too much one would see the body, I changed into his costume, took his
of a coincidence. I decided to pay close attention to desert eagle pistol, then picked up the suitcase.
MISSION 03 the singer.

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11 Martinez's costume got me into the restricted area.


There was my target in the demon mask.
MISSION 12

I knew that Anthony Martinez was somewhere on this UPDATED TARGET INFORMATION
MISSION 13
SPOILER a floor. However, with everyone in a mask, how would I find The laptop on the
him? A man in a devil mask walked by carrying a case. desk had the
The fact that he was allowed in this party sporting a mask information I
with the wrong theme caught my attention. Since Martinez needed.
PRIMA OFFICIAL GAME GUIDE

was a gun runner, and the case he was carrying looked


like it could easily hold a rifle, I knew I had found my man. I wanted to see
He pushed through the crowd and headed toward the what was in the
backstage area. Party guards told me to move along as restricted area,
I tried to follow. A quick look at my map of the floor so I exited the
showed a kitchen and restrooms located behind the stage restroom and
area. I could access them by heading through the foyer to headed back to the
the west. double doors with the guards. As I walked up to the doors, a
guard motioned for me to enter. The disguise had worked. I
continued down a hallway to another set of double doors.
108
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They were not locked, so I entered into a large office. On the
desk was a laptop. I advanced to the computer and retrieved
the information I needed. It seemed there were two
assassins in the building—and I was sure that I was their
target. The female assassin named Eve was probably the
replacement singer. There was also a male assassin I would
have to watch out for as well.

I took the elevator back down to the parking garage, then


changed elevators to continue down to the basement.

DOWN TO HELL
ASSASSINATION
101

TOOLS OF
I knocked Eve down and then finished her off with her own THE TRADE
stiletto.
MISSION 01
As I finished reading the files, Eve entered the room and
headed toward me. I quickly grabbed and head-butted the MISSION 02
female assassin and continued to attack until I knocked her
out. I then picked up the stiletto, crouched down, and killed MISSION 03
her. I knew to never leave an assassin alive, or I would pay for
it later. Besides, she had been added to my list of objectives. MISSION 04

MISSION 05

MISSION 06
The basement had a very different theme than the top floor.

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11

MISSION 12
I found some nice firepower. I just had to decide what I wanted
to take. a MISSION 13
SPOILER

I pocketed the stiletto and decided to take a look at


what was in the rifle case. Opening the case, I discovered an Two guards were stationed outside the meeting room.
FN-2000 assault rifle. I had also noticed another rifle case
by the desk. It turned out to contain a Dragunov sniper rifle. When the elevator door opened, I stepped out and walked to
While I did not need either for this assignment, I picked the the other elevator, where the hell party guards were
Dragunov to add to my collection at the hideout. With standing. Recognizing my costume, they did not search me
[Link]

everything accomplished on the top floor, I was ready to for weapons and merely waved me into the elevator. With a
head to the other party down in the basement. After exiting push of a button, I descended to the basement level, where
the office, I turned left and returned to the elevator, taking it the hell party was located. I exited the elevator and walked
down to the parking garage level. past the dance floor and bar to a meeting room, where two
party guards stood watch. They motioned for me to enter
and let me know "she" would be on her way soon.
109
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I followed the
assassin to the
torture chamber
room.

As I passed
by the bar again, I
recognized the
bartender from
the file I retrieved
ASSASSINATION upstairs. He was
101
another assassin: Maynard John. I walked up to him, and he
TOOLS OF challenged me to a duel. He was my last target, and this
THE TRADE looked like the only way I could kill him. I accepted and
followed him to the torture chamber room.
MISSION 01 Vaana arrived for the meeting.

MISSION 02 When she wanted


me to remove the
MISSION 03 mask, I decided to
take her out.
MISSION 04 She was
carrying a
MISSION 05
cane sword,
and she The duel required me to keep my eyes open and focused
knew how toward the center of the room. Luckily, John's red suit
MISSION 06
to use it. was easy to see in the dimly lit chamber.
MISSION 07
Upon entering, John locked the door
I assumed the guard meant Vaana Ketlyn. and showed me some weapons by the
MISSION 08
Not sure if she would recognize me in the couch. He then took off to get his own
costume or not, I placed the rifle case down weapons. I set down the rifle case and
MISSION 09
and got ready to pull out the stiletto if picked up the MP7 and ammo for both
necessary. After a while, Vaana entered the the submachine gun and the desert
MISSION 10
room and desired more than just the eagle I was already carrying. I
weapon in the case. However, when she decided to start with the desert
MISSION 11
asked me to take off the mask, I knew I eagle since each shot packed quite
had to act. I quickly drew the stiletto a punch. Then I moved down the
MISSION 12
from my coat and slashed at her. She corridor between the shelves.
MISSION 13
tried to pull a sword out of her cane, John started shooting at me
SPOILER a but another slash with the stiletto through the wire walls, so I
and she was down. Picking up the quickly took cover behind shelves
rifle case, I exited the meeting room and headed around toward him.
and headed back
PRIMA OFFICIAL GAME GUIDE

As I saw him in the gaps between shelves, I


toward the took shots at him. Finally, I reached the
elevator. center area of the room and let him have it
with several shots to the body. He dropped
I finally ran into a
to the ground, dead.
bartender who was
not so friendly.
This one wanted to
kill me.

110
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copying or downloading expressly prohibited.
When his partner
BACK TO MORTALITY found him, he
would just think
this security guard
had fallen asleep.
No one would ever
suspect me—
though they might
wonder later what
happened to
the tape.

Next I headed to the entrance of the parking garage,


where a security guard sat watching monitors of the area.
Making sure that a patrolling guard was nowhere around, I ASSASSINATION
101
set down the rifle case, took out my sedative syringe, and
injected the guard. He went out like a light. I quickly stole TOOLS OF
I needed a key to get out of the torture chamber room. the tape from the machine, picked up the rifle case, and THE TRADE
walked back into the parking garage. I climbed into the blue
van I was using and drove to safety. MISSION 01
I approached the body and found a key, which I took. I
picked up the rifle case and headed to the door. It was
While not as MISSION 02
locked, but the key opened it. With all of my targets
exciting as some
eliminated, it was time to leave. I returned to the elevator of my other means MISSION 03
and took it back to the parking garage. There was just one of escape, the blue
more thing I needed to do before leaving—get rid of any van worked fine MISSION 04
evidence of me having been there. I walked to the open this time.
trailer, changed back into the security guard uniform, and MISSION 05
retrieved my silverballer.
MISSION 06

MISSION 07

MISSION 08

MISSION 09
ALTERNATIVES
MISSION 10
HEAVEN CAN WAIT FLAMES OF HELL
MISSION 11

MISSION 12

a MISSION 13
SPOILER

I could have completed my work at the hell party first. To set up Vaana's death to look like an accident, I could
Once I had the security guard uniform, I would have have used a hell party guard disguise and entered the
headed down the stairs located near the sick guest. Once control area east of the dance floor. After pushing the
down in the basement, I would've had to be careful not to nearby guard into the shark tank, it would've just required
[Link]

be seen. After killing the party guard in the film room, I some rigging of the pyrotechnics.
could have taken his disguise and hid his body in a
container outside.

111
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I could have also thrown a coin to distract the security


guard to the side of the parking garage elevators. That
ASSASSINATION would've allowed me to pick the lock and enter the service
101
area for the elevator. After closing the door behind me, a
TOOLS OF climb up a ladder would have put me on top of the first
THE TRADE elevator. Then all I would have needed to do was drop
through the hatch and press the button for the top floor.
MISSION 01 Then when Vaana did her show, during the finale all the
jets of flame would have been aimed right at her.
MISSION 02 EVE'S SEDUCTION

MISSION 03 THE LAST PICTURE SHOW

MISSION 04

MISSION 05

MISSION 06

Had Eve finished her performance before I got Martinez's


MISSION 07
costume or entered the office with the laptop, Eve would
If Martinez had made it to the basement, he would have have approached me and escorted me into the room.
MISSION 08
waited for Vaana in the meeting room. From the projector
room, I could have turned on the projector to blind him, then
MISSION 09
taken him out with a single headshot from my silverballer.
MISSION 10
GETTING A GUN INTO HEAVEN
MISSION 11

MISSION 12

MISSION 13 However, what she would have had in


SPOILER a mind for me wouldn’t have been very
pleasant. If I had
not acted quickly
PRIMA OFFICIAL GAME GUIDE

to take her out, she


There were two ways to sneak a gun to the would have definitely
upstairs party. From the basement, I'd have entered killed me.
the kitchen supply room in the north, placed a gun in
the crate, then put it into the food elevator and sent it
to the top. I could've then retrieved it from the kitchen.

112
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copying or downloading expressly prohibited.
MISSION 12 : XXV AMENDMENT

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


MISSION 12 : XXV AMENDMENT


MISSION BRIEFING
OBJECTIVES TARGET INFORMATION
k Kill Mark Parchezzi III
ASSASSINATION MARK PARCHEZZI III HEIGHT: 6'0" WEIGHT: 172 lbs HAIR: WHITE AGE: UNKNOWN
101 k Kill the vice president
k Escape by the east wing gate Mark Parchezzi III is the head of the Crows—a moniker for the
TOOLS OF cloned assassins created by the Franchise, a subdivision of Alpha
THE TRADE Zerox, the shadow government organization. He is by far the most
complete specimen and is close to perfect. He has extraordinary
MISSION 01 physical powers, but at an expense—he is haunted by his own
mortality and has a personal interest in uncovering the secret
MISSION 02
behind a successful cloning process. Meanwhile, he must
eliminate the renowned Agency and its legendary ace assassin, Agent 47. Parchezzi is an
MISSION 03
expert assassin and a master of disguise, blending in like a chameleon to carry out
subversive operations. He speaks with a deep voice that is very calm and calculating.
MISSION 04

MISSION 05 DANIEL MORRIS HEIGHT: 6'0" WEIGHT: 181 lbs HAIR: BLACK AGE: 56

Daniel Morris is sick and tired of his position under the First Lady.
MISSION 06
He is now interim vice president after the previous vice
president's death.
MISSION 07

MISSION 08

MISSION 09

THE LOCATION
MISSION 10
East Wing, Outside
MISSION 11

MISSION 12
Kitchen
Yard
MISSION 13
SPOILER a Trellis

Exit
PRIMA OFFICIAL GAME GUIDE

Briefcase

LEGEND
Orange text: Places of Interest
Red text: “Making the Hit” Items
Yellow text: “Alternative” Items
z Target
Guns
114 Melee Weapons

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


East Wing, Inside East Wing, Rooftop
Staff
Uniform
Stairs
to Roof
Kitchen
Security
Scaffolding
Restroom
Basement Tape
Passage to Stairs to
Main Building Security Office 1st Floor
Museum
Keycard

ASSASSINATION
101

TOOLS OF
Main Building, 1st Floor Main Building, 2nd Floor THE TRADE

MISSION 01
Carpenter Suit
Scaffolding MISSION 02

MISSION 03

MISSION 04

Scaffolding
MISSION 05

MISSION 06

West Wing, Outside West Wing, 1st Floor


Door to MISSION 07
2nd Floor

MISSION 08
Door to
To Basement Outside
Passage to MISSION 09
Main Building Office
Cubicles
Door to Parchezzi, MISSION 10
West Wing 1st Encounter

z Dog MISSION 11
z
Oval Office MISSION 12

a MISSION 13
SPOILER
West Wing, 2nd Floor Stairs to West Wing, Rooftop
1st Floor

Parchezzi,
2nd Encounter
Office
Cubicles
z
[Link]

Secret
Service Suit

Scaffolding
Door to Rooftop Stairs to
2nd Floor

115
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

SUGGESTED WEAPONS AND EQUIPMENT


k Standard equipment
k Silverballer with silencer type two and large clip
k Adrenaline
k Flexible flak vest

For this mission, I decided to go loaded for bear. Even


though it would be tough to sneak weapons into the
White House, I knew that it would not be easy to take
ASSASSINATION out Parchezzi. Therefore, I decided to take along my
101
silverballer with a large clip for a firefight, as well as
TOOLS OF some extra protection.
THE TRADE

MISSION 01
MAKING THE HIT
MISSION 02
caught my eye was the briefcase she was carrying. After
THE MUSEUM
she set it down on the ground and walked away to satiate
MISSION 03
her habit, I discreetly placed my silverballer into the
briefcase and walked into the museum.
MISSION 04

MISSION 05
US MARINES
The marines were in charge of
MISSION 06
security in the east wing and main
building at the White House. Armed
MISSION 07 with M14 rifles, they did not take any
chances and would shoot at any
MISSION 08 suspicious person. Their patrols and
guard positions made it tough to
infiltrate the White House.
MISSION 09

MISSION 10

My cover at the beginning of the assignment was a tourist.


MISSION 11

I placed my pistol
MISSION 12 in a woman's
briefcase, letting
MISSION 13 her take the fall
SPOILER a
while getting my
weapon past
security.
PRIMA OFFICIAL GAME GUIDE

In order to
eliminate those
planning to
assassinate the president, I first had to get into the White
House. I decided the best way in was as a tourist wanting to I passed through the metal detector without a beep—which was
see the museum in the east wing of the presidential a good thing since I was surrounded by armed marines.
mansion. I knew that I would have to go through a metal
detector in order to enter the museum, but I didn't want to Without the silverballer, I had no trouble getting through
leave my silverballer behind. While considering my options, I security. However, the lady with the briefcase was not so
116 noticed a tourist walk behind a bus for a smoke. What lucky. She was escorted to a security office along with the

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


briefcase. I could retrieve it later. For now, I needed a
disguise to get out of the museum and farther into the east
wing. In the lobby area, a marine guarded the doors with
warning signs that informed tourists they would be shot if
they tried to enter. However, I saw the museum staff went
through those doors without any trouble.

ASSASSINATION
101
This keycard in the security office got me into the main building.
Saving my sedative syringe for later, I pushed the museum staff
TOOLS OF
member into the wall and knocked him out. That provided me THE TRADE
with a disguise.
MISSION 01
In order to get a disguise as a museum staff member, I
walked into the restroom near the single marine guard and MISSION 02
waited. Before long, a staff member walked in. Once the door
closed, I pushed him into the wall and knocked him out with MISSION 03
my fists. I then dragged his body against the wall across
from the toilet and took his suit. I realized that this disguise MISSION 04
I was also able to steal the security videotape, as well as get my
would only let me into the staff area of the east wing and
pistol out of the case while in this room.
that I would need a different disguise to get to the main MISSION 05
building. However, I needed to be a staff member for now.
I needed to retrieve my silverballer from the security MISSION 06
room. I had no trouble getting in as a marine. Inside were
a couple marines at desks and the woman who carried in MISSION 07
the briefcase containing my pistol. On the desk next to
her was a keycard for the main building. I walked over MISSION 08
and picked it up. I then picked up the briefcase, and while
no one could see, I retrieved the pistol and quickly MISSION 09
holstered it. I also noticed a video recorder for the
security cameras on the desk of one of the marines. I MISSION 10
waited until he stood up and moved the briefcase into the
opposite cubicle, then covertly stole the tape. Not wanting MISSION 11
to overstay my welcome, I exited the security room and
headed through the dining room to the hallway leading MISSION 12
into the main building.
a MISSION 13
SPOILER

This lone marine patrolling the yard outside the kitchen was my THE MAIN BUILDING
source for another disguise.

After exiting the restroom, I walked past the marine


guard and through the double doors. I then entered the staff
locker room to the right and continued into the kitchen.
[Link]

About that time, a marine walked through the kitchen to an


outside yard. Following him to see if I might find an
opportunity for another disguise, I watched him begin
marching a patrol. No one else was around, so I came up The doorway to the basement passage was at the end of this
behind the marine and sedated him with a syringe. I did not hall. This passage took me right into the Main Building.
need his rifle, but I changed into his dress blue uniform and
hid his body behind a ventilation unit in the yard. 117
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

The vice president


was the first one
to be killed.

Before long,
I heard a dog
barking. I then
saw the vice
president come
out into the yard
ASSASSINATION
101 area, taking the
dog for a walk. I watched him walk over to the window of the
TOOLS OF Oval Office in the west wing and talk to someone inside. I
THE TRADE deduced that it must have been Parchezzi. I also realized
that this might be the only time I would find the vice
MISSION 01 I walked across the first floor of the main building to get to the president alone, so as he walked away, I approached him
second basement passageway.
from behind. With the ease of a veteran assassin, I pulled
MISSION 02
out my fiber wire and strangled the vice president. While the
At the end of the hall, I swiped the keycard through a sensor to dog continued to bark, I dragged the body behind the bushes
MISSION 03 open a set of double doors. I was in a basement passageway and dropped it next to the unconscious Secret Service agent.
leading to the main building. After climbing some stairs, I I picked up the vice president's desert eagle pistol and
MISSION 04 entered the first floor. While the vice president was in this holstered it, adding to the arsenal I was already carrying.
building, there was no way I could take him out with all of the
MISSION 05 marines guarding him. Therefore, I walked across to the
western side of the building and continued though another
MISSION 06 basement passageway that led out to a yard.
THE WEST WING
With the keycard, I
MISSION 07 was able to enter
SECRET SERVICE AGENTS
the west wing.
MISSION 08
Secret Service agents were the
security for the west wing. They were
armed with pistols and submachine
MISSION 09 guns. Like the marines, they took
their job seriously and had no
MISSION 10 problem shooting anyone who
appeared to be a threat.
MISSION 11

MISSION 12
I had to walk to
MISSION 13 the left of the area
SPOILER a
filled with cubicles
to get to the Oval
Office.
PRIMA OFFICIAL GAME GUIDE

This Secret Service agent provided another disguise, as well as a With one target
keycard for the west wing. I was careful to hide the body behind eliminated, it
some bushes. was time to go
after Parchezzi. I
I found a single Secret Service agent patrolling this knew he was in the Oval Office, so I next had to enter the
area. While he stopped near the doorway for a break, I west wing. I walked over to the door at the northwestern
moved in behind and plunged a syringe filled with sedative corner of the yard area and swiped a keycard in the scanner.
into his neck, knocking him out immediately. I dragged his The door opened, and I entered a hallway where a Secret
body behind some bushes and relieved him of his west wing Service agent watched for trouble. I proceeded through the
118 keycard, as well as his suit and submachine gun. office maze to the door of the Oval Office and entered.

Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Parchezzi was
waiting in the
Oval Office.

ASSASSINATION
101
While the silverballer was quiet, Parchezzi's guns would alarm
the guards anyway. Therefore, I switched to heavier artillery. TOOLS OF
THE TRADE

The chase continued through the maze of cubicles on


MISSION 01
After the explosion, I chased Parchezzi through the west wing. He the second floor of the west wing until we reached the roof.
headed up the stairs to the second floor, then onto the roof. Once he reached the eastern end of the roof, Parchezzi
MISSION 02
decided to make a stand and began firing at me from behind
Parchezzi was waiting inside. After a brief conversation, air conditioning units. The time for subtlety was over. I drew
MISSION 03
he surprised me by detonating a remote bomb planted the desert eagle pistol I had taken from the vice president
behind me. Though I was wounded a bit, I survived thanks to and crouched down, using other air conditioning units for
MISSION 04
my flak vest. However, before I could draw a weapon, cover as I advanced and taking shots as opportunity
Parchezzi had fled. Keeping my weapons holstered, I ran allowed. Once I was about halfway across the roof, and MISSION 05
after him through the side door of the office since the main there were no more obstacles between the two of us, I stood
door was impassible due to the explosion. As fire sprinklers up, took careful aim, and put two .44 magnum rounds right MISSION 06
rained down on me, I pursued the albino assassin to the into Parchezzi's chest. The albino clone assassin was no
stairway in the northern part of the west wing and up to the more, and a threat to the government of the United States of MISSION 07
second floor. While I briefly caught sight of him from time to America had been neutralized.
time, I did not want to pull out a weapon for fear the Secret MISSION 08
Service agents all around would open fire on me. Instead, I AWAY INTO THE MOONLIGHT
waited until I could catch Parchezzi somewhere alone and MISSION 09
finish him off.
Parchezzi's MISSION 10
custom pistol was
now mine. MISSION 11

MISSION 12

a MISSION 13
SPOILER

I retraced my
steps through the
White House to
make my escape.
[Link]

I hid behind cover as I got closer to Parchezzi.

119
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Sure that the firefight on the rooftop had been heard by the I stopped off in the restroom where I had knocked out
marines and Secret Service agents, I holstered my weapon and the museum staff member and exchanged my black Secret
ran up to Parchezzi's body—not only to make sure he was dead, Service suit for my designer suit and silk tie. I then
but to take his classic 1911 pistol for my collection. While I continued out through the security area, careful to exit
could have dropped to the yard below or climbed up the through the green gate on the right side rather than
scaffolding into the main building, I thought it would be best to through the metal detector. With as much firepower as I
blend in with the crowd. Therefore, I headed back inside the was packing, I would have definitely set it off. A dozen
west wing. After descending to the first floor, I essentially more steps and I was through the gate and out onto
backtracked the streets of
through the base- Washington D.C.
ASSASSINATION
101 ment passageways
and the main build- I exited from the
TOOLS OF ing to the lobby in White House
THE TRADE grounds through
the east wing.
the eastern gate.
MISSION 01
I did not want to go
through the metal
MISSION 02 detector on my
way out.
MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11 ALTERNATIVES
MISSION 12 ROOFTOPS AND SCAFFOLDS

MISSION 13
SPOILER a
PRIMA OFFICIAL GAME GUIDE

Looking back on the assignment, I felt bad about having


sedated a marine—even though I was actually helping him
do his job. I could have foregone a marine uniform and after
walking out into the yard behind the kitchen, waited for the
marine to go back inside. That would have allowed me to
climb up the trellis onto the east wing rooftop. From there, I would have climbed up the scaffolding to the
second floor of the main building and waited for the carpenters
120 to move away from the open window so I could climb in.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
By carefully moving through the southern row of Then from the southwestern room of the second floor of
rooms, avoiding marine guards, I would've eventually the main building, I could have shot the vice president while
reached the southwestern room, where a carpenter's suit he took the dog for a walk.
was lying on a desk.

ASSASSINATION
101

TOOLS OF
THE TRADE

MISSION 01

MISSION 02

MISSION 03

MISSION 04

MISSION 05
By leaving the sniper rifle in the case on the west wing
Then after climbing down another scaffolding onto the rooftop along the western wall, I could have then used it to MISSION 06
west wing rooftop, I could have waited by the door on the kill Parchezzi after chasing him up for the final gunfight.
western side for a janitor to come out. After knocking him MISSION 07
out to get a keycard and his uniform, I'd have hidden the
body so it could not be seen from the doorway. With the BLOWING UP PARCHEZZI MISSION 08
janitor's uniform, I could have moved about the west wing
unnoticed. MISSION 09

MISSION 10
SNIPER
MISSION 11

MISSION 12

a MISSION 13
SPOILER

Before entering the Oval Office to confront Parchezzi, I could


have placed remote bombs on the west wing rooftop
[Link]

between the air conditioners and the scaffolding. Then when


the other assassin moved back and forth shooting at me, I
would have detonated the bombs to take him out.
In order to get a sniper rifle into the White House, I would
have had to upgrade my rifle case so it could pass through
an X-ray undetected.
121
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

REQUIEM
MISSION BRIEFING
OBJECTIVES THE LOCATION
k Leave no witnesses—eliminate everyone Church Grounds
ASSASSINATION attending the funeral
101

TOOLS OF
LEGEND
THE TRADE Orange text: Places of Interest
Melee Weapons Cars
MISSION 01 Start

MISSION 02 Church

MISSION 03

MISSION 04
Mausoleums

MISSION 05

MISSION 06 MY FUNERAL
MISSION 07

MISSION 08

MISSION 09

MISSION 10

MISSION 11 At my funeral, Diana mixed the antidote with her lipstick,


placed my silverballers on my chest, and gave me a final kiss.
MISSION 12

MISSION 13
SPOILER a
>> TIP <<
In order to wake up from the toxin, move the left thumbstick
back and forth or press the movement keys repeatedly.
After the White House assignment, Diana paid a personal
PRIMA OFFICIAL GAME GUIDE

visit to my hideout. Her purpose was to warn me that the


building was surrounded by SWAT teams and that she had a
plan to get me out. While I read the written plan she handed
to me, Diana executed her real plan and injected me with a
toxin to make me appear dead while I was actually still
barely alive.

While lying there, I felt myself stir back to consciousness.


With a gun in my hand and surrounded by enemies, I prepared
124 to make my last stand.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
ASSASSINATION
101
I kept my sights on the priest and ran after him since Since I had limited ammo and couldn't pick up another
everyone else was shooting at me. weapon without losing my shield, I concentrated on head TOOLS OF
THE TRADE
shots and kept moving to keep the guards in front of me at
all times. Once all the guards were eliminated, I knocked out
MISSION 01
the priest—then shot him.
MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06
The man in the wheelchair and the reporter ran away as
soon as the shooting started. I just needed to head toward MISSION 07
the cars and finish them off.
MISSION 08
As I approached the priest from behind, I grabbed him
and used him as a human shield. MISSION 09

MISSION 10

MISSION 11

MISSION 12

a MISSION 13
SPOILER

Finally, it was over.


[Link]

The guards stopped shooting for fear of hitting the


priest. However, I had no such restrictions and took careful
aim—trying to make every shot count.

125
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ALTERNATIVES
FINDING COVER THE MAUSOLEUMS

ASSASSINATION
101

TOOLS OF Rather than going for a human shield, I could have headed
THE TRADE
up the steps near the pulpit and taken cover behind this
MISSION 01
short wall.

MISSION 02

MISSION 03

MISSION 04

MISSION 05

MISSION 06

MISSION 07

MISSION 08

MISSION 09
Another option was to run out through the openings and
MISSION 10 take cover behind this stone ruin.
To the south of the church were a couple of mausoleums. I
MISSION 11 could have entered either one for cover; however, the one
closest to the church contained a number of items that
MISSION 12 could have come in handy had I run out of ammo. They
included a hedge cutter, a shovel, a screwdriver, and a
MISSION 13 kitchen knife. While they were not much, they were better
SPOILER a than nothing. I could have thrown everything but the shovel
at enemies, then taken their guns.
PRIMA OFFICIAL GAME GUIDE

126
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
This game has received the
following rating from the ESRB

[Link]®
Prima's Official Strategy Guide
Michael Knight
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
[Link] Contents
The Prima Games logo is a registered trademark of Random Assassination 101 ........................................................................................2
House, Inc., registered in the United States and other countries. Polishing Your Skills ............................................................................2
[Link] is a registered trademark of Random House, Move Like a Professional ..............................................................2
Inc., registered in the United States. Up Close and Personal ..................................................................3
Death from Afar ............................................................................4
© 2002 by Prima Games. All rights reserved. No part of this book may be The Quick Draw ..............................................................................4
reproduced or transmitted in any form or by any means, electronic or Disguises ..........................................................................................5
mechanical, including photocopying, recording, or by any information Completing an Assignment ..............................................................5
storage or retrieval system without written permission from Prima Games. Recon ................................................................................................6
Prima Games is a division of Random House, Inc. Infiltration ........................................................................................6
The Hit ..............................................................................................6
Associate Product Manager: Jill Hinckley The Escape ......................................................................................6
Project Editor: Michelle Trujillo Tools of the Trade........................................................................................7
Editorial Assistant: Matt Sumpter Close-Combat Weapons ......................................................................7
Layout & Design: Bryan Neff, Damon Carlson, Jody Seltzer Sniper Rifles ..........................................................................................7
©2002 Eidos Interactive Inc. Hitman 2: Silent Assassin is a trademark of Assault Rifles ........................................................................................8
Eidos Interactive, Inc. Eidos, Eidos Interactive, and the Eidos Interactive Pistols ......................................................................................................9
logo are registered trademarks of Eidos Interactive, Inc. All rights Shotguns ..............................................................................................10
reserved. IO Interactive and the IO Interactive logo are trademarks of IO Equipment ............................................................................................10
Interactive. The ratings icon is trademark of the in the Interactive Digital Miscellaneous Items ..........................................................................11
Software Association. All other trademarks are the property of their Sicily ......................................................................................................................12
respective owners. The Gontranno Sanctuary................................................................12
All products and characters mentioned in this book are trademarks of their Anathema ............................................................................................15
respective companies. St. Petersburg ..............................................................................................19
Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T", St. Petersburg Stakeout ..................................................................19
"M", "AO" and “RP” are copyrighted works and certification marks Kirov Park Meeting ..........................................................................23
owned by the Interactive Digital Software Association and the Tubeway Torpedo ..............................................................................27
Entertainment Software Rating Board and may only be used with their Invitation to a Party ........................................................................32
permission and authority. Under no circumstances may the rating icons be Japan ..................................................................................................................38
self-applied or used in connection with any product that has not been rated Tracking Hayamoto ..........................................................................38
by the ESRB. For information regarding whether a product has been rated Hidden Valley ......................................................................................41
by the ESRB, please call the ESRB at 1-800-771-3772 or visit At the Gates ......................................................................................45
[Link]. For information regarding licensing issues, please call the
Shogun Showdown ............................................................................48
IDSA at (212) 223-8936. Please note that ESRB ratings only apply to the
content of the game itself and does NOT apply to the content of this book. Malaysia ............................................................................................................53
Basement Killing................................................................................53
Important: The Graveyard Shift ........................................................................57
Prima Games has made every effort to determine that the information The Jacuzzi Job ................................................................................59
contained in this book is accurate. However, the publisher makes no
Nuristan ............................................................................................................63
warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume Murder at the Bazaar ......................................................................63
liability for damages, either incidental or consequential, that may result The Motorcade Interception ..........................................................67
from using the information in this book. The publisher cannot provide Tunnel Rat ............................................................................................70
information regarding game play, hints and strategies, or problems with India ......................................................................................................................74
hardware or software. Questions should be directed to the support numbers Temple City Ambush ........................................................................74
provided by the game and device manufacturers in their documentation. The Death of Hannelore ..................................................................78
Some game tricks require precise timing and may require repeated Terminal Hospitality ........................................................................83
attempts before the desired result is achieved. Back to St. Petersburg ........................................................................89
ISBN: 0-7615-3776-7 St. Petersburg Revisited ................................................................89
Library of Congress Catalog Card Number: 2002101883 Showdown in Sicily ..................................................................................93
Redemption at Gontranno Sanctuary ........................................93

Prima’s Official Strategy Guide

Assassination 101
So you want to be a hitman. Before you take your first contract, there are things any budding assassin needs to know. First off, a hitman is
not a one-man army. Your job is not to kill everyone in sight, not even every enemy you see. You are being paid to assassinate a specific
target only. Additional casualties, especially unnecessary deaths that could have been avoided, require a bigger cleanup by your
contracting agency. They also decrease your rating as a hitman. Always try to limit your killing to the target and possibly some guards
blocking your access to the target.
This chapter provides all you need to know to become a successful assassin. The first part covers the vital skills you need to operate
successfully and stay alive in the process. The latter part of the chapter goes over the various parts of a mission and what you need to do
during each step. Enough chatter. Let's get down to business—the business of death.

Tip
Polishing Your Skills If you're in disguise, it's best to walk. While it's a
great danger for someone to get a long, close
Whether you are an experienced hitman or just getting into the look at you in disguise, it's worse if they become
trade, it is important to make sure you have the skills to do the job. suspicious to see you running past and start shooting!
Let's take a look at each skill and see how they apply to an
assignment. Crouch

Move Like a Professional


The crouch allows you to
Before we get to the killing, you need to know how to move. You
hide behind obstacles
may have learned to walk as a toddler, but you now need to learn
such as crates or low walls.
to move like a professional. Let's go over the types of movement
You can still move while
and when to use them.
crouched down, but not
Walking very fast.

Walking is the most


common way to move
Sneak
about the mission area.
While you don't get Sneak can also be
anywhere too fast, you considered stealth mode.
also don't attract a lot of Press the sneak button and
attention. walk to move about. Your
character takes slow,
deliberate steps. The
advantage of sneaking is
Running that it makes no noise
whatsoever, so you
Most of the time, you
can use it to come up
should run during a
behind someone or sneak
mission—as long as no one
past them.
is around to see you. A
good place is in the sewers. Strafing
Running gets you where Strafing is a sideways
you need to go fast. The movement, either left or
drawback to running is that right, which can be
it is louder than walking combined with the previous
and raises suspicion. If you forms of movement.
don't want people to turn Strafing allows you to move
and look toward you, don't run. to one side or the other
while still facing the same
direction. It is useful during
a firefight—it allows you to
move while still shooting at
your target.
2
Assassination 101
Tip
If you get into a shooting match, remember to
strafe—even if you are running. Strafing back
and forth makes you a harder target to hit.
Strafe around corners rather then turning so your weapon Press the fire button and
is ready and aimed. hold it down to get the
fiber wire ready, then
Lean release it when you are
in position right behind
the target.
If you want to quickly see
around a corner without
exposing your entire body, Tip
try leaning. Hold down the
If you are trying to get a high rating for a
left or right lean button mission, choose the fiber wire over a silenced
and take a peek. pistol for making a hit. Since it is more difficult to
use the fiber wire, you will earn a higher rating.

Anesthetic
Tip Anesthetic works just like
While leaning can be helpful, you usually don't the fiber wire, except that
need it to see around corners. Instead, while in it knocks out targets
third-person view, rotate around while hiding
instead of killing them.
behind a corner and you'll be able to see what's on the
When you attack using
other side.
anesthetic, press the
button when you want to
attack and then keep
holding it down until your
If you double-tap the lean character releases automat-
button, your character will ically. The more
do a far-reaching lean anesthetic you use, the longer the target remains knocked out. By
that's great for popping out waiting for the automatic release, you ensure that enemy is out for
from behind a corner and the mission.
shooting. Blades and Other Weapons
Knives can be used to
attack a target from all
aspects instead of only
Tip from behind. When you
If you're not sure what's on the other side of a use a knife, the target has a
door, look through the keyhole before opening it. chance to fight back. Keep
There is nothing worse than picking a lock and up close so guns can't be
then walking into a room full of enemies who are all ready pulled on you and keep
to kill you. stabbing until the enemy
drops. Sneak up behind a
target and slit their throat
Up Close and Personal for a silent kill.
Much of your trade relies on getting right next to a target or
opposition and taking it down. Some methods are completely
silent while others generate some sound. There are other types of
Fiber Wire close-combat weapons,
including the katana
Knowing how to use the sword, a scalpel, and even
fiber wire is part of being a fire axe. All require you
an assassin. It is completely to be in close and take
silent; the target dies multiple hits for a kill.
without being able to shoot
at you or sound an alert.
The key is the approach.
You must sneak up on your
target from behind. 3
[Link]

Prima’s Official Strategy Guide

Death from Afar


Another of an assassin's necessary skills is sniping. A sniper rifle
can eliminate a target at long range. Because of this, you may not Pistols do not pack the
have to infiltrate a heavily defended area and should have an punch of a rifle or SMG.
easier time escaping. To bring up the sniper scope, press the fire Thus it's important to shoot
button. Press the button again to fire the weapon. The scope can for the head so you can kill
be zoomed in and out. with a single shot.

When looking through the


sniper scope, your field of
vision is severely limited;
therefore, keep it at low
If you are in a fight and
magnification to find the
don't have time to aim for
target—then zoom in.
the head, aim for the body
and fire two or three times
to drop the enemy.
Notice that the crosshairs
of the scope move up and
down, especially right after
you switch to scope view.
The motion dies down a Firepower
bit the longer you stand You rarely if ever begin a mission with an SMG, rifle, or shotgun.
still. To further decrease They cannot be concealed, and usually at the beginning of a
the motion, crouch down. mission you want to blend in and avoid suspicion.
Center the crosshairs at
their highest point in Tip
motion over the target's If you can, take a silenced pistol with you on a
head. If you fire a bit early or late, you will still hit the target's mission. They are handy for taking out a nosy
body even if you miss the headshot. guard who is in your way—especially if he is
facing you, preventing use of the fiber wire. Use the quick
Tip draw from the holster and shoot for the head before the
If you find a good spot for sniping, no one will enemy can shoot back or cry for help.
see you fire the rifle. After taking the shot, ditch
the rifle and make your escape. You will even be
able to run past guards if you are disguised because they
Rifles and SMGs can put
don't know who fired the shot.
out a lot of lead with their
automatic fire. They are
The Quick Draw also more accurate than
In most missions, you must move about without raising pistols at medium range.
suspicion. Learn to rely on your pistols to get you out of a mess Aim for the body and fire a
or even for a hit. burst to drop an enemy to
To conceal a weapon on the ground for good.
your person, press the
holster button. Pressing the
button again pulls out the
last weapon holstered.
Therefore, if you need to Shotguns are also useful,
quickly pull out a specific but only at close range.
weapon, bring it out in Because they fire in a
advance, then holster it. widespread pattern with
It will be ready for a lots of buckshot, you can
quick draw. just aim at a target's body
and fire once for a kill.

4
Assassination 101

Tip THE THREAT METER


Heavier weapons like rifles, SMGs, and shotguns
are best used while making your escape. If you This helpful meter is located in the upper left corner of the
have to use them to get to your target, your hit screen, below the health meter. It's all white when no one is
will be much harder if not impossible. paying attention to you. However, as you pass people, especially
guards and soldiers, the threat meter begins to turn black. This
Disguises means they are taking a look at you. If the meter turns red, then
they are getting suspicious. The shooting starts when your meter
If you have to shoot your way through a mission, you have already is completely red.
lost—even if you can take out the target and escape. In most cases, The threat meter is a good indication of how well your
you are outnumbered and outgunned. You want to avoid a gun disguise is working. There are a few things you can do to keep
battle, so use disguises to get you where you want to go. the threat level low. First off, avoid attracting attention to
yourself. When you run around, everyone that can hear you will
look. Running past a guard or soldier will often get them
To get disguises, you suspicious enough to fire. Therefore, when moving around
usually have to kill or enemies—walk. While you may be a master of disguise, soldiers
knock out people and take and guards can often see through your disguise if you get close
their clothing. Be sure to enough for a period of time. To help maintain your disguise
hide the body. If someone without exposure, walk past enemies and keep as far a way as
sees a body missing its possible. You may have to wait until a patrolling enemy moves
clothing, your disguise is away, hug a wall, or walk out in the middle of the road just so you
blown. can keep as far away as possible from enemies. Also, carrying a
weapon can also increase suspicion—even among civilians who
may then report you to an enemy.

Sometimes during a Completing an


mission you find a set of
clothes lying around. This
Assignment
is nice since you don't No matter what your assignment is, there are five steps you must
have to hurt anyone or follow each and every time to complete your objectives
hide a body. successfully.

Briefings
Almost all missions begin
with a briefing. Here,
Diana at the Agency gives
Even while in disguise, you your assignment and
don't get too close to lists the objectives you
guards or enemies. If you must complete to finish
stop right next to them, the mission successfully.
they might be able to see Be sure to read what
through your disguise and Diana says carefully. It
will start shooting. may contain clues about
how you should make the hit. Also be sure you know exactly
what your objectives are.
Carefully study the maps.
Note See where you start, where
You can pick up a disguise off of almost every the target is located, and
male character in the game. However, there are possible routes both to and
a few that you cannot use—usually those from the target as well as
belonging to the target of the hit. where you must go to exit
the mission. This premission
planning will help you react
quickly and reduce the
chance of you getting lost
during the mission.

5
[Link]

Prima’s Official Strategy Guide

Recon The Hit


Rarely will you be able
to start a mission and There are a number of
complete it perfectly ways to make a hit. In fact,
the first time through. in some missions you can
Therefore, when you be quite creative. In
first begin a new mission, addition to sniping, using
use the time for recon- fiber wire, or just shooting
naissance. Walk around with a silenced pistol, you
the mission area looking can also set car bombs.
at people and places.
Notice where the guards
patrol and look for things like lengthy stops or blind spots
where you can hide.

Binoculars are great for Putting poison in a target's


scouting out a situation food or drink is also a good
from a safe distance. Watch way to make a hit.
for guards, patrols, and
pesky civilians.

The Escape
Tip
It's a good idea to go through a mission at least
once or twice with the sole purpose of scouting
After a hit, all of the
around. Once you have observed where
guards will be very
characters are going, and where you can't go, then restart
suspicious and on the
the mission and go for the hit.
lookout for you. Even if
you are in disguise, you
Infiltration need to bug out—and fast.

If a client hires you, it is


because the target is
difficult to kill. This is
often because he or she is
well guarded. You often Each mission has an exit
have to infiltrate a target's point you must reach to
location, sneaking past complete the mission. Be
guards or using disguises. sure you know where it is
and how to get there before
making the hit.

You can also hop aboard a


truck and use it to infiltrate Tip
a base or area—driving Planning your escape is just as important as
right past the guards. The planning the infiltration and the hit. A dead
whole purpose of the infil- hitman does not get rich.
tration is to put you in
position to make the hit.

6
Tools of the Trade
As a hitman, you deal in death. Like any professional, you equip yourself with special tools to help you complete your assignments. Here's
a look at the various weapons and equipment you can take with you on missions.

Note SVD Sniper


You begin the game with only a few weapons.
However, during assignments, you can take Caliber: 7.62mm
other weapons off of bodies or find them hidden
Clip capacity: 10
about the area. Once you complete an
assignment, any new weapons in your possession are Length: 125.5 cm
brought back with you to the tool shed, allowing you to Weight: 4.31 kg
select them for future assignments. While you complete
your objectives, look for new stuff to add to your arsenal. This rather dated sniper's rifle is widely available in the old
Communist bloc countries. It's based on the very popular assault
rifle but has simpler, more delicate and precise inner workings. It
fires the old 7.62 x54R cartridge and has an effective range of
Close-Combat approximately 1,300 meters with an appropriate scope fitted. This
is the game's standard sniper rifle. It is a bit more difficult to
Weapons target, but if you can use this, the other sniper rifles are easy.
A good hitman can get in close to targets and eliminate them
silently. While anyone can fire a gun, it takes a trained assassin to R93 Sniper
use these close-combat weapons effectively. Caliber: .308 Winchester
Clip capacity: 6
Fiber Wire Length: 119 cm
The fiber wire efficiently strangles enemies. The only
Weight: 4.8 kg
requirement for using wire is that you must sneak
up on the unsuspecting target from behind. This
weapon offers several advantages—it is silent, it The R93 is a military version of a series of hunting rifles. It's
leaves behind no blood, and the target, once in relatively new and sports an unorthodox design. This rifle can be
your grasp, can't make any noise or fight back. found in the garage during the "Anathema" assignment.
Furthermore, you can conceal this weapon easily
and carry it through security checks and metal detectors. Using the
fiber wire to eliminate a target increases your mission rating.
W2000 Rifle
Caliber: .300 WinMag
Combat Knife Clip capacity: 1
The Combat Knife has a Length: 90.5 cm
stainless steel blade with a
Weight: 8.31 kg
serrated edge. It's standard equipment with
many Special Forces groups throughout the world. While the
At the time of its birth, this rifle was the only one wholly
fiber wire only works on a target from behind, knives can be used
constructed from scratch as a sniper's rifle. No parts in this rifle
to attack an enemy from any aspect. Remember, it usually takes
have been borrowed from other weapons. It's extremely accurate
several stabs to kill someone. Sneak up behind your mark and slit
and carries an appropriately heavy price tag.
their throat.

Kitchen Knife Custom Rifle


Sometimes you have to Caliber: .300 WinMag
improvise. Found in Clip capacity: 10
most kitchens, this knife provides a bladed weapon as needed. Length: 90.9 cm
Weight: 8.6 kg

This is the best sniper rifle in the game. However, it only shows up
Sniper Rifles in the final mission, and then you have to take it off of a dead
enemy sniper. The Custom Rifle contains a laser range finder,
Sniper rifles let you eliminate targets from long range. Each comes allowing for precision shots at any range.
equipped with a powerful scope that allows you to zoom in on the
target and aim with care. Sniper rifles cannot be concealed on
your person, so you have to carry them out in the open for
everyone to see.
7
[Link]

Prima’s Official Strategy Guide

MI95 M4
Caliber: .50 Caliber: 5.56mm
Clip capacity: 6 Clip capacity: 30
Length: 114.3 cm Length: 84 cm
Weight: 10 kg Weight: 2.54 kg

The MI95 is the most powerful sniper rifle in the world. Firing a The latest incarnation of another standard assault rifle, the M4 is
.50-caliber round, this rifle can hit targets over a kilometer away a smaller and more versatile weapon than its predecessors. It
with enough force to penetrate an engine block and lightly features a standardized system for attaching aiming aids, grenade
armored vehicles. launchers, and bipods. Mostly carried by well-equipped outfits,
like the Special Forces.
Hunting Crossbow
M60
Caliber: Crossbow bolts
Clip capacity: 1 Caliber: 7.62mm
Length: 124.8 cm Clip capacity: 100
Weight: 2.9 kg Length: 110 cm
Weight: 10.5 kg
While not really a sniper rifle, the crossbow functions much the
same way. It's equipped with a scope, so you can target enemies at This light machine gun usually serves as a squad support weapon
long range. Its silence makes the crossbow especially nice. You can or as mobile firepower in defensive positions. It fires the standard
fire it and no one will hear you. However, you need to hit the 7.62mm cartridge and has an easily replaceable barrel, should it
target in the head to kill with a single bolt. Also, you must reload overheat.
after every shot, which takes some time. If you don't hit the enemy
in the head the first time you'll be attacked while you're reloading.
Submachine Guns
Submachine guns are a cross between a pistol and an assault rifle.
Assault Rifles They have the automatic fire of a rifle but are smaller and easier to
handle.
Assault rifles are the standard weapons of militaries around the
world. With large magazines and full automatic firing capability, SMG
assault rifles can cause a lot of havoc in a short amount of time.
Since they can't be concealed, you rarely will take an assault rifle Caliber: 9mm parabellum
with you on a mission. However, they can be picked up from some Clip capacity: 30
guards and are great if you have to make an escape while under fire. Length: 68 cm
Weight: 2.55 kg
AK
This is the submachine gun. Used by virtually every special anti-
Caliber: 5.45mm
terror organization all over the globe, this SMG is delicate,
Clip capacity: 30 precise, and compact. With its high rate of fire and very little
Length: 67.5 cm recoil, this weapon is excellent for indoor and urban operations.
Weight: 3.1 kg

A special version of the successor to the most popular assault rifle


in modern times, the AK is built on a very well-documented and
well-tested foundation. This rifle is usually issued to paratroopers
and Special Forces.

8
Tools of the Trade

SMG-SD6 Baller SD
Caliber: 9mm Caliber: .45 ACP
Clip capacity: 30 Clip capacity: 7
Length: 75.5 cm Length: 41.6 cm
Weight: 3.05 kg Weight: 1.257 kg

The ordinary SMG's sister, the SD6, includes an integrated What could be better than a couple of Ballers? How about a
silencer. A popular choice for clandestine operations, the SD6 is a couple of silenced Ballers? These pistols combine knockdown
stealth version of the regular SMG, but it has a reduced muzzle power with stealth.
velocity, due to the air brake in the silencer. This SMG has an
awesome combination of firepower and stealth. 9mm Pistol
Caliber: 9mm pistol
Uzi Clip capacity: 15
Caliber: 9mm parabellum Length: 21.7 cm
Clip capacity: 30 Weight: 0.95 kg
Length: 47 cm
Weight: 3.7 kg
This Italian pistol is widely known and used all over the world by
military and law enforcement alike. It shoots the versatile 9mm
Standard equipment in the Israeli army, this submachine gun has round, allowing for a good balance between stopping power, clip
the sturdy feel and versatility of an assault rifle. It's very reliable in capacity, and recoil.
difficult and demanding environments, making it a very effective
weapon. The Uzi and the SMG can be can be concealed on your 9mm Pistol SD
person, allowing you to covertly carry around a lot of firepower. Caliber: 9mm subsonic pistol
Clip capacity: 15
Length: 41.7 cm
Pistols Weight: 1.26 kg

While rifles and submachine guns have a lot of firepower, in the The silenced version of the 9mm is a great assassin's tool. You
hands of a professional a good pistol is just as effective. Pistols are need only one round for headshots, or two or three when shooting
easy to conceal, and because you want to minimize casualties at an enemy's body. However, if you are being stealthy, you can
during most assignments, you shouldn't need more firepower than easily sneak up behind a target and go for the headshot. This pistol
a pistol offers. can also be drawn quickly, so keep it set as your holstered weapon.
Then if a guard gets too suspicious and is about to sound an alarm,
Baller quickly pull the pistol out and drop him before he interferes with
your assignment.
Caliber: .45 ACP
Clip capacity: 7 Revolver
Length: 21.6 cm Caliber: .357 magnum
Weight: 1.076 kg Clip capacity: 6
Length: 20 cm
One of the Hitman's trademark tools. Reliable and packing quite a
Weight: 1.06 kg
punch, this pistol quickly became a recurring companion on the
job. The Baller is a deluxe version of a service pistol and shoots
the hard-hitting .45 ACP round. You can carry and use two of This snub-nosed revolver is small but packs a punch.
these pistols, allowing for double the firepower with every shot.

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[Link]

Prima’s Official Strategy Guide

Deagle Double-Barreled Shotgun


Caliber: .50 magnum Caliber: 12 gauge
Clip capacity: 8 Clip capacity: 2
Length: 15.9 cm Length: 115.7 cm
Weight: 1.897 kg Weight: 3.2 kg

A bulky, yet fast and accurate handgun, the Deagle is a very This is the standard shotgun. While it is powerful at close range, it
powerful weapon. It has the most knockdown power of any of the can only hold two shells at a time. Don't get into extended
pistols in the game; one or two shots is all it takes to eliminate an firefights with this weapon or you will be killed while reloading.
enemy.
Sawn-Off Shotgun
.54 Pistol Caliber: 12 gauge
Caliber: 5.45mm Clip capacity: 2
Clip capacity: 10 Length: 65.4 cm
Length: 16 cm Weight: 2.8 kg
Weight: 0.46 kg
The sawn-off shotgun is great for close-quarters work. Because of
This is the standard service pistol of most Communist bloc nations its small size, it can be concealed on your person, then brought
and can be taken off the bodies of Russian soldiers. out when needed. However, since it can only hold two shells at a
time, don't depend on it for big firefights.
.22 SD
Caliber: .22 pistol
Clip capacity: 12 Equipment
Length: 42.2 cm
Weight: 1.12 kg In addition to weapons, as a hitman you'll find a variety of
equipment useful in completing your assignment.
An old Mafia favorite, this little pistol is virtually noise-free. It uses
the rather small yet still deadly .22 cartridge. This, combined with Binoculars
the built-in suppressor, means that getting close to your victim is The useful binoculars allow you to observe
imperative. This weapon can only be found in the museum in the the enemy at a distance. Use them when
"Shogun Showdown" mission. scouting out an area for a hit. You can
watch the patrol routes of guards and also
see where the target is.

Shotguns
SP12
Caliber: 12 gauge
Clip capacity: 8
Length: 93 cm
Weight: 4.2 kg

The SP12 is an automatic combat shotgun. You can also think of


it as a room broom. Extremely effective at close range, the
accuracy and stopping power decrease as range increases. With an
eight-round magazine, you can do a lot of damage before you have
to reload.

10
Tools of the Trade

Lockpick Golf Club


During the course of an Found in the don's bedroom in the "Anathema"
assignment, you come across locked mission, the golf club can be deadly. Use it to take
doors. The lockpick quietly allows out guards or even the don himself.
you to pick most locks. Be careful no one sees you. Guards and
civilians get suspicious when they see someone picking a lock.
Katana Sword
Anesthetic
This consists of a bottle of chloroform and a rag. It
renders a target unconscious when placed over the
mouth and nose. Use the anesthetic as an alter- Ninjas in the Japan missions carry katana swords, effective for
native to the fiber wire when you need to silence close combat.
an enemy without lethal force. The more you
use, the longer the target stays out. Therefore, Surgeon's Scalpel
hold down the button to use the maximum until The surgeon's scalpel allows you
the victim drops. He or she should be out for the to perform an operation—unsuc-
rest of the mission. cessfully of course—in the "Terminal
Hospitality" mission. It can also be used like a knife for stabbing.
Remote Control Bomb
The remote control bomb consists of two
parts—the bomb and the remote control
detonator. To use, drop the bomb where
you want it. Move away and pull out
the remote control. Press the fire button
to detonate the bomb. In some missions,
bombs can be placed on vehicles and
remotely detonated or set to detonate
when the vehicle's engine is started.

Night-Vision Goggles
These goggles allow you to see in the dark.
They severely limit your peripheral vision,
making it seem like you're looking through
a scope.

Miscellaneous Items
These are things you can pick up and use during a mission.

Fire Axe
Located in the fire department in
the "Basement Killing" mission,
the fire axe can kill enemies in a
swing or two.

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Prima’s Official Strategy Guide

Sicily

Completing the Assignment


The Gontranno As mentioned earlier, this mission is the tutorial. Don't
Sanctuary worry about people shooting at you, and the worst that
happens is you fall off of something and take a little damage.
After killing his creator and destroying the 48 series If you have not played Hitman: Codename 47, take the time to
clones and the cloning laboratory, the Hitman turns learn how to control the Hitman and operate the game's
away from his profession, trying to find solace at the interface. Veterans should go through the exercises in this
Gontranno Sanctuary on the island of Sicily. He puts his mission to refresh their skills and take note of changes in
skilled hands to work in the garden, helping to nurture Hitman 2: Silent Assassin.
life rather than end it.

Mission Objectives You start off in the


garden shed where the
Attend confessional Hitman has been
Go through training exercises residing while working
at the sanctuary. Your
Mission Information first task is to get out
This is the first mission of the campaign. It serves as a of the shed.
tutorial for controlling the Hitman, using some basic
weapons and equipment, and sets the stage for the rest of
the game.

Weapons and Equipment


Lockpick Walk over to the door
using the movement
Maps keys. Open the door.

Walk out; a cutscene


begins in which you talk
to a priest—Father
Vittorio. He invites you
Monastery gardens Church to meet him at the
confessional for
counseling.

After he walks toward


the chapel, take some
time to learn how to
control the Hitman. The
Dungeon ruins across from the
garden shed let you try
different actions.

12
Sicily

Walk up to the door. In


addition to opening
doors, you can peek Head down the hall and
through the lock. Open upstairs to the chapel.
the door and walk
inside.

The confessional is at
the chapel's rear. Enter
Crouch and crawl it and another cutscene
forward through begins. When it's
the hole. completed, exit the
confessional.

Walk up to the ladder— Another cutscene shows


the Hitman starts Father Vittorio being
climbing. abducted.

Follow the planks at the


top around to the stairs
and then back down to The kidnappers leave a
the ground. This first box behind in the
basic exercise is courtyard.
complete. It's time to
get to the confessional.

Open the door next to Head out of the confes-


the garden shed leading sional, turn left, and
into the sanctuary. pass through the door.

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Prima’s Official Strategy Guide

Follow the directions to


bring out your signature
Continue through Ballers and practice
another door to the shooting at the bucket
double door exit into hanging from the well.
the courtyard. Go to the tool shed for
more ammo.

Head over to the tool


shed to practice picking
Once outside, walk over locks. Bring out the
to the box to begin lockpick and unlock
another cutscene. the door. Enter the
tool shed.

You discover that the This is where you store


local Mafia don has all of your weapons and
kidnapped Vittorio and equipment. The walls are
wants $500,000 as a bare for now—however,
ransom. Since you gave as you collect weapons
all of your money to the during future missions,
church, you have to find they appear on the walls
another way to secure in the appropriate places.
the priest's release. It For now, grab more ammo
looks like you're back in and the fiber wire on the
business. wall and exit.

Head over to the


scarecrow to practice
killing silently.
Approach the scarecrow
Exit the courtyard and
from behind. Bring out
head downstairs to the your fiber wire and pull
garden shed. it taut. As you come up to
the scarecrow, release
the wire to strangle the
scarecrow.

Once you enter, you dig


up your past. During the
cutscene, the Hitman Put the fiber wire away
contacts the Agency. and walk toward the
Diana offers you infor-
mation on the Mafia don ruins. Along the way, try
in return for you sneaking and crouching.
returning to work. She Sneaking lets you move
wants to make sure you without making a sound.
still have the skills
that made you the best
assassin in the world.

14
Sicily

Mission Information
Father Vittorio is being held in the basement. To open his
Crouching helps cell, you must have the correct key. This lock cannot be
stabilize your aim while picked. Guilliano carries the only key to the cell. Unless
shooting. Pull out your you want a major gunfight, sneak into the compound using a
Ballers again and shoot disguise. There are some weapons within the compound that
the watermelons while you can use.
crouched.
Weapons and Equipment
Ballers
Next head over to the Fiber wire
garden shed. Practice
leaning out and around Anesthetic
the corner of the shed. Binoculars
Quickly step out around Lockpick
the corner by double-
tapping the lean button.
Practice stepping out Maps
from the corner and
firing your pistols. This
tactic can help you get
the drop on an enemy.

Once you feel


comfortable with the
controls, enter the
garden shed and walk Villa grounds 1st floor
over to the laptop
computer to begin the
next mission. Good luck.

Anathema
The agency has tracked down the location of Father
2nd floor Basement
Vittorio. He is being held in the basement of Guilliano's
villa. The villa is well guarded, and it will be difficult to
get inside. Note
For each of the Hitman's
missions, there is often more
Mission Objectives than one way to complete
Kill Don Guiseppe Guilliano the objectives. This allows
you to be creative and play missions
Find the key to Vittorio's prison cell
over and over again to find different
Rescue Vittorio in the basement ways to make the hit. In each of the
Escape walkthroughs, a specific strategy is
presented, with some alternate tactics
as well. However, feel free to
experiment to find even more ways to
get the job done.

15
Don Guiseppe Guilliano [Link]

Prima’s Official Strategy Guide

Completing the Assignment


Getting into the Villa
Then drag his body
through the door and
You begin the mission on back into the villa
a hillside southeast of grounds.
the don's villa. From
this vantage point, you
can see several guards
patrolling the grounds.
To enter the villa and
move about, you need a
disguise.

Change into the guard’s


suit and use it for a
disguise.

Head down the hill


toward the side door in
the wall.
Eliminating the Don

Now head toward the


villa house. Walk past
the kitchen door, and
north to a door in the
wall leading to the
Stand to the right of backyard area.
the door and wait for
the guard to come out.

Wait outside the door


and watch from the map
screen.
When he comes out to
relieve himself, sneak
up behind him and use
the fiber wire to take
him out.

You are waiting for


these two guards to
head to the northern
part of the map.

16
Sicily

Releasing Vittorio

Once it's clear, go


through the door and
turn left. Rush to the Exit the office through
ladder and take it up to the door in the
the roof. northeast corner. Head
east across the roof.

Turn right and follow


the edging of the
Walk across the rooftop building for a bit. Drop
towards the Don’s down onto the grass just
office. short of the stairs
leading down into the
basement. If you try to
drop down onto the stairs,
you will hurt yourself.

Go around the balcony


area outside of the
Continue down into the
office to the door on
basement.
the other side and wait.

Open the cell door to


Watch the map and wait
release Vittorio. The
for the Don (the red
cell is empty. Diana tells
dot) to enter the office.
you that he was moved
prior to your arrival.

Now make your way out of


Then open the door, the basement through the
sneak up behind him, and stairs leading outside.
Continue past the garage
take him out with the
and out the door in the
fiber wire. Pick up the
wall through which you
key and the Revolver. entered. Exit the mission
This completes the first by walking along the road
two objectives. on which the postman
enters the mission.

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Prima’s Official Strategy Guide

Tip
If the guards are ever alerted, expect a
shootout. Find a room with only one entrance, Head back into the villa,
like the bedroom, and make a stand. Position dropping off the sniper
yourself to one side of the door and pick off guards as rifle in the garage
they enter. The Deagle and the Ballers pack a bigger punch before entering the
than the 9mm Pistols. The golf club is quite effective— manor through the stairs
take out an enemy with one swing. leading to the basement.

Alternate Tactics
There are several other ways to complete this mission. Here
are a few ideas. Make your way to the
don's room, avoiding all
guards. You have to take
After taking out the out the one by the door
guard who was relieving to his room. Go out on the
himself, hiding the body, balcony and get the key. In
and taking his suit, run taking out the guard,
to the garage and get you'll probably have a lot
the R93 sniper rifle. It of enemies in pursuit, so
has three rounds of get ready to shoot.
ammunition, but that's
enough for 47.

Grab the Deagle


and lots of ammo in
Return to your starting the room in the
location and use the northwest corner
sniper rifle to take out of the first floor.
the don while he is on
his balcony.

If you take out the guards


in the back yard, the one
in the white shirt has
some keys. Pick them up.
Then when you are making
your escape, head into the
garage. Walk over to the
driver's door and choose
"Escape in the Car" from
the action menu.

Hitman 47 makes his


escape in style.

18
St. Petersburg
Maps
St. Petersburg
Stakeout
Even though Father Vittorio was not at the Sicilian villa, 47
has a debt to repay to the Agency. In exchange for infor-
mation on the villa, 47 agreed to take a contract. This is a
single hit in the city of Peter the Great.
Your target is an ex-KGB officer. He will attend a meeting
at 1300 hours in the Pushkin Building on Varosnij Square. It Metro Metro entrance
takes place in a room in the west wing on the second floor.
The meeting was arranged so you could make your hit.

Mission Objectives
Kill the general at the meeting
Don't harm anyone else attending the meeting
Return to the subway train to escape

Sewers Streets

Completing the Assignment


The meeting takes place
in the room behind this Leaving the Station
window.

The subway train drops


you off at the metro
station. After exiting
Mission Information the train, head straight
toward the stairs and up.
The subway provides your entrance and exit to and from the
hit area. Some weapons have been stashed in the subway
station in locker 137: a sniper rifle, pistol, and ammunition.
All access routes to the building where the meeting takes
place have been blocked by military patrols. However, a
sewer system runs underneath the area with several exits,
including one inside the subway station. In addition to the
weapons in the locker, there are a couple of uniforms near
Continue up the
the meeting location. A disguise as a Russian soldier will be
escalator to the side
helpful in moving around safely. There is no easy way into
locker room.
the Pushkin Building. Your best bet is to take a shot with a
sniper rifle from the building across the street. This
building is marked on the map.

Weapons and Equipment


9mm Pistol
Ballers Wait until the soldier
begins walking toward
Anesthetic
the lockers, then take
R93 sniper rifle (from Anathelma) him out with your
Ballers.

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Prima’s Official Strategy Guide

Tip
If you take the R93—which is superior to the
SVD—don't waste time at the locker. Instead,
rush to the sewers. If the citizens in the station
Drag the body behind
see you with either rifle, they will alert a guard.
the lockers so no one
can find it.

Head up the stairs


near the pillars and
turn left.

Then put on the


soldier's uniform as
your disguise.

Follow the corridor


around to an escalator.
Climb to the top, then
turn left down into
another room.
Now head back down to
the metro station where
you first arrived.

Head back into the


locker room where you
killed the soldier.
Go right toward the end
of the station where the
lockers are.

Walk over to the next


Find locker 137 and door and pick the lock.
pick the lock. Inside sit
a SVD sniper rifle, a
9mm Pistol, and ammo
for each.

20
St. Petersburg

Getting to the Apartment Making the Hit


Head north to the
With the door unlocked, apartment building,
open it and enter the hiding from the two
sewers. Follow the patrolling soldiers
tunnels around, turning behind the building or
left at every fork or the dumpsters. Wait
until the soldiers walk
intersection. You will
away from you, then rush
come to the south- in the door. If they see
ernmost ladder. you, they may start
shooting.

Climb the ladder but do


not stick your head out After entering, head to
of the manhole. Instead, the staircase and ascend
tilt your view so you can three flights to the
see around the outside fourth floor.
of the manhole.

Tip
The second and third floors of the apartment
have windows overlooking the Pushkin Building;
You are behind two
Look for an open window to shoot through. If
soldiers near a barricade
you try to shoot through a closed window, your shot will
and right in front of a be deflected causing you to miss the first shot. Since you
third soldier. If you pop only have time for one shot, don’t waste it.
up, he will see you and
start shooting.

Move through the


Locate the truck and rooms until you find the
then climb out of the one with an open
sewers and hop in the window giving you a view
back. Crouch down and of the meeting.
zoom out the view to see
where the truck is
headed.
Pull the trigger once
to bring up your sniper
scope view. Zoom in as
much as you can. Diana
The truck takes you
helps you discern
through a second which person is your
barricade, then stops target. He is the one in
behind the apartment the uniform seated
building from which near the window on the
you can snipe at your left side. Wait until
target. Get out of the your view stabilizes,
truck, and head for then take your shot.
cover behind a wall.
There are two soldiers
patrolling near the building to the north and two soldiers
positioned near a truck to your south. 21
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Prima’s Official Strategy Guide

Be sure no one is in the Retrace your route


way or behind the target, through the sewers
since you can't kill back to the metro
anyone else in the room. station entrance area.

The Escape

Immediately after your Exit the small room in


target is eliminated, the locker room where
head to ground level. the dead soldier is
Check your map located, then quickly
frequently to see if any run out and up the small
soldiers come to inves- flight of stairs.
tigate the apartment.

Before exiting the


building, check the map
of the street level and
Head down the
make sure the soldiers
escalator and past the
patrolling out back are
pillars down into the
walking away. Then rush
metro station.
out and hide behind the
dumpsters until the
truck arrives.

When the truck stops,


quickly climb in the back Continue to the subway
and ride it back to where train.
you initially boarded it.

While the truck blocks


the view of the one Once you approach the
soldier, climb back down doors the mission ends
the manhole into the as you make your escape.
sewers.

22
St. Petersburg

Alternate Tactics
There are several different ways to complete this mission.
Here are a few ideas, though in each you'll need to bring a
sniper rifle with you. To get the highest rating, follow
these steps and don't kill anybody but your target.

Instead of taking the


truck, exit the sewers
through a manhole in
the northeast. Just General Makarov Igor Kubasko
outside of it, by a truck,
is a Russian uniform. Mission Information
Before popping up and This mission may seem difficult at first. The park is
grabbing it, check the surrounded by guards—soldiers as well as Mafia muscle. If
map to be sure no you even try to get near the park they order you to leave
soldiers are looking in and then start shooting if you don't move fast enough.
your direction.
Shortly after the mission begins, the two targets arrive in
limousines. The general's limo parks south of the park
Not far from the while Kubasko's limo parks just to the north. Just outside
northwest manhole, a the park, to the southeast, is a stash of equipment hidden
single soldier looks near some dumpsters. Just about everything you need can be
out over the street. found there.
You can move behind
some buildings and Weapons and Equipment
sneak up behind him to
use the anesthetic to Ballers
knock him out. Be sure Anesthetic
to use it all, then take
his uniform. Use this Maps
tactic if you're bringing the R93 sniper rifle from the
previous mission.

After getting a
uniform, run toward
the front of the
apartment building,
careful to avoid the
soldiers patrolling in
front. As long as you Streets Sewers
don't get too close,
they won't become
Completing the Assignment
alarmed. After the hit,
head back to one of the Getting the Equipment
manholes while keeping your distance from soldiers.

Kirov Park Meeting You arrive on the scene in


Your debt with the Agency has now been paid. However, the a classy speedboat.
client for your last mission wants you to do another job.
Diana agrees to your fee of $300,000—triple the standard
rate. However, you don't do standard hits, and besides, you
have a reputation to maintain.

Mission Objectives
Collect equipment
Kill General Makarov
Kill his Mafia connection, Igor Kubasko 23
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Prima’s Official Strategy Guide

With nothing in your


hands and the car bombs
Start off by walking
in your suit, walk out
toward the park.
into the street toward
the nearby manhole.

Planting the First Bomb

Wait across the street


from the dumpsters
until the soldier
patrolling the area Climb into the sewers so
begins walking to you can move about the
the left. area unnoticed.

Cross the street so you


get to the dumpsters Head to the north-
just as the soldier is ernmost manhole to
walking away and not exit the sewers behind
looking at you. the building north of
the park.

Tip
You can kill the soldier near the stash if
necessary. However, to get the best rating for
the mission, you should avoid him by timing your By the time you get
actions while he is looking away. there, a chauffeur
should be walking by,
headed to the corner to
relieve himself.
Quickly walk over to the
stash and pick up two car
bombs. Move away. Leave
the sniper rifle or the
soldier may see you with
them and start shooting.
Sneak up behind him and
use the anesthetic to
knock him out cold. Be
sure to use all of it so
he won't wake up during
the mission.

24
St. Petersburg

Planting the Second Bomb

Now you can change into


the chauffeur's uniform.
Put away the bottle of Now head back into the
chloroform. sewers.

In your new disguise, Make your way through


walk around the side of the subterranean
the building and passages to the south-
approach Kubasko's limo. westernmost manhole.
The general's limo is
parked directly above it.

Climb to the top of the


Walk over to the limo ladder and plant the
and plant the first second car bomb. You can
car bomb. do this without exposing
yourself.

Make your way back


Then head back around through the sewer to
the building toward the the first manhole where
manhole. you entered the system.
Climb out of the sewer.

You might as well Then head back to the


change back into your boat to await the
regular clothes. It's a fireworks.
fine-looking suit.

25
[Link]

Prima’s Official Strategy Guide

Alternate Tactics

When the meeting is If you choose not to use


over, the two targets the car bombs, you have
head back to their limos. to do some sniping.
Start off by taking out
the soldier by the stash
so that no one can see
his body.

When they get in… Take his uniform as well


as the SVD sniper rifle
in the stash along with
the extra ammo.

…the bombs detonate. Cross the street and


head to the church with
the high tower.

This completes your


objective with the
highest level of Hide behind the
achievement because dumpsters to avoid the
you took out only the patrolling soldier. If
targets—if you only necessary, use the 9mm
knocked out the Pistol SD to take him
chauffeur and didn't out silently.
kill him.

Once both bombs


detonate, walk over to Pick the lock to the
the boat to make your side door of the
getaway. church and enter
without being seen.

26
St. Petersburg
The top of the radio
tower to the west of
the park is another
Take out the soldier at great spot for sniping.
the top of the tower. It can be accessed
You can shoot him through the sewer
before you get all the system. However, take
way to the platform. out all the soldiers
nearby before climbing
to the top. Once you
shoot, you are exposed
and should get down quickly and make your way to the
sewers for your escape to the boat.

The tower gives you a


Tubeway Torpedo
great view overlooking You have already neutralized two generals. Now you must
the park. assassinate a third. This general is interrogating people in
the basement of the military facilities just off Nevsky
Prospect. You'll find him in the maze of corridors that the
FCK headquarters comprises. You must also ensure that the
prisoner currently being interrogated survives the mission
and escapes with you. Since the other two assassinations of
generals, security has been beefed up.

Mission Objectives
Take aim while zoomed in Kill General Mikhail Bardachenko
and fire. Free the prisoner from the
second basement

With good aim, you can


take out both targets
with a single shot.
General Bardachenko

Mission Information
This mission can be tough if you do not use stealth and
cunning to infiltrate the HQ complex. All areas teem with
The only problem with
soldiers carrying automatic weapons; don't get into a
this tactic is that
firefight. Furthermore, if the general becomes alerted to
soldiers will rush up
your presence, he will shoot the prisoner—ending the
the tower to get you.
mission in failure. The mission requires you to accomplish
Pick up the AK from the
several tasks. First get a Russian uniform and find passage
dead soldier at the top
into the HQ. Get down to the basement levels and find the
of the stairs and get
prisoner. Finally, rescue the prisoner and make your escape.
ready to fight.

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Maps
Climb up the ladder,
but hold at the top and
look around outside
without exposing your
head. Wait until the
patrolling guard walks
away to the right.

The sewers The streets

Then pop up and move


behind the crates
for cover.

First basement of HQ Second basement of HQ

Completing the Assignment


If you don't have a
Getting into the HQ Complex silenced pistol, head
through these doors.
You begin the mission
down in the sewers
again. The only weapons
and equipment you carry
are what you had at the
Inside you find an
end of the previous
assault rifle and ammo.
mission when you made
Fire a round to attract
your getaway in the boat. soldiers, then kill them
Use the 9mm Pistol SD as they enter. Two or
pistol for silent killing. three should come after
If you have the SVD you. Once they are all
sniper rifle, dump it. You won't need it. down, take a uniform and
drop the assault rifle.
Then skip ahead to
picking up your supplies.

Follow the pathway To limit the number of


down in the sewer to the soldiers you have to
ladder designated on kill, watch the map to
your map. The one see when the two
marked with the large soldiers that come to
red arrow leads to the the eastern side are
Army Depot. both moving west and
the soldier in the far
west is not looking east.
Then run for the group
of three crates south of
the manhole.

28
St. Petersburg

There you find a


remote control bomb,
the remote detonator,
Hide here until there's a 9mm Pistol SD if you
another opening. don't have one, a phone,
a pager, night-vision
goggles, and ammo.
Grab it all.

Make sure all weapons


and equipment are
While no one is looking,
hidden on your person,
and while the southern
then move out toward
soldier on the platform
the truck. Don't get too
is walking away, rush up
close to any soldiers or
onto the platform and
they may see through
go after him.
your disguise and start
shooting.

Shoot him with the Quickly climb into the


silenced pistol while he back of the truck; it
is behind the two crates. drives off.

Then rush forward and The truck carries you


take his uniform. Drag across the map and into
the body directly behind the HQ complex, past
the crates if necessary two soldiers.
so the other soldiers
can't see it.

Find the General and the Prisoner

Holster your weapon When the truck stops,


and continue west to disembark and go to the
the stairs. Then get right around the truck.
down from the platform Walk past the soldiers
and head north to your and avoid letting them
stash of weapons and get too close. Make for
equipment. the door in the
southeast.

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Quickly open the door Head down to the


and enter the building. second door leading into
the control room.

Avoid soldiers as you


There’s an officer in the
head to the elevator.
control room.

Call the elevator up to Your disguise will keep


your level, then enter your identity secure;
it and choose "1st move smoothly into the
Basement" to begin your control room.
descent.

When the doors open,


exit and move down the Cross to the other
hallway. Stay away from side and exit through
soldiers or pass by them these doors.
quickly.

The next room contains


Turn left into the surveillance system.
the short hallway Take out the 9mm Pistol
leading toward the SD and disable all of
control room. the surveillance
cameras.

30
St. Petersburg
Now exit the room,
heading east, then
follow the corridor
south and then west.
Stop at the door to the
Head to the elevator and
officer's quarters
take it down.
shown here. Make sure
no soldiers are
patrolling nearby as you
pick the lock.

Inside, on a cot, lies an In the second basement


officer's uniform. Put it level, make your way
on so you can get past through the corridors
the soldiers guarding to the southwesternmost
the way to the second door. Keep away from
basement level. patrolling soldiers as
much as possible.

Exit the room and head


west again. Turn left
into the next short
hallway and enter the You have to pick the
room indicated on the lock, so make sure no
map, where you must blast one is looking.
your way into the subway.
Walk over to the brick
wall and drop the bomb.
It automatically arms.

Leave the room and Enter the observation


continue north and west room, where you can see
through the corridors the general interro-
to a security station. gating the prisoner.

Using the 9mm Pistol


Only officers are
SD, shoot the general
allowed past here. Since
through the glass, then
you have on the correct
jump through the
uniform, the soldier
broken window.
doesn't stop you.

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Run out through


Hitman 47 releases the the opening and into
prisoner. Be sure to the sewers. Move
pick up the Combat quickly because
Knife and pistol, then soldiers are running
holster them. to the blast site.

Make your Escape

Keep moving to this


door. Don't worry about
Head back to the the soldiers shooting at
elevator to make your you. If you stop to shoot
way back up to the first back, you'll get hurt.
basement level. Just keep running.

When both you and the


At the top, quickly prisoner reach the door,
move through the he uses a keycard to let
security station. If the you out and complete
soldier tries to stop the mission.
you, shoot him.

Invitation to
Head to the room where
a Party
you left the bomb. Your next assignment is to eliminate Vladimir Zhupikov, the
fourth general from the arms deal. He has defected to the
German Embassy and will be requesting asylum in Germany. It
is vital to your client that his briefcase is retrieved—it
contains a guidance system that the general will probably
try to peddle to the highest bidder in the West. There is a
party tonight at the embassy, and loads of glitterati and
socialites—a perfect cover for your assignment, so wear a
tux. Unfortunately, you don't have an invitation, and you can
Pull out the bomb expect security to be ultra tight. The Russians are furious
remote control and about the prospect of a former general defecting to a NATO
activate it to set off country. They have sent a Spetznatz agent to the party, so be
the bomb. careful.

Mission Objectives
Kill the general
Secure the briefcase
32
St. Petersburg

Completing the Assignment


Getting into the Embassy

You begin this mission on


General The German ambassador the riverfront east of
Vladimir Zhupikov the embassy.

Mission Information
Since the embassy is crawling with security, you have to be
careful how you conduct your hit. The general has secured
his briefcase in one of the embassy safes. Only the German
ambassador has the combination to the safes. Because of the
Spetznatz agent, you have to move fast. Expect him to try to
get to the briefcase and recover the missile guidance system Start by climbing the
for the Russians. To complete this mission successfully, you stairs.
have to infiltrate the embassy, then take out the general.
Once you have the briefcase, make your escape.

Weapons and Equipment


Whatever weapons and equipment you carry
over from previous mission
At the top, switch to
stealth mode and sneak
Maps around behind the waiter
taking a break. If you
walk or run, he will turn
around and look at you,
making it tougher to
deal with him.

Streets Embassy basement Use either anesthetic


or the fiber wire to
take down the waiter.
Anesthetic is best if you
have any since it will
not kill him. This helps
your rating.

Embassy first floor Embassy second floor

Pick up the door keys


from the waiter and take
his uniform.

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Move north along the


embassy's east wall. Walk
past the guard patrolling
Then drag the body out the wall. As long as you
of sight. don't stay too close to
him for any length of
time, he won't see
through your disguise.

You come to a side door


through the embassy
Make sure all weapons wall. Make sure no one is
are holstered, then looking, then pick the
head southwest toward lock. Check the map to
the stash left for you by be sure the guard on the
the Agency. other side of the wall is
not nearby.

When the coast is clear,


It lies behind a dumpster enter the embassy
south of the embassy. grounds and run toward
the building.

In the box you find a 9mm Follow the driveway


Pistol SD, ammo for the down to the basement
pistol, and a bottle of level and go through
poison. the door.

Once you have Keep your distance from


everything put away on the guard near the limo
your person, head as you make your way
northeast. through the garage.

34
St. Petersburg

Head down the hall;


when you see the double
doors to the kitchen, Once the drink is ready,
duck into the storage go out into the main
room on the right. lobby and through the
doors into the ballroom.

While in the storage


room, check the map to
see where the guard is
in the kitchen. Wait Walk up to the general
until he either leaves and offer him a drink. He
the kitchen or moves to takes it from you, drinks
one end. it, and runs out of the
ballroom.

A Drink for the General

Enter the kitchen and The poison works


walk up to the bottle quickly. Shortly after
of champagne. Pick up reaching the water
a glass. closet, the general dies.
And you didn't even have
to hide the body.

Tip
Use the map to keep track of several key
players in the mission. Both the general and the
The Race for the Briefcase
Spetznatz agent appear as red circles while a
white circle represents the ambassador. While you are in the
ballroom, watch for the
Spetznatz agent. If you
see him approach the
Exit the kitchen ambassador, he is holding
through one of the him up. He will take him
double doors— upstairs and force him to
whichever one is open the safe.
farthest away from
the guard.

As you head upstairs to You need to get up to


the first floor, pull out the second floor and
the champagne flute. fast. However, the main
Then take out the staircases in the lobby
poison. You automat- are watched carefully.
ically pour some of the
poison into the
champagne—creating a
deadly cocktail.
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The Getaway

Instead, head to the rear


stairs in the embassy's
northeastern corner. Holster your weapon
and then get out.

Use the map to see


where the two are
headed. They will go to
one of two offices. One Tip
is in the southwest and If guards start shooting at you while you have
the other in the the briefcase, run away as fast as you can. The
southeast. There are last thing you want to do is stop and shoot back.
four safes—two on each That would give other guards time to catch up and get
floor in the southwest into the firefight.
and southeast. They are
marked on the map.
Whichever office the agent and ambassador go into, enter
the connected room next door.

Take the main staircase


Walk over to the door
down to the lobby…
and pull out your 9mm
Pistol SD. Carefully
take out the Spetznatz
agent with a single
round to the head after
the ambassador has
opened the safe.

…and walk right out


the front door. As
usual, move quickly past
Be ready for a guard guards so they don't see
who may enter if he through your disguise.
hears the commotion.
Take him out before he
sounds an alert.

Once you get outside,


you are almost home
Walk over to the opened free. Look to see where
safe and pick up the the guards are patrolling
briefcase. and avoid them.

36
St. Petersburg

Alternate Tactics

If you don't have any


Head to the door in the scruples, you can achieve
eastern wall. your objectives much
quicker. From the start,
go get your supplies,
then take out the guard
patrolling outside the
eastern wall.

Put on his clothes and


Keep running all the way
go in through the front
toward the river.
door. Don't let any
guards get too good of
a look at you, though.

If you are not being Use the map to locate


chased, change back into the ambassador and
your signature suit. follow him into an
office. Take him out
with a silenced pistol.

Descend the stairs to Pick up the safe combi-


your waiting boat to nation from his body,
complete the mission. open the safe, and grab
the briefcase.

When you open the Head downstairs into


briefcase, you see that it the northwestern
does not contain the hallway. The general
missile guidance system. walks between the
Instead, it has money and ballroom and a room in
stock certificates for this hallway. Shoot him
Japanese corporations. with the silenced
Looks like you are pistol, holster it, and
headed to Japan. run for your boat.

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Japan
Maps
Tracking Hayamoto
Your next set of missions takes you from Russia to Japan. Your
client wants you to eliminate Masahiro Hayamoto, a well-
known arms dealer. However, you have no details on his
secret hiding place. His son, Masahiro Hayamoto Jr., and
Tanaka Kusahana, a top leader of the Yakuza, are having a
business meeting. Though the location is remote, there is
still a lot of security. You must plant an electronic tracking
device on Hayamoto Jr., then eliminate him so his corpse will Outside Inside
lead you to his father.

Mission Objectives Completing the Assignment


Kill Hayamoto Jr.
Plant bug on Hayamoto Jr.'s corpse You Need a Disguise
Escape You begin inside the
compound, but in the
yard outside the main
building where the
meeting is taking place.
There are four guards.
Two patrol the path near
you, one patrols near
the garage, and a fourth
is by the front door.

Masahiro Hayamoto Jr. Watch the guard at the


front door. When he
goes inside and shuts the
Mission Information door, wait a few seconds
This mission can be tough because the place is crawling with for the two guards on
Yakuza thugs. A little creativity goes a long way. There are the other side of the big
no open windows, so you can't use a sniper rifle for the hit. rock to move toward the
You have to place the transmitter on the corpse. Since main gate, then take off
Hayamoto Jr. never leaves the dining room, you have to find a for the garage.
way to place the transmitter and kill him from a distance. He
is having a meeting during his meal. Maybe you can use the
food to make it Hayamoto Jr.'s last meal.

Weapons and Equipment Watch the guard in the


driveway. He keeps his
Anesthetic back to you, but don't
9mm Pistol SD get close enough for
GPS Transmitter him to hear you.
Ballers

38
Japan

Head for the first Sneak up behind him


garage door and open it. with the fiber wire and
When it is high enough, take him down. Change
enter the garage and clothes and then drag
close the door. the body to the other
side of the car.

With your disguise in


The map shows a guard place, exit the garage.
inside the building, next Go through one of the
to the door to the large doors—be careful
garage. He has a disguise to close it as you leave.
you could use. You don't want anyone to
see the body.

Into the Kitchen

Walk over to the car and Walk north around the


honk the horn. That east side of the garage
lures the guard out into toward the small garden
the garage. in the rear.

Look around the corner


Rush over to the left of the building to check
side of the door, near out the guards. Use the
the large doors. maps, both inside and
outside.

Wait until there is


only one guard outside.
Then, while keeping
The guard walks out past your distance and using
you, and continues to obstacles for
the car. concealment, head
around to the
north side.

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Wait to the right side When it is clear, go


of the door. Get the through the kitchen and
anesthetic ready to turn left. Go through the
pull out. door on the left.

When the cook walks Inside, on a crate, lies a


out for a break, sneak fugu fish. This fish can
up behind him and be extremely poisonous
knock him out. Be sure if not prepared
to use all of the correctly. That is just
chloroform so he won't how you like it, so cut
wake up too early and off a piece.
spoil your plans.

Before leaving the


room; check the map for
Drag the body out the patrolling guard.
through this gate and You don't want to run
hide it around the into him up close—he
corner. will know you are not
the cook.

When it is safe, go back


to the kitchen and walk
Change disguises so you up to the plate on the
look like the cook. Head left. Place the fugu fish
to the kitchen door. and the GPS transmitter
on the plate

Time to Leave
With this task accom-
Before entering the plished, get out of the
kitchen, switch to the kitchen. Exit through
map and watch for a the door you entered.
guard who patrols Check the map to make
through the kitchen. sure there is only one
Make sure he is either guard in the north-
outside or in the eastern garden, then
central hallway. make your way toward
the garage.

40
Japan

With both of your


Still in your cook's objectives completed,
disguise, return to it's time to get to safety.
where you began the Wait for the two guards
mission. to move away from the
main gate or run for it.

Hide behind the rock


like in the beginning Once you reach the gate,
while the rest of the the mission ends and you
mission plays out. are safe.

Hidden Valley
The Agency has been monitoring the GPS tracking device you
A waitress comes into planted on Hayamoto Jr. Because of your fine work, they have
the kitchen and picks up been able to track down Hayamoto Sr., who hasn't been
the plate of sushi you registered in public for more than 15 years. Hayamoto Sr. has
helped prepare. emerged at one of his castles in central Japan, making this
assignment tricky. You have to make your way through tough
security and bypass electronic surveillance to gain access to
the castle undetected. Take out the power grids to the
alarm units. The whole area is studded with tripwires,
guards, substations, alarm units, guard towers, etc. Strategic
planning is important—all of their systems are on high
alert—so carefully consider your moves. Your equipment is
hidden in a truck outside the entry gates.
She serves it to
Hayamoto Jr. Mission Objectives
Get the equipment if needed
Find the secret passage

The sushi does not agree The equipment is by the


with Hayamoto Jr., and wall near this truck.
he drops dead—with the
GPS transmitter inside
his body.

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Mission Information
This mission is divided into two parts. For the first part, find
the secret passage leading to Hayamoto's castle. There are It waits near the
two routes. If you travel over land, you'll deal with of northeast corner of the
patrolling guards and snipers in guard towers. The second large concrete
route passes through an underground tunnel, also heavily structure, which is the
guarded. However, trucks constantly go back and forth entrance to the tunnel.
through this tunnel. Hitch a ride, but be careful. At a
checkpoint in the tunnel, the guards search the trucks. Your
strategy should involve both overland and underground
movement.

Maps
Hold at the corner of
the structure and watch
for the nearby guard.

The valley Underground tunnel

Stay out of sight as he


Completing the Assignment walks toward you. When
he turns around and
walks away, sneak up and
Getting the Equipment use the fiber wire to
take him out.

You begin this mission


outside in the snow. The
weather provides cover
for you, but stay at a
distance from all Take his uniform and
enemies. SMG-SD6, then head for
the truck. Get the
Crossbow and the
Night-Vision Goggles
near the wall.

Head east following the


ridgeline toward the
truck containing your
equipment.

42
Japan

Tip
The crossbow functions like a sniper rifle. It is
single-shot, needing to be reloaded after every
time you fire. Its scope allows you to target
Go through the door
enemies at long range. Remember, the crossbow is silent. into the side chamber
and use the map to
locate the patrolling
guard.

With your new outfit


and equipment, head
west toward where you
began the mission. Watch
for a guard patrolling
near the entrance to
the tunnel. Drop the crossbow and
take out your SMG-SD6.
Stand to one side of the
door and wait.

Trucks from the tunnel


stop outside near the
woods on a regular basis.
Wait for one to arrive
and hop in. When the guard walks
through, take him down.
Pick up some more ammo
for your SMG. Don't
forget your crossbow.
The truck carries you
into the tunnel and past
all of the guards. While
you are riding, switch to
the map view. It shows
five squares along the
tunnel route. These are
places where you can
access the surface. Near Make your way through
the third access, the
guards stop the truck the chamber to the
and search the back. ladder.

When the truck stops


briefly near the second
access point, get out. Climb it to the surface.
No one lurks near the
top of the ladder, so
climb out without
being seen.

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Climb down the ladder.


Before you get too far
Turn and head south. In down, switch to the map
the distance and on the view of the tunnel and
map, see a solitary make sure there is not a
patrolling guard. guard directly below. If
there is, wait until he
leaves the room.

Bring up the crossbow


and aim for his head. A
single bolt to the head Set up an ambush by
will kill a guard.
standing to one side of
However, if you only hit
his body, it may take two the door with your SMG
or three bolts, and the ready. When the guard
crossbow takes a few walks in, let him have it.
seconds between shots
for reloading.

Grab more SMG ammo,


Once the guard is down, then head for the door
gather some additional leading out into the
SMG ammo from him. tunnel.

Now head east. You don't Out in the tunnel, wait


have to worry about any for a truck headed east.
more guards.

At the end of the small When it stops, hop


valley is an access point into the back for
to the tunnel below. another ride.

44
Japan

Maps
You'll go through a
large group of guards
near the exit of the
tunnel. Stay in the
truck. They won't
search it.

Valley Castle

Completing the Assignment


Once the truck leaves
the tunnel and stops Along the Ridgeline
outside, hop out.

The mission begins with


you in your cold
weather outfit.

The secret passage to


the castle is to the
south. Enter it to
complete the mission.

Head southwest toward


the ridgeline.
At the Gates
This mission is a continuation of the previous one. You have
arrived at the castle complex and must find an entrance
into it.

Mission Objectives
Get up on the ridge and
Get to the castle undetected follow it around to the
Wait for briefing on the alarm grid castle. This is the long
way to the castle, but it
Mission Information puts you where you need
The first part of this mission involves crossing a lot of open to be. You'll avoid
territory. Try to avoid guards as much as possible, using the several patrols.
crossbow when necessary to deal with them at a distance.
Once you get to the castle itself, deactivate the alarm
system by shutting down its generators. One is outside the
castle and the other two are inside. Watch for the ninjas
hiding in the rafters. They kill you quickly with their katana
swords and jump around a lot, making it hard to hit them
with any weapon.

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Stay in the trees Continue east with the


whenever possible, using hillside to your right.
them for cover.

You come across another


Near the trees, you come guard patrolling the
across a guard walking ridgeline. Again, use
alone. another long-range shot
to take him out.

Deactivate the Security System

Crouch down and take As you approach the


aim. Get a clear head castle, Diana shows you
shot so you can drop him the location of the
with a single bolt. first generator. It is
on the eastern wall of
the castle.

Take his clothes so you


can move about with less Take out the guard near
suspicion. the generator with the
crossbow.

Drag his body back into Head for the fence


the trees and out of surrounding the
sight of the patrols generator. The gate is
down below. on the northern side.

46
Japan

Once inside the fence, Turn right at the top


walk over to the and head to the south.
controls and shut down Watch out for snipers in
the generator. This the windows. If you move
allows you to access quickly, they usually
parts of the castle. will not see you.

Head south, then west The second generator


around the front of the is ahead.
castle.

The front entrance is Shut it down to


now open with the deactivate more security
security system down. systems.

There is one more


generator you need to
As you approach the shut down. It doesn't
entrance, watch out for appear on your map.
a patrolling guard. Head north, then east
up this ramp.

Go through the door at


When it is clear, run in the top, then straight
and up the stairs. across to the next door
and outside again.

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A guard patrols this


area. If he is far away, use
the crossbow to take him Continue to the corner
out. Also watch out for and turn right.
another guard nearby.

Head to the door at the


end of the building you Make another right turn
just left. If you move and enter the castle
through the building, building through a
ninjas drop down on you security field that is
from the rafters above. now down.

Inside, the third


generator is to Head upstairs and into
your right. the main castle complex
to complete the mission.

Watch out for those Shogun Showdown


ninjas. If you don't
get too close or shoot This castle, Katsuyama-Jo, is the headquarters of Masahiro
at them, they will Hayamoto. Your objective is to track down Hayamoto and
let you be. eliminate him, then get away safely with the missile guidance
system in his possession. Although the
squeaky fortress may look obsolete, make
no mistake—it's equipped with all the
latest electronic security measures. On
Into the Castle top of that, the place is crawling with
security guards at the lower levels and
Hayamoto's handpicked Yoyimbos at the
top. Approach this assignment with the
Head back outside utmost caution. These people are ruthless,
and go north. Turn fanatical, and clever.
left and go west
through the deactivated
security field.

48
Japan

Mission Objectives
Move quietly to the
Eliminate Hayamoto wooden door ahead and
Secure the missile guidance system to the left. The door
Escape the castle looks like part of the
paneling. If you are not
quiet, the two guards at
the top of the stairs to
your left will come
down to investigate.

Masahiro Hayamoto Locations of objectives Head up to the first


level.
Mission Information
This mission can be difficult unless you use your brain. The
missile guidance system is down in the museum beneath the
basement. Hayamoto, on the other hand, is on the sixth floor
and heavily guarded. If he becomes aware of your presence,
he will rush down to the museum, then head for his
helicopter and escape. Don't alert the guards—until you are
ready. Since Hayamoto is very difficult to kill in his room at At the top, walk over to
the top of the castle, lure him down for the hit. the door and check the
map for a guard in the
Maps room on the other side.
When he walks away
from you, open the door.

Use the crossbow to


Outside Inside make a head shot and
drop the guard with a
Completing the Assignment single bolt.

The Bomb

You begin the mission in


the entrance to the
castle. You wear your
original cold weather
gear. You'll need a
guard's uniform for a
disguise.

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Drop the crossbow and


quietly walk toward the
body. Walk on the wooden
Follow the passageway
beams. Walking on the old
into one of the castle's
wood floorboards causes
wings.
them to creak and the
guards in the other room
to come in.

Pick up the SMG-SD6


from the dead guard, After going through
then get it ready to fire. another door, turn right
Make noise by stepping and grab a keycard from
on the old floorboards, a shelf. This allows you
then gun the two guards to get through the
down as they enter. security system.

You need a disguise.


Take the clothes from You now need to get to
one of the guards. the southern wing of
Holster your weapons the castle. Head west
or guards may become and then south through
interested in you. the hallways.

Once you are ready, head A few ninjas hide up on


down the flight of stairs beams in the rafters.
in the room. Walk past them and
they'll leave you alone.

Enter the room in the


southern wing marked on
At the bottom, turn the map. There are a
right and go through a couple of guards in the
wooden door. corner, but they are
occupied and will not
bother you.

50
Japan

The Missile Guidance System


Once the bomb is armed,
head north and jump off
Walk over to the other
the helipad, then go
doorway and deactivate
into the northern wing.
the lasers.
From there, enter the
passageway through the
door next to the shelf
where you picked up the
keycard.

Enter the next room and


pick up the bomb and Head upstairs to the
remote control. room with the squeaky
floor.

Deactivate the laser


again as you exit the Use the keycard to get
room. Continue out to through another laser
the hallway. security checkpoint.

Now that you have the


bomb, move out into the Turn right and head
courtyard and walk up downstairs to the
onto the helipad. basement.

Walk up to the Cross the room to the


helicopter and plant other side and go
the bomb. through the door.

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Continue across the


room with the squeaky
Go down another flight floor to the door by
of stairs to the museum. where you dropped the
crossbow. Pick it up, then
go downstairs to where
you began the mission.

The Hit and Escape

Go up and sound the


Use the keycard again to alarm on the third
get past another laser floor. Switch to the
checkpoint. SMG-SD6 and take care
of any guards who come
down to investigate.

Hayamoto heads down to


the museum when the
Walk up to the missile alert is sounded. After
guidance system and seeing that the missile
pick it up. guidance system is gone,
he breaks for the
helicopter.

Exit the museum


Observe his movements
through the same door
on the map or by peeking
you entered. There is a
up the stairs. When he
guard outside the other
gets in the helicopter,
door, so keep your
use the remote control
distance.
to detonate the bomb.

Head upstairs to the With two objectives


basement, cross over to completed, head out the
the other side, and go up passageway to make your
to the first floor. escape and finish the
mission.

52
Malaysia

Maps
Basement Killing
The Agency has a neat little mission for you in Malaysia.
Kuala Lumpur is home to the headquarters of a talented
hacker and kleptology expert, Charlie Sidjan, who has stolen
a valuable piece of software. It works as a key signature in
military software and was until recently the exclusive
property of the U.S. government. With this nifty piece of
software in the hands of an adversary, any incoming missile
will be detected as American, which renders missile shields
worthless. Your client wants you to retrieve this piece of Ground floor Basement
code and exterminate Charlie Sidjan and all records of this
code. He is running his business under cover of a company
called Carniwarez Inc. Computer Systems. Its network is
completely inaccessible. Your objective is to assassinate
Charlie Sidjan and place a small dongle on the main server
of Carniwarez Inc. Computer Systems. Security includes
guards everywhere, closed-circuit surveillance of all areas
and elevators, metal detectors, and so forth. Once you have
taken care of Charlie, continue to the direct elevator to
the Carniwarez main office to shut down some of the
Lower basement
surveillance systems by the elevator.

Mission Objectives Completing the Assignment


Find and kill Charlie in the basement Creating a Diversion
Disable the surveillance system for the direct
elevator

You begin the mission in


a telephone booth in
the lobby of the tallest
building in the world.

Charlie Sidjan

Mission Information
This mission requires creativity. To get to the elevator that
leads down to the basement, you need a disguise and some Head east.
method of getting your weapons through the metal
detectors. Once in the basement, you have to get past several
guards to access the door to the lower basement where
Charlie works alone. Finally, disable the security system to
use the direct elevator.

Weapons and Equipment


Fiber wire

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Go through the door to


the security department.
A single guard patrols
back and forth between Head west across the
two rooms. Wait until lobby to the fire
he leaves the room department.
designated on the
map and enters the
eastern room.

Down to the Basement

Walk into the The smoke bomb sets off


western room. a fire alarm. Wait for
all the firefighters to
exit their offices, then
rush inside.

Go to locker 137, open


it, and take out the
pistol, ammo, and On the northern side
smoke bomb. of the room is a
firefighter's suit.

Pull out the smoke bomb


and use it; 47 arms it and
drops it. Put it on and grab the
fire axe.

Head out of the office


Get out of there. to the metal detectors.
You pass through
without a problem since
they assume you're
headed to a fire.

54
Malaysia

Descend a couple of
Continue on to the flights of stairs to the
elevator. lower basement.

The Hit

Call it and head down At the bottom, pick the


to the basement. door's lock.

Charlie is at the
Your disguise works in opposite end of
the basement. the room with his
back to you.

Sneak up to him. Watch


out for the potato chips
and other garbage on the
floor. It makes noise if
you step on it. If you get
Walk right into the close enough, use the
security office. fire axe or fiber wire.
However, if Charlie
runs, bring out the 9mm
Pistol SD and drop him
before he can escape.

Once Charlie is
neutralized, walk over
Go through the door to the computers to
next to the elevator. report in.

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Now return to the Put on his uniform, then


security office on the hide his body in one of
basement level. the stalls.

Shoot the computer in


the corner to disable
the security system on Go to the food
the direct elevator. If delivery office and
there are guards in the pick up a pizza.
security room, take them
out first.

Since you cannot get


through security with
Get in the elevator to your pistol, go to the
complete the mission. laundry room in the
eastern part of the
building and drop
your pistol down the
laundry chute.

Hitman 47 rides up to the


next mission. Then you can go through
the metal detector
without any problems.

Alternate Tactics
There is another way to
accomplish this mission.
Get your equipment and Down in the basement,
go to the men's pick up your pistol in the
restroom in the west. laundry room. Then take
Wait for the pizza the pizza to the security
delivery boy to show and room and down to the
take him out. If you bring lower basement.
anesthetic, just knock
him out instead.

56
Malaysia

Completing the Assignment


Charlie will probably
recognize that you are Acquiring a Keycard
not the normal delivery
boy and try to get away.
Shoot him before he
gets to the door.
Continue through the The direct elevator
mission as normal. takes you to the office
floor of Carniwarez Inc.

The Graveyard Shift


You must now place the dongle on the master server,
situated in a locked and air-conditioned room. That way, your
client can access the system and retrieve the encoded infor- Check the map to locate
mation. Only the system administrator's keycard will get you the kitchen, then walk
into the room. On this floor, guards patrol at regular quietly to that room.
intervals. Some staff work late; hopefully, the system admin- Remember, there are two
istrator is one of them. guard stations near
you—one to the east and
one to the west.
Mission Objectives
Plant the hacking device
Find an exit By the counter, a web
camera faces a pot of
coffee. Take out your
silenced pistol and shoot
the camera. If you switch
to the map view, you will
see a white circle
headed your way. That is
the system administrator
coming to check out the
situation.

The server

Mission Information Stand to the left of the


door and wait. The
This mission is straightforward. You first need to get a system operator walks
system administrator keycard, then access the server. Once past you and over to the
you have planted the hacking device, you have to escape. destroyed camera.

Maps

Either silently shoot


the system administrator
or knock him out
with anesthetic if you
have some.

Office floor
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Take his clothes for


your disguise and then Head back to the main
drag the body to a central hallway.
corner of the room—
out of sight.

Unfortunately, the
system administrator Go north to the end
left his keycard back at hallway where there are
his office. You have to two locked doors.
go get it.

Head through one of


the large offices filled Use the keycard to get
with cubicles to the through the door on
hallway running along the left with the
the western side of yellow access panel.
the floor.

Walk to the system Inside is the company


administrator's office server.
and open the door.

The keycard lies on the Walk up to the system


table next to the and plant the hacking
computer. There is also a device.
pistol and ammo.

58
Malaysia

Climb out onto


Once your main the skybridge. Weave
objective is accom- your way around air-
plished, exit the room. conditioning units and
strings of lights.

If you keep quiet, you


can slip past a couple of
Turn right at the guards patrolling the
central hallway and area. Even if they see
head for one of the you, it's best to run
offices with the away instead of
cubicles. engaging them.

Work through the maze Get to the basket at the


of cubicles to the end of the skybridge to
western hallway. Avoid complete the mission.
contact with any
employees or guards.

The Jacuzzi Job


You have been informed that your bonus
You eventually come to target is indeed a twin playboy, with a
a large window passion for women and expensive art. He's
overlooking the got plenty of both, including a valuable
skybridge. 16th-century statue. Security is tight. Your
client would prefer if you could make this
look like a simple burglary gone bad—so
kill the target, steal some valuables, and
escape by the elevator.

Mission Objectives
Kill Charlie Sidjan
Take out your silenced Steal the money
pistol and shoot out one Steal the statue
of the panes of glass.

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Be careful as you walk


around the windows so
the people inside do not
see you.

The priceless statue The money in the safe

Mission Information
This mission does not appear difficult. There are only two
guards, a secretary, and four other women as well as the
target. However, all four of the bikini-clad women are
packing heat. If you rush in shooting, you'll have to deal with When you get to the
them. Shooting should be your last resort. If the alert is eastern balcony, hop
sounded, additional guards will charge up the elevator. over the wall.

Maps

Walk up to the double


doors on the right.

Penthouse apartment

Completing the Assignment


Getting Inside

Look through the


keyhole or use the map
view. Watch the
You begin on the secretary at the
ledge outside the computer. You can also
target's suite. see her movements on
the map view.

When she gets up from


Crouch down and make
the desk and exits the
your way along the
office, rush into the
ledge to the other side
room and out through
of the suite.
the door on the left.

60
Malaysia

Head right through the Walk up to the painting


door across the hall and and open it to reveal
enter the control room. the safe.

Turning Off the Lights

On the northern wall, a


fuse box sits near the Open the safe and pick up
security console. This the money. Don't worry
controls the security about closing it.
system for the safe,
statue, and the lights.

Destroy the fuses to


shut off all power to By now a guard should
the suite. Watch the map be approaching the
view. Wait for the office. Stand to one side
secretary to run out of of the door and take him
the office, and make sure out with a silenced
no guards are around. pistol.

Note Note
There are night-vision goggles on the table in the Keep an eye on the map view while in the office.
living room; however, you can usually see better You may have to deal with the guard before
in the dark than with the limited field of vision opening the safe.
the goggles provide.

Take the guard's uniform


and drag the body
When it is clear, go back completely into the
across the hallway and office if necessary.
into the office.

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Head back into the room


with the fuses and stand While still near the
to the side of the door, door, sidestep to the
away from the fuses. left until you can see
Wait for the repairman Charlie's head sticking
to arrive and then out of the water. Take
knock him out with the out the 9mm Pistol SD
anesthetic, or you can and put a single round
shoot him with the 9mm through his skull.
Pistol SD.

Head through the Turn around and get out


double doors out onto of the room, holstering
the balcony, then inside your pistol as you go.
to the living room. Head down the hallway.

Grab the statue off the Make your way to the


display and move toward elevator before
Charlie's Jacuzzi room. reinforcing guards
can arrive.

And Now…the Hit

Once in the elevator,


Holster your weapon to you are safe and have
walk past the other completed yet another
guard or other people mission. Say goodbye to
without them recog- Malaysia.
nizing you and sounding
an alert.

Enter the Jacuzzi room.

62
Nuristan
Weapons and Equipment
Murder at the Bazaar 9mm Pistol SD
Ballers
Your services are required again, and this time you have to
prove you're worth the money. Your client has lost some Anesthetic
cargo, which he wants back at any cost. It appears to have Combat Knife
been stolen by renegades, armed to the teeth. The cargo is
hidden in the desert. Maps
This is a two-stage mission. Eliminate Lieutenant Ahmed
Zahir and get a map from him. It shows the location of the
cargo. He's quite weak, has a pacemaker, and goes for a nap
every day after noon prayers, so that's a good time to
eliminate him without raising any suspicions. If the alarm
sounds, the mission fails. The lieutenant is well guarded
behind locked doors, where only his trusted bodyguards have
keys and access. Both his and the guards' quarters are in
front of the palace. When this is done, you have to kill
Colonel Mohammad Amin and steal the key he's holding. It's
an important part of the cargo.
The village
Mission Objectives
Eliminate Lieutenant Ahmed Zahir Completing the Assignment
Get map of location of warheads from The Lieutenant's Nap
lieutenant
Eliminate Colonel Mohammad Amin
Get key from colonel
You begin in the south-
western corner of the
village.

Lieutenant Colonel
Ahmed Zahir Mohammad Amin Race northwest toward
the lieutenant's house.
Run all the way to get
Mission Information there before the
You begin this mission with a disguise appropriate for the patrolling guards.
locale. It will get you into the bazaar and past the guards if
caution and the proper routes are used. Take out the
lieutenant first and get the map. Use the lieutenant's
clothes as a disguise while you go after the colonel. It's
important you know your way around the village. While being
pursued, it's easy to take a wrong turn into a dead end. Use
the map and scout around so you know where you must go and
how to get there. Hide behind buildings, walls, and crates Head around to the back
and other objects as you sneak around. It is vital that you do door without the guards
not alert the guards. If the colonel learns of the in front seeing you.
lieutenant's death, he will run for the palace and the
mission will fail.

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Use the anesthetic on


the lieutenant. Because
The back door is locked. of his weak heart, the
Quickly pick it. anesthetic kills him
rather than knocking
him out.

A couple of guards have


When you get the door entered the house and
open, walk inside. are standing downstairs.
Running might alert Quietly take the map
guards or wake the coordinates and the
lieutenant. lieutenant's clothes.

Go upstairs to the Holster all weapons and


second floor where the equipment, then head
lieutenant sleeps. downstairs.

Move quickly past the


When you get to the top, guards and out the back
use stealth mode to door before they
sneak across the floor. recognize that you are
not the lieutenant.

The Hit at the Bazaar


Move west, then south,
and then east, all the
way to the eastern
entrance of the bazaar.
Pull out the anesthetic There are guards
and approach your patrolling outside, but
target. if you walk past them at
a distance while wearing
your lieutenant's
disguise, they will not
sound an alert.

64
Nuristan

Locate the colonel and


his guard. Keep back and Head toward the
don't let them get a eastern gate, which is
close look at you. your exit point.

Even if you are being


When both of their shot at, keep running
backs are turned, pull and the mission will
out the 9mm Pistol SD. end when you get to
Shoot the guard in the the gate.
head, then the colonel.

Alternate Tactics
If you want to try a
Pick up the key from the more elaborate hit on
colonel's body and the colonel, take out
holster your weapon. the two guards on the
Since no other guards lower level of the
saw you make the hit, lieutenant's house if
they won't suspect you they enter. Since their
backs are to the stairs,
immediately—unless
a couple of rounds
they see you carrying a
from the 9mm Pistol
weapon. SD will keep them
quiet—and prevent them from discovering the
lieutenant's body.

Walk out through the


eastern entrance to the Exit the house and head
bazaar. north through the
arches.

If the guards become


Your destination is the
alarmed, start running.
guard's quarters right
next to the palace gate.

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Head toward the center


If no one is looking,
of the bazaar. There is
head through the
no entrance there, just a
front door.
little building.

Inside is a sniper Climb up the ladder,


rifle and some ammo. then up stairs and crates
Grab it all. to the top of the bazaar.

Check the map to see


where the patrolling Look down through the
guards are. If they are open windows to locate
near the front door, the colonel doing some
climb the ladder to shopping.
the roof.

Climb down another Zoom in with the sniper


ladder on the back side scope and take out the
of the building to colonel.
ground level.

Head toward the bazaar


Drop the sniper rifle and
using crates as cover so
return to the ladder to
the guards do not get a
climb down to the
good look at you with
ground level.
the rifle.

66
Nuristan

Mission Information
This mission is tough because it relies on quick and accurate
sniping. Your first task is to get a guard's uniform. Carry the
MI95 sniper rifle around the village without causing an
You have to enter the
alert. Find a high position for firing on the motorcade while
bazaar to get the key off
it is still outside the city. Finally, after making the hit, you
of the colonel's body.
need a means of getting to the exit point.

Weapons and Equipment


MI95 sniper rifle

Maps
Since someone probably
saw you up on the
rooftop with the sniper
rifle, you will have to
shoot your way to
the exit.

The Motorcade The village

Interception Completing the Assignment


Your next target is a local khan, Abdul Bismillah Malik. You Getting a Uniform and a Rifle
won't have any trouble recognizing him—his picture is on
posters all over the city. He's currently trying to sell the
cargo to the U.N., which is here to check out the goods
later today. The khan is returning to his palace with a
contingency of U.N. troops. They arrive from the east along
You begin the mission in
the road. Eliminate him before he reaches his palace—but
the southwestern part
without harming any of the U.N. soldiers. It would be detri-
of the village.
mental to business. The villagers are a bit edgy; if they catch
a foreigner carrying big guns around within their perimeter,
watch out.

Mission Objectives
Find your contact—get the weapons
Kill the local khan

Head north, making your


way to your contact with
the weapons.

Abdul Bismillah Malik, The khan's limo


the local khan

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Walk toward the area Continue on to the


directly east from your contact. He provides you
contact. Guards patrol with a MI95 sniper rifle
this area. and some ammo.

The Perfect Place for Sniping

Wait in this corner Tip


for the guard walking While the roof of the mosque appears to be a
south to pass by you and great sniping spot, it is in the wrong place. You
for another single will never have a clear view of your target.
guard to walk past you Instead, you will probably hit a U.N. person sitting next to
going north. the khan in the back seat.

With your heavy rifle,


exit the contact area
and head southeast
When no villagers are toward a couple of
around, sneak up behind buildings with a plank
the northbound guard between them.
and take him out with
your 9mm Pistol SD.

Head up the stairs…


Drag his body to where
the contact is waiting
and hide it in an alcove.

…across the plank…

Take the guard's clothes


for your disguise.

68
Nuristan

The Escape

Now it's time to get


away. Descend the
…and up the ladder.
ladder or jump to the
building below. Don't
jump to the ground from
the sniper perch. The
fall is deadly.

The top of this building Drop the sniper rifle and


provides an excellent hop down to the ground
perch for sniping at the below. The U.N. soldiers
motorcade. are looking for the
assassin.

The motorcade drives


north up the road to the Make your way quickly to
east, then turns west the southeastern part of
toward the village. the village wall.

As it approaches the
gates, target the engine Exit the village through
of the lead U.N. jeep. Be this hole in the wall to
careful not to hit any complete the mission.
U.N. soldiers.

Alternate Tactics

The damaged jeep stops


Instead of shooting at
the motorcade. This
the motorcade before it
gives you just enough
gets to the village, wait
time to take aim at the
until it passes you by.
limo. The khan sits in
The walls west of your
the center of the back
perch offer protection
seat. Take careful aim
from enemy fire.
and shoot.

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Tip
If you are not concerned with a high body count,
take out all of the guards in the village, or at
Tunnel Rat
least those patrolling near the building you use Your assignment is to eliminate Lieutenant Yussef Hussein,
as your sniper perch. That keeps the guards from shooting commanding officer of an underground base. Secure the
up at you after you take your shots and makes your
cargo that the khan tried to hide here and transport it
descent down the ladder safer.
safely to the surface. A chopper picks up the cargo. There
are lots of soldiers on the base, and patrolling guards on
high alert—they will react immediately if you are detected.
Stealth and surprise are important for this mission.

As the lead jeep prepares Mission Objectives


to enter the palace, Access the base
shoot the engine to
Kill Yussef Hussein
bring the motorcade to
a standstill. Transport the cargo to the surface

Shoot at the khan


through the rear Lieutenant The cargo
window. Yussef Hussein

Mission Information
This mission requires taking out several guards and the
target. Stealth is still important to avoid having to take on
an entire base by yourself. Two access points in the ruins
lead to an underground base. Use the northern access point
because it puts you in a better position within the base. A
The ladder is protected ditch of water runs around within the base. If you get down
by a wall, allowing you into this ditch, you can move past the guards if you do not
to climb down with run. This ditch can be used for dumping bodies.
cover.
Maps

With the sniper rifle


still in hand, run to the
exit—right past the U.N.
soldiers who are looking Ruins Base compound
for you.

70
Nuristan

Completing the Assignment


The Desert Ruins Walk up to one of the
bodies, get the uniform,
You begin the mission and exchange your
with your normal desert sniper rifle for the AK.
disguise and the Barrett
sniper rifle, if you
brought it from the
previous mission. You
need it for clearing out
the ruins.

Head toward the


northern access point.
Head west toward the
ruins. A guard walks out
from the ruins on
patrol.

Two guards patrol near


here. If you time it right,
you can catch the two of
them together.
Bring up the rifle, zoom
in, and take him down.

Gun them both down,


then pick up their rifles
Move forward toward for more ammo.
the body, watching for
another guard near the
southern access point.

Into the Underground Base

Eliminate this guard.


While up on the ruins, Go through the door
you don't need to worry and down the long
about alerts. Whatever flight of stairs into the
you do up here does not underground base.
get down to the under-
ground base.

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Taking Out the Lieutenant


Position yourself on the
wooden platform over
At the bottom, bring the ditch next to the
out your 9mm Pistol SD eastern hallway. Wait for
and sneak around the a guard to walk past you,
corner. then pull out the 9mm
Pistol SD and drop him
with a round to the head.
Hide the body and leave
the M60 for later if
necessary.

Some guards are


torturing a civilian.
Watch for a bit, using
the map to make sure Walk south down the
that any patrolling eastern hallway toward
guards are moving away the lieutenant's
from the area. quarters.

When it is clear, take Go through the metal


out the guards with one door on the left. Be sure
round each to the head. to close it behind you
since this one does not
close by itself.

Pull out the 9mm Pistol


SD again and continue
Walk up to the civilian; to the other steel door.
he tells you where you Open it and eliminate
can find the lieutenant. the lieutenant. Take his
pistol if you want, but
don't change into his
uniform.

Hide both bodies by


dropping them into the
nearby ditch.

72
Nuristan

Securing the Cargo

Holster your weapon,


exit the room, and A helicopter arrives
retrace your steps to shortly.
the torture area. Pick up
the M60 if you want to
add it to your
collection.

Turn left and head west A couple of men load up


toward the cargo. If the the cargo and fly away
alert has not been with it.
sounded, you can get
past the three guards
outside near the stacks
of crates.

Alternate Tactics
There are a number of
other tactics you can
use. One is to sneak up
into the generator area.
Walk over to the Silently kill the guard
controls and call and turn off the
the elevator to open generator to shut off
the door. the lights. Another
guard arrives shortly to
turn them back on. If
you want to keep it dark,
take him out.

In the guards' quarters,


Enter the elevator and near the lieutenant's
select Ground Level to room, you find several
send it up to the top. sleeping guards and an
M60 and some ammo.

When you arrive, exit


the elevator. Since you Move about the under-
already cleared the ground base and past
ruins area near the guards by hiding in the
helipad, the mission is ditches.
complete.

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India
Maps
Temple City Ambush
Your assignment is to gain access to the temple of the sacred
cult Gurdwara through a secret passage behind one of the
shops. Our client was double-crossed in Afghanistan—that
chopper plus cargo was stolen by this cult. He wants you to
retrieve it. We have some information that a couple of thugs
are on the prowl inside looking for suspicious foreigners—
check your map and watch your step. You'll find your contact
inside the International Parcel Service office. He has more
information on your mission.
The city
Mission Objectives Completing the Assignment
Meet with the Agency's contact
Meet with Agent Smith
Meeting with the Contacts
The agent must survive
Kill the two assassins and photograph
You begin in the eastern
their bodies part of the city. Holster
Bring the photos back to the agent your weapons because a
guard or civilian seeing
Mission Information you carrying will sound
This mission is tough because it is not always the same. After an alert.
you meet your first contact, he sends you to meet with
another. The second contact's location can vary each time
you play the mission. You then gain new objectives. The two
assassins are dressed in orange outfits with different
headwear. One has on a blue baseball cap while the other
wears a yellow floppy hat. The first assassin walks around the
market areas with a silenced pistol while the latter waits in
a window above one of the marketplaces with a sniper rifle. Make your way south to
In addition, other assassins come after you. All wear orange the International Parcel
suits and turbans. They shoot at you on sight. It is important Service office.
to make sure no one sees you shoot at an assassin. If the
guards (bald and dressed in orange) or civilians see you with
a weapon, the guards will come after you. If you see an
assassin, run to some secluded corner and wait to ambush him.
After you kill the two main assassins, photograph their
bodies and return to your second contact, who gives you the
location of the secret passage.

Weapons and Equipment


It is marked on your
9mm Pistol SD
map and has a large sign
Ballers out front.
Anesthetic
Combat Knife

74
India

Assassinating the Assassins


Walk in and speak to
your contact. He tells Both of the assassins can
you to go see a second be found near one of
contact for more infor- the two marketplaces.
mation. The location of Locate them on the map.
this contact now appears Those assassins appear as
on your map. yellow circles—the
ones you don't need
pictures of are blue.

Make your way through


the streets and alleys to The first assassin you
the next contact. want to go after sits in
a window above a
marketplace.

There are several


Carpets International
offices throughout the
city. The one used by
your second contact To get to him, enter a
varies, so you have to use market stand underneath
the map. Avoid the large the window.
central marketplaces
for now.

Open the door and walk


in. Doesn't that guy look Quietly climb the stairs.
familiar?

Your second contact is


the CIA agent you
rescued from St.
Petersburg. However, he
won't tell you where the Go into stealth mode to
secret passage is until you sneak up behind the
take out two assassins. To sniping assassin and…
make sure you get the
right ones, he gives you a
camera to take photos he
can examine.

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…use the fiber wire to Drop the sniper rifle and


quietly eliminate him. head downstairs.

Don't forget to take a Move to the body and


picture of the body for take a photo.
the CIA agent.

With both assassins


Pick up the sniper rifle
down, plus photos of the
and get ready for the
bodies, you are ready to
second assassin.
return to the CIA agent.

Watch the map view to


see when a yellow circle Watch out for other
is approaching, then assassins on your way. If
look out the window to you keep an eye on the
make sure it's the map, you can avoid them.
correct assassin.

The one you are looking In the office, the agent


for wears a blue tells you where the
baseball cap. Zoom in secret passage is—before
and take the shot. he passes out drunk.

76
India

Tip
If the guards are on the lookout for a suspicious
bald guy, you may want to take the clothes off
of one of the assassins and dress as a guard. Make sure you take out
the second assassin with
the SMG as well. Return
On to the Secret Passage to ground level.

The passage is in the


northwest corner of
the city. However, a
couple of assassins have
set up an ambush for you. Watch out for any other
assassins who might be
in the area. The Ballers
work well for dropping
these guys.

Move toward the


southwest corner of the
city, south of the office
where the secret passage
is, until you see this
ladder. With the alley clear,
head for the Carpets
International office.

Climb it and go around a


corner to a door.
Open the door and
walk in.

Open the door and take


out the sniper who was
waiting to shoot you as
you ran down the alley Go over to the secret
below. passage, which is
covered by a rug, to
complete the mission.

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Alternate Tactics Mission Information


You don't have to snipe This mission is tough. First infiltrate the temple, getting
the wandering assassin past several guards. Next, get the door key and find a way
with the ballcap. to get to Dr. Von Kamprad. One of the more difficult
Instead, you can locate parts is hiding the doctor's body. Once that is done, make
him, then walk up behind your escape.
him and take him out
with the 9mm Pistol SD.
Just make sure no one Maps
else is around and
quickly holster your
pistol when you're done.

Skip killing the last two


assassins waiting to
ambush you as you go to
the office with the
secret passage. Instead of
walking down that alley,
make your way to the Temple garden Sewers
north end from an alley
to the east. Run to the
door and inside where the
sniper can't target you.

The Death of
Hannelore
This assignment is the next phase in your larger mission.
Once inside the temple, you have to find and kill the cult Temple 1st floor Temple 2nd floor
leader's personal physician and main propagandist, Von
Kamprad, and then continue on to Hospital Island where the
Completing the Assignment
cult leader is. Infiltrating the Temple

Mission Objectives
Pick up door key to hiding place
Kill Dr. Von Kamprad You begin the mission in
Hide the body of Dr. Von Kamprad—check your the northeast portion
of the temple garden,
map for the location
near the boat dock.
No civilians can be killed

Immediately make
your way to the crates
left of you.

Dr. Von Kamprad

78
India

A guard is headed your Make your way to the


way. Hide behind the western entrance into
crates to elude him. the temple.

Wait until the guard


Pull out your 9mm Pistol near the door walks away.
SD and wait for him to If you try to run past him
pass the crates. As he and into the temple,
does, neutralize him he'll alert others and
with a headshot. expose your disguise.

Go through the door


Drag the body and hide and south through the
it behind the crates. hallway.

The Key and Another Disguise

Once the body is out of


sight, take the clothes You are headed to a
so you can disguise supply room in the
yourself as a guard. southern part of the
temple.

Holster your weapon,


Open the door on
then head west across
the right.
the garden.

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Head toward the


Run through the small
northeastern corner
room and into the supply
of the temple. Patients
room. If you walk, the
occupy the western
guards in the small room
rooms, while cult
might see through your
members occupy the
disguise.
eastern rooms.

In the supply room, you Go all the way to the


can find a 9mm Pistol SD last room at the end of
and an AK. You do not the hall.
need either.

Pick up the door key. You Inside you find a change


need it to access the of clothes. Put it on
closet where you must and you are now a
hide the doctor's body. patient.

There is also some poison Once you are dressed,


in the room. Pick it up. head back out of
the room.

Appointment with the Doctor

Make your way quickly


through the small room
with the guards again. Continue to the large
room in the north.

80
India

Quickly make your way The nurse takes you


past the guards. straight in to Dr. Von
Kamprad.

You see a nurse talking As the doctor walks away


to a patient in the lobby. from the desk, poison
her water.

It is quicker to sneak up
behind her and use the
As you approach, she
fiber wire. If you wait
recognizes you as
until she finishes her
another patient and
speech and drinks the
leads you to the doctor.
water, a patient may walk
in and see the body.

Follow her upstairs. You


may need to run past the Quickly drag the
guards if they start body out through the
taking too close a look main door.
at you.

Drag the body right


through the middle of
Another guard patrols
the central room. If you
the top of the stairs.
go down one side or the
other, a guard at the top
of the stairs may see you.

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Keep going all the way


to the room marked on Return to the boat
the map. It is the closet dock. Run past any
door on the right. You guards so they don't see
must have the door key through your disguise.
to open it.

Hop into the boat to


Once inside, drop the complete the mission
body and make sure all and head out for the
weapons are holstered. next one.

Alternate Tactics

Head downstairs and out There is another way


of the main temple into the temple, but
building. it is tougher. Head
northwest along
the beach.

Go back to the patient's


room where you picked
up the disguise and You come upon the sewer
change back into the outlet. Run inside.
guard uniform.

When you get to the end


of the sewer, look over
the pool in the center
After exiting the room, of the temple. If you go
turn right and leave the up one of the side
temple. passages on the right,
near the pool outlet, you
come up a ladder in the
southeastern corner of
the temple.

82
India

Terminal Hospitality
Your mission is to find the cult leader, Deewanna Ji, and
eliminate him—he's been admitted to the hospital to
undergo heart surgery. He needs a new heart and a
pacemaker. The complex consists of the hospital and a Shiva
temple, reserved for devotional and religious practices for
the top members there. The hospital has different floors 2nd floor Basement
with sick wards and treatment units. A package in Dr.
Chakran's office contains equipment that will help you
complete the mission.

Mission Objectives
Kill the cult leader
Escape Hospital Island

Roof Ventilation shafts

Completing the Assignment


Getting into the Hospital

Deewanna Ji Hospital nurse


The mission begins with
Mission Information your landing on the
This mission is straightforward. You need to get into the shore of Hospital
hospital. If you get a guard's orange uniform, it's easier to Island.
walk right in. Once in the hospital, you need to get to Dr.
Chakran's office, where you pick up some more equipment and
supplies. With these, you can make the hit on the cult leader.
Get back to your boat and escape.

Weapons and Equipment


Head west along the
Scalpel shore. Use the rocks
for cover and watch out
Maps for the guard out on
the yacht.

Ascend the stairs,


staying to the left
Island 1st floor side so the guard at the
top cannot see you
coming up.

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Retrieving your Package

When you get to the


top, pull out your
9mm Pistol SD. Walk across the entry
lobby.

Sidestep right and take


down the guard silently
with a single round to Climb the staircase to
the head. the second floor.

Move over to the body


and change clothes. Pick
up the Uzi and conceal At the top, head south.
it. Leave the body where Move quickly past
it is. No one patrols guards so they do not
around this area, so it see through your
won't be discovered. disguise.

Holster all weapons and


move on to the hospital. Take a right and enter
Dr. Chakran's office.

With your disguise, you


can enter through the
front door without any Make sure the nurse is
trouble. not at her desk.

84
India

The Surgery

If she is, step back out


into the lobby area and
wait for her to take a Exit the office the same
break out on the patio. way you entered.

Once it is clear, move to


the door and quickly
Head north through the
pick the lock.
hospital.

A box sits on the desk.


Open it to reveal night-
vision goggles and the Continue all the way to
room key. Pick them the elevator and call it.
both up.

With the key, you


can get through the Take the elevator down
next door. to the basement.

Once you get to the


Inside there's a change bottom, enter Ward B.
of clothes. Put them on Ward A is where the
and move about the surgeries take place;
hospital disguised as a however, you need to do
doctor. a few things before you
close in for the hit.

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Head south through the Work your way north


hallways all the way to through the shafts to
the last hallway. the shaft that runs east
to west.

Two openings at each


end of this shaft look
down into the four
Enter the office of the
operating rooms. Two
anesthetist.
of them have a doctor
and a nurse. These are
not the rooms you are
looking for.

One room is empty.


However, in one room
Inside, pick up the you see two guards
scalpel on the desk. dressed in orange.
That is the room you
want. Take note of
which one you are
looking down into.

Note
The cult leader's room changes each time you
Head to the door across play this mission. Check each time.
the hall. Make sure no
guards are watching you,
then pick the lock.

Once inside the venti-


lation room, climb up
the ladder into the
shafts.

86
India

Time to Leave
Once the surgery is
complete, get out of
Descend one of the the operating room. If
ladders to the basement you wait around, the
level off to one side of two guards will
the ventilation shaft. realize the cult leader
is dead and start
shooting at you. Leave
via the closest door to
the stairwell, either
to the east or west
depending on which side the operating room is on.

You have to pick the


lock to get out of the
small room. In the stairwell, rather
than heading up, go
to the door and pick
the lock. Go through
the opened door to exit
the hospital.

Head to Ward A and walk


directly to the correct
operating room. Move
quickly past the guards.
Make your way south
toward the boat dock.

Once inside, the two


guards think you are the
surgeon.
Go through the same
area where you entered
the hospital complex.

Walk up next to the cult


leader, pull out the
scalpel, and choose
"Kill Cult Leader" from
the action menu; 47
performs a successful
operation to stop the
cult leader's heart.

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Keep going until you It holds a small arsenal


reach your boat. Hop of weapons in case you
aboard to end the want to try more bloody
mission. tactics.

Alternate Tactics
If you want to get
through the mission
without killing anyone Instead of going in the
but the cult leader, front door, climb
evade the guards near through open windows
the boat dock. Use the on either side of the
rocks as cover as you hospital.
make your way toward
the temple of Shiva.

Finally, if you want to


try another tactic for
the hit, turn off the
Watch out for generator located in
patrolling guards the ventilator room.
around the temple. Use the night-vision
goggles to move
through the basement
to the operating room,
or to make your escape.

An orange guard's
uniform is just sitting by
the pool. Use it to get
into the hospital.

Check out the inside of


the temple.

88
Back to St. Petersburg

St. Petersburg Maps


Revisited
There's been an unexpected turn of events involving our
client, Sergei Zavorotko. It appears that he is the terrorist
whose nuclear arms got stolen by the Indian cult. The U.N.
has reason to believe that Sergei is dealing in vast amounts
of nuclear and chemical arms. The U.N. has no mandate to
handle such contingencies—but they still want to eliminate
this world terrorist, so this is where the Agency comes into
the picture. It's very much against the Agency's principles to
perform a hit on a former customer, but considering the Metro station Streets
potential business from the U.N., they're making an exception
in this case. Because you already know the area—and are the
Agency's top performer in the trade—they have chosen you
to carry out this mission. Sergei is occupying the same office
in St. Petersburg where you carried out your first mission
for the Agency after coming out of retirement. He's
paranoid now. Check your map, refresh your memory, and
retrace your steps. Upon arrival on the metro you'll find
your equipment in locker 137 at the station. Your escape
route is returning on the train. Pushkin Building Pushkin Building
1st floor 2nd floor
Mission Objectives
Kill Sergei Zavorotko
Escape to the metro

Sewers

Completing the Assignment


Sergei Zavorotko Going in for the Kill

Mission Information
This mission is set up like the first one in St. Petersburg. The
locker contains a sniper rifle, and you can use the same You are back in the St.
apartment building to shoot into the same office. There are Petersburg metro
only a few guards near the back door of the Pushkin station.
Building and more behind the apartment building. As a
successful assassin, you know that you never use the same
method twice—not if you want to stay alive. Why have you
been given the exact same circumstances as before?
Something smells fishy. You begin the mission with the fiber
wire as your only weapon. It's all you need. Plus, you can pick
up other weapons as you go.

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Head over to the


lockers. Pick the lock
to number 137. It holds a The enemy assasin 17
sniper rifle but no ammo. will spawn in this
Were you supposed to window if you approach
think it was already from this side.
loaded? This mission
appears to be a setup.

Tip
If you walk out in front of the Pushkin Building,
even at a distance, the assassin in the window
shoots at you with the sniper rifle. Approach the
Head up the stairs opening in the wall (shown in the screenshot), but stay to
and away from the the right and out of sight of the window. This will force 17
boarding area. to spawn in this window but he will not see you. Head
back toward the Metro and approach the building from the
front—you won’t be seen.

Keep running right up to


the front doors on the
Continue all the way up
southwestern side.
to street level.

There are no guards


Move north to the here, so go on in and up
barricades left over the stairs.
from the previous
mission.

Turn right and head up


Turn west and head the next flight of stairs
toward the Pushkin to the second floor.
Building.

90
Back to St. Petersburg

Setup
After killing the clone,
run downstairs and out
the front door. Guards
Open the doors;
surround the building.
someone with a sniper
However, since you are
rifle waits to ambush you
wearing 17's clothes,
on your way to the
they let you by.
apartment building.

However, once they find


the clone's body, they
look for you. The stairs
Sneak up behind the to the metro are
assassin and use the fiber covered by several
wire to eliminate him. guards, so head south to
Change into his clothes the street running along
and take the sniper rifle. the river, then east.

Back to the Sewers

Tip
The W2000 has only one round in it. Don't use it
unless you absolutely have to. Even then, you
have to make a perfect headshot on the target Climb down into the
since you only get one shot. Although you probably won't manhole and take the
use it, take it back for your collection. ladder to the sewers.

If you were to visit


Sergei's office, you
would find a target to
shoot at. Head toward the access
to the metro station.

However, Sergei had a


clone numbered 17
ready to kill you. Time As you approach the
to get out. sewer stream, you'll see a
guard up ahead.

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Take out the fiber wire


Continue through
and sneak up behind
the small room to the
him. Kill him to clear
next door.
your way.

Take his clothes so you Head up the small flight


can get past other of stairs.
guards farther along.

Pick up the pistol and Turn right and run


retrieve your W2000. down the escalator.

Head northeast through


the sewers. Some guards Keep going all the way
wait near where you turn to the metro boarding
to go to the metro area to complete the
station. However, since mission.
you are disguised, they
pay no attention.

Pick the lock to get


through the steel door.

92
Showdown in Sicily
Completing the Assignment
Redemption at
To the Tool Shed
Gontranno Sanctuary
Since number 17 failed to kill you in St. Petersburg, Sergei
has set up another trap for you at Gontranno Sanctuary. He
The mission begins in the
still holds Father Vittorio captive and is using him as bait
courtyard outside the
for you. There is no briefing and no help from the Agency on
chapel. Two guards
this mission. You're on your own—this time it's personal.
patrol the area, and
they will shoot you
Mission Objectives on sight.
Kill all Sergei's bodyguards
Save Vittorio by killing Sergei

Mission Information
This mission is the toughest—and bloodiest—you have faced. Look around the corner
There is no need to try to limit casualties. In fact, you must to the east. When both
head north, run for the
kill all of Sergei's bodyguards as a mission objective. The
second-to-last pillar.
first part of the mission is probably the most difficult. You
One guard patrols back
begin with only the fiber wire for a weapon. If you can get to and forth in front of
the tool shed, all of the weapons you collected during your the gate while the other
previous missions are waiting. makes a circuit around
the courtyard.
Weapons and Equipment
All of the weapons and equipment you have
collected during the course of the game Tip
In third-person view, you can see around the
Maps corner of objects without exposing 47 to the view
of the enemy. Use this ability during the mission
to see where the guards are without letting them see you.

After the guards look


back, head north again,
Monastery gardens Church sprint to the last pillar
and hide behind it.

Make sure the guard is


not looking, then run to
the pillar next to the
gate and hide behind it.
The guard looks back
Dungeon because he thought he
heard something, but if
you are out of his sight,
he will turn around and
walk away.

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Eliminating the Bodyguards

Carefully walk up to
the gate. Check the
map to see the location
of the guard patrolling Take out the guards as
on the other side of they approach the
the gate. doorway.

When you are ready,


open the gate and run Strafe out through the
through it. Run and jump door to take down the
down the stone pathway guards coming from the
to the garden below. direction of the
courtyard.

Keep running all the way


to the shed. The guards
shoot at you, and you may
Once it is clear around
take a hit, but if you keep
the tool shed, go back
running you'll make it.
inside and stock up
Luckily the door is not
on ammo. Grab the
locked, so get inside.
Ballers just in case.

Fully armed, head


toward your old
The walls of the shed quarters. Watch out
stop the guards' bullets. for the sniper on top
However, the guards of the ruins you used
will follow you in. for training. A quick
burst eliminates him.
Go through the door
into the chapel
dungeon area.
You have a lot of
weapons from which to Once inside, go past the
choose. For right now, stairway up into the
grab something chapel and on to the
automatic. The M60 is door on the right. Pick
always a good choice. the lock. Once it is
If you don't have one, unlocked, open the door
and enter the room. Pick
take an AK, an SMG,
up the key hanging on
or an Uzi.
the far wall and exit
back to the outside.

94
Showdown in Sicily

As you leave the Go through the door on


dungeon area, take an the left and strafe
immediate right between around the corner to
the quarters and the take out any remaining
stone wall of the guards.
chapel.

You'll come to a secret


passage into the chapel. Head west and pick off
The key you picked up the guard in the other
in the dungeon opens stairwell.
this door.

Enter the stairwell


and open the door. Get
Head upstairs to the ready to fire—a large
first floor of the group of guards waits
chapel. You'll come to a in the chapel for you.
room with two doors and Strafe right to duck
some wooden stairs. behind the wall for
cover.

Move east through the


rear entry area to the
Sneak up to the door on first stairwell where you
the left. Open it and get entered the ground
ready to shoot. There's a floor of the chapel.
guard on the other side. Open the door and clear
out the other side of the
chapel. It's time to head
upstairs.

After you shoot, back up


and get ready for a
Open the western
guard to come through
door and exterminate
the other door. Cover
the two guards on the
both doors, shooting
balcony area above the
anyone who comes
confessional.
through until things
cool down.

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Instead he knocks
Vittorio down and
Open the northern breaks out through the
door and open fire on a wall of the confes-
couple more tangos on sional into the chapel.
the balcony area.

Let him go for now—


There are more tangos
on the opposite balcony don't try to chase after
to the west, so go him. Instead, head up the
through the western stairwell opposite the
door, across the balcony one taken by Sergei.
over the confessional,
over to the other
stairwell. Open the
northern door and fire
away at two more guards. You find him on the
balcony above the
confessional. He is
Walk out on the balcony waiting for you to go
and shoot down at any out into the chapel.
guards remaining on the However, you can get
chapel floor. When you the drop on him. Don't
hear Father Vittorio try for a nice single shot
talking, all of the to the head. Instead,
bodyguards are dead. unload an automatic into
Keep searching the area him to make sure you take
until you meet this first him down.
objective. Use the map
to locate any surviving
enemies.
With Sergei's death, you
Now for Sergei have successfully
completed the mission—
After all the and the game.
bodyguards are dead,
head down to the
confessional. Enter the
confessional. Sergei and
Vittorio are on the
other side. Aim at the Father Vittorio offers
heart in the middle and some parting words
take a shot. for you.

It will hit Sergei but


Hitman 47 makes his
not kill him.
departure from
Gontranno.

96
This game has received the
following rating from the ESRB

[Link]®
Prima Games
A Division of Random House, Inc.

3000 Lava Ridge Court


Roseville, CA 95661
1-800-733-3000
[Link]

The Prima Games logo is a registered trademark of Random


House, Inc., registered in the United States and other
countries. [Link] is a registered trademark of
Random House, Inc., registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games.
Prima Games is a division of Random House, Inc.

Product Manager: Jill Hinckley


Senior Project Editor: Brooke N. Hall
CONTENTS
Editorial Assistant: Kate Abbott
Introduction . . . . . . . . . . . . . . . 2
©IO Interactive A/S 2004. Published by Eidos. Hitman: Contracts, Eidos and
the Eidos logo are registered trademarks of the Eidos Group of companies.
IO Interactive and the IO Interactive logo are trademarks of IO Interactive Training . . . . . . . . . . . . . . . . 8
A/S. All rights reserved.

All products and characters mentioned in this book are trademarks of their Weapons and Equipment . . . . . . . . . 16
respective companies.

Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” Mission 1: Asylum Aftermath. . . . . . . 24
and “RP” are copyrighted works and certification marks owned by the
Entertainment Software Association and the Entertainment Software
Rating Board and may only be used with their permission and authority. Mission 2: The Meat King’s Party . . . . 32
Under no circumstances may the rating icons be self-applied or used in
connection with any product that has not been rated by the ESRB. For
information regarding whether a product has been rated by the ESRB, Mission 3: The Bjarkhov Bomb . . . . . . 42
please call the ESRB at 1-800-771-3772 or visit [Link]. For
information regarding licensing issues, please call the ESA at
(212) 223-8936. Please note that ESRB ratings only apply to
the content of the game itself and does NOT apply to the Mission 4: Beldingford Manor . . . . . . 54
content of this book.

Important: Mission 5: Rendezvous in Rotterdam . . . 66


Prima Games has made every effort to determine that
the information contained in this book is accurate.
However, the publisher makes no warranty, either Mission 6: Deadly Cargo . . . . . . . . 78
expressed or implied, as to the accuracy,
effectiveness, or completeness of the
material in this book; nor does the Mission 7: Traditions of the Trade . 90
publisher assume liability for damages,
either incidental or consequential, that
may result from using the information Mission 8: Slaying a Dragon . . . 102
in this book. The publisher cannot
provide information regarding game
play, hints and strategies, or problems Mission 9: The Wang Fou Incident . . 110
with hardware or software. Questions
should be directed to the support
numbers provided by the game and
device manufacturers in their
Mission 10: The Seafood Massacre. . 116
documentation. Some game tricks
require precise timing and may
require repeated attempts before the Mission 11: Lee Hong Assassination . 126
desired result is achieved.

ISBN: 0-7615-4489-3 Mission 12: Hunter and Hunted. . . . . 138


Library of Congress Catalog Card
Number: 2003112675
Secrets . . . . . . . . . . . . . . . 144
INTRODUCTION
Thank you for purchasing Prima’s Official Strategy Guide to Hitman: Contracts. This book is filled with all of the
tips, tricks, secrets, and vital information you need to become the deadliest assassin mankind has ever known.

How to Use This Book


Introduction

This section provides general information on Hitman: Contracts. Read


on to learn the basics of the game, such as completing missions and
understanding the game’s rating system.

Equipment

There’s no shortage of lethal firepower or clever gadgetry in Hitman:


Contracts. Refer to this section to learn more about each piece of
equipment in the game.

Training

Everything you need to know about controlling


Agent 47 is in the “Training” section. We cover
basic and advanced movements, Stealth
tactics, and many other actions you can
perform during missions.

Contracts

This walkthrough section exposes every mission in the game. Follow these
walkthroughs to complete the game with the highest rating. We also unveil
some of the coolest optional tactics you can try in each mission.

2
INTRODUCTION

The three different difficulty levels have dramatic influence on


gameplay. The following list details the effects of each one.
>>> Normal Difficulty: Enemies are slow to react to suspicious
behavior and are not especially accurate with their firearms. The
in-game map displays all available information in full detail. You’re
able to save your game up to seven times per mission, and you
begin each mission with a bonus weapon—the versatile
Silverballer Silenced pistol.
>>> Expert Difficulty: Enemies are quick to react to suspicious
behavior and are very accurate with their firearms. The in-game
map does not differentiate between police, civilians, and
enemies—all people except your targets are displayed as
civilians. You’re able to save your game only twice per mission.
Secrets of the Trade
>>> Professional Difficulty: Enemies are hyper-sensitive to suspicious
behavior and have superior combat skills. The in-game map does
Ready to spice things up? Look to the final section of this guide for every
not display civilians, police, or enemies at all. (It does identify
cheat code and secret in the game, then make your enemies suffer.
Agent 47, VIPs, and targets.) Your progress is saved only between
missions—you cannot save during the course of a mission.
Overview of Hitman: Contracts
The third installment in the Hitman series, Hitman: Contracts takes you
deep into the twisted mind of a troubled killer-for-hire. Delirious with
pain and struggling to come to terms with his reprehensible actions,
TIP
Agent 47 relives twelve of his most disturbing past assignments Start on Normal difficulty. There’s no incentive
through a tidal wave of memories and flashbacks. Hanging on to his to play at a higher difficulty level; it just makes
sanity by a thread, Agent 47’s fate now rests in your hands. completing each mission more of a challenge.

Starting a New Game


Completing Missions
The first thing you need to know about Hitman: Contracts is
how to complete a mission successfully. The process can
be broken down into four logical steps.

Step 1: Explore
Knowledge is
power, and
knowing your way
Title Screen around a level gives you
a huge advantage during
Choose Start from the title screen to begin a any operation. It’s wise to
new game. You’re asked to select the desired wander about as an
difficulty level: Normal, Expert, or Professional. observer when you begin a
Choose wisely—you cannot change the difficulty new mission. Gather
unless you start a new game. information, explore the
environment, and make
mental notes as you go. This allows you to plot out the best course of
action for the job.

[Link] 3
TIP
You begin each mission with Binoculars—a
fantastic tool for spying on distant objects.

Step 2: Infiltrate
In-Game Map Your targets are never easy to get at—if they were, nobody would pay
you for your “services.” Most targets are well-protected by numerous
When playing on Normal or Expert difficulty, people such as civilians, bodyguards. You must progress past these human obstacles, move in,
police, and enemies are displayed on the in-game map (on Expert and get close to the target to make the hit. This process is known as
difficulty, all people except the targets are displayed as civilians). Use infiltration.
the in-game map to find gaps between patrolling guards. Look for such
weaknesses when planning your approach.
When infiltrating a
compound, your goal is to
slip past each guard
without raising an alarm.
This isn’t always easy, but
it’s far more difficult to
complete a mission if
you’ve blown your cover.
Try changing your
approach if you can’t make
it through a certain area—you might be able to take a better route.

Stealth and deception are


The maps in the Contracts section are valuable resources as well. Use your two best friends
these maps to discover Points of Interest, power switches, locations of during any infiltration
targets, and other important information. Digest all of it and then design attempt. Sneaking past a
a solid plan of attack before moving in. guard is always better
than confronting one, and
The following icons are used on the maps: disguising yourself is
even better. (You don’t
need to sneak past a
= Point of Interest = Power Switch guard if he thinks you’re
one of his pals.)
= Vehicle

, , = Show movement between maps TIP


There’s a change of clothes lying around
, , = Pickups such as weapons and ammo somewhere in nearly every level—sometimes more
than one. Make use of these free disguises
rather than killing or knocking out people to
get their clothing.

4
INTRODUCTION

Step 3: Make the Hit Hitman Rating System


After you infiltrate the
compound, the next step is
to approach and assassinate
your targets without being
detected. Because
bodyguards protect many
targets, you often have to
wait for the right moment to Mission
make the hit. Accomplished Screen

The “Mission Accomplished” screen pops up when you’ve completed all


of the mission objectives and reached an exit point. The screen compiles
There’s usually more than and lists all of your statistics, and gives you an overall rating for the
one way to eliminate a mission you’ve just cleared.
target. While conventional
weaponry usually does the
trick, some targets are
under constant vigil, and The Breakdown
you can never approach
them directly without The statistics shown on the left side of the “Mission Accomplished”
being detected. Under screen factor into the two major elements on the screen’s right side:
these circumstances, kill Stealth and Aggression. (The blue-colored bar represents Stealth; the
the targets indirectly, such as by poisoning their food or drink. red bar represents Aggression.) Your overall rating for the mission is
Hints are usually provided in some fashion. For example, if you see calculated from your Stealth and Aggression scores. Here’s a description
that your target is drinking from a glass, you can probably poison his of individual statistics and how they affect your Stealth and Aggression:
drink. Be patient and stay alert, and an opportunity will reveal itself.
>>> Shots Fired: The total number of bullets spent during the mission.
You’re allowed to fire one bullet per target. Each additional round
you fire increases your Aggression score.
>>> Close Encounters: The number of times you were attacked but not
Step 4: Escape killed during the mission. This happens when you blow your cover.
Each close encounter subtracts from your Stealth score.
When you’ve completed all >>> Headshot: The number of people you shot in the head during the
other mission objectives, mission. This has no bearing on Stealth or Aggression scores, but a
your final task is to escape headshot is the only way to kill a target without lowering your
the area. Check the map for Stealth score if you want to use a firearm.
exit points and devise a
>>> Alerts: The number of red-colored alert messages you received
safe and direct escape
during the course of the mission. You’re allowed up to two alert
route—you don’t want to
messages per mission. Each subsequent alert subtracts from your
blow your cover after
Stealth score.
making it this far.
>>> Enemies Killed: The number of enemies you killed during the
mission. Each kill adds to your Aggression score.
>>> Enemies Harmed: The number of enemies you wounded but didn’t
kill during the mission. This has no specific bearing on Stealth or
Aggression scores, but a wounded enemy might yell or run off to
alert his friends, which compromises your cover.

[Link] 5
>>> Innocents Killed: The number of innocent people you killed during the
mission. Civilians are always considered to be innocents. On certain
Silent Assassin Criteria
missions, police officers and VIPs are considered to be innocents as
well. Each innocent you kill adds to your Aggression score.
>>> Innocents Harmed: The number of innocent people you wounded
but did not kill during the mission. This has no specific bearing on
your Stealth or Aggression scores, but a wounded person will
quickly run off and alert a guard, which compromises your cover.
>>> Difficulty: The difficulty level you chose when you began the current
game. This has no bearing on your Stealth or Aggression scores.
>>> Saves: The number of times you saved the game during the course Silent Assassin Rating
of the mission (does not include saves that occur between
missions). This has no bearing on your Stealth or Aggression scores. Achieving the Silent Assassin rating is no easy task. To earn the Silent
Assassin rating at the end of a mission, your Aggression bar must be
entirely empty and your Stealth bar must be completely full on the
“Mission Accomplished” screen.
How Do You Rate? We’ve listed the exact criteria for attaining the Silent Assassin rating
below. Keep all of these factors in mind when you’re playing through a
mission if you want to unlock its hidden weapon.

>>> You may only kill the specific targets you’ve been hired to
assassinate.
>>> You must not kill any enemies, civilians, police, or VIPs. If
necessary, knock them out with Syringes.
>>> If you use a firearm to make the hit, you must score a clean
Unlocking a Hidden Weapon headshot on the target using only one bullet from a silenced gun.
>>> You may use close-combat weaponry to make the hit on a target,
So, what does all of this mean? Why does your rating at the end of a such as the Fiber Wire, Fire Poker, Kitchen Knife, Meat Hook, Pool
mission matter? There’s really only one reason: If you’re able to attain the Cue, and so on.
highest rating from a mission—the Silent Assassin rating—you unlock a >>> You may use environmental items and objects to make the hit, as
powerful hidden weapon. You can unlock a total of 12 awesome weapons long as you don’t violate any other criteria by doing so. Examples
by earning the Silent Assassin rating on each of the 12 missions. include poisoning a target’s drink and silently suffocating a
sleeping target with a pillow.
>>> You must not receive more than two red-colored alert messages
during a mission. Examples of alert messages include: “Warning:

NOTE
Your cover has been blown,” “Warning: Nearby guards are alerted,”
and “Warning: Guards have found a dead body/unconscious person.”
>>> You must not receive any close encounters. Avoid blowing your
The difficulty level has no bearing on unlocking
cover at all costs—just one close encounter is enough to ruin your
hidden weapons. You have the capability of
chance of scoring the Silent Assassin rating.
unlocking each mission’s hidden weapon whether
on Normal, Expert, or Professional difficulty.

6
INTRODUCTION

>>> Find a Disguise: Disguises grant you access to areas you could

NOTE never reach while wearing your normal clothes. Locate a change of
clothing or knock somebody out and steal his clothes to help you
Refer to the “Secrets” section of this guide blend in.
for more information on the 12 hidden weapons >>> Use Syringes Wisely: The syringe is a Silent Assassin’s best friend
you can unlock with the Silent Assassin rating when used properly. A Syringe renders any person unconscious for
from each mission. And check out the details on quite some time without harming the victim. The unconscious
all the other cool Hitman: Contracts secrets. person will recover and alert the nearest guard, so do not to use a
Syringe until you make decent progress through the mission (not
always possible).
>>> Maximize the In-Game Map: The in-game map is an invaluable tool,
Silent Assassin Tips because it displays the location of each character in the mission
when you’re playing on Normal or Expert difficulty. This makes the
Any two-bit killer off the in-game map helpful in many situations—you can use it to monitor
street can speed through a a guard’s patrol route or to make sure the room you’re about to
mission with guns ablaze, enter is free of enemies.
but it takes a real Hitman >>> Bone Up on Training: The Training section provides in-depth
to earn the Silent Assassin information on how to control Agent 47. We teach you the Stealth
rating. The fact that tactics and cunning maneuvers you need to slip past the most
you can only kill the observant bodyguards.
targets you’ve >>> Use Our Walkthroughs: The walkthroughs in the “Contracts”
been contracted section are especially useful to Silent Assassins. Refer to
to hit makes each them whenever needed, or follow along step by step to ensure
mission an exciting challenge. You’ve got to outwit your a Silent Assassin victory on every mission.
enemies instead of relying on sheer firepower. The following tips
help you achieve this goal.

>>> Kill Only Your Targets: Never kill anyone


except the specific targets you’ve been
hired to hit. Your targets are easy to
spot—they appear as pulsating red
circles on the in-game map.
>>> Maintain Your Cover: Blowing your
cover is the worst—every guard in
the area rushes over to attack you,
causing your alert messages and
close encounters to skyrocket.
Proper usage of deception and
solid stealth tactics help to
minimize the odds of being
detected.

[Link] 7
Basic Movements
TRAINING Walk, run, strafe, and lean are basic movements. These rudimentary
maneuvers may seem self-explanatory, but there are several important
things to know about each one.
Everything you need to know about controlling Agent 47
is here in the training section. We cover basic and Walk
stealth movements, various actions, and effective
combat strategies to help you survive even the most Walking is your main mode
hopeless situation. Give yourself an edge in every of transportation, as you
mission by learning from the information in this section. attract minimal attention
while moving in this fashion
and create little noise. Walk
The Health Bar when you’re under close
surveillance to reduce the
The Health Bar is in the screen’s lower- chances of being discovered.
left corner. You begin each mission with
full health. The Health Bar decreases as
you take damage and turns red when you’re
NOTE
near death. Avoid combat situations to Walking improves the effectiveness of your
keep your Health Bar in the black. disguises, because guards are less suspicious of
Damage is location-based. Being shot in the a walking person.
leg inflicts less damage than a headshot, for
example. This applies to every person in the
Run
game, so aim high for quick kills. Running is the quickest way
to get from one area to the
next, but your footfalls are
loud and you draw attention
The Threat Meter to yourself when running
around. Never run past
guards or enemies, and
never run when your Threat
Meter starts to climb. You’ll
Empty Black Bar Red Bar make the situation worse.
The Threat Meter is at the screen’s bottom-left
corner, next to the Health Bar. Rely on this TIP
handy tool—it warns you whenever somebody’s
Running is risky, but do not worry when
suspicious of your presence. nobody’s around. Distant people won’t take
The Threat Meter is empty when nobody else notice of you when you run either, but running
is around. It begins to fill with a black bar past a guard will catch his attention.
when you pass near a guard or move into a
restricted area, signaling nearby danger. The Strafe
bar turns red when you’re in serious danger of Strafing is a sideways
blowing your cover. movement, either left to right
The Threat Meter can help you figure out or right to left. The camera
important things, such as which areas of a level angle remains locked when
have restricted access, and whether or not your strafing, allowing you to
current disguise is working. Use this instrument move sideways and to keep
to its maximum potential and you’ll have less whatever’s ahead of you in
trouble moving through each environment. view. You can even move
diagonally with the camera
locked in place by walking or running while strafing.
8
TRAINING

Lean
Practice your strafing
techniques. They’re useful Leaning allows you to shift
in combat situations, the camera to Agent 47’s
where they allow you to right or left. This is useful
move in any direction for times when you want
while keeping enemies in to view something around
your crosshairs. a corner without stepping
around the corner and
exposing yourself.

Camera Angles
Stealth Movements
The camera angle is Any movement you make while holding down the Sneak button is a
behind Agent 47 by stealth movement. Stealth movements are silent—you never have to
default, but you worry about making any noise as long as you’re pressing the Sneak
can adjust it to button. Mastering these maneuvers is essential if you want to earn the
any position. Use Silent Assassin rating on each mission.
this handy feature
to your advantage
by adjusting the
TIP
camera to achieve the best possible view for Even the squeak of a door’s hinges is quieted
each situation. if you hold down the Sneak button while opening
the door. Open doors this way when you don’t
You’re better want occupants to hear you enter the room.
prepared to handle
quick-reflex Stealth movements aren’t
situations if you practical for every
can manipulate situation—only for times
the camera when you don’t want
effectively while anybody to notice your
walking, running, presence. Because stealth
and strafing. Practice adjusting the view while movements make you look
moving about until it becomes second nature. suspicious, guards will move
in to inspect you if they
The first-person catch you slinking about.
view allows you to
see the world
through Agent 47’s
Crouch
Hold the Sneak button to
eyes. This is useful crouch. You crouch until
when you want to you release the button.
have a closer look You’re hardest to detect
at your immediate when crouching—you
surroundings. It’s easier to combat enemies in neither move nor make
first-person view as well. noise of any kind.
Crouching is your best
tactic when you’re about
to be spotted by a guard.

[Link] 9
Sneak TIP
Keep all weapons hidden until the moment you
Sneaking is the quickest
require one—unless you’re wearing a proper
way to silently move. Your
disguise, you blow your cover when you lurk
footfalls make no noise about with a weapon in hand.
while sneaking, allowing
you to slip behind or past
an unwary guard. Sneaking Situational Actions
is your primary method of
movement when you don’t Situational actions occur
want to make any sound. whenever you manipulate
an item or object during a
mission. Examples include
Creep opening doors, dragging
bodies, activating
switches, calling elevators,
Creeping is slower than jumping between
sneaking, but you’re balconies, climbing
harder to spot because through windows,
you’re crouched low to the changing clothes, picking up items and equipment, and so on.
ground. Creeping is useful
when you need to move
through a heavily-watched Action List
area undetected. The Action List pops up near the Threat Meter whenever a situational
action can be performed. Press the Action/Use button to carry out the
Actions deed. If you can execute more than one action from your current
position, hold down the Action/Use button, highlight the action you want
Here we go over the additional actions you can perform during missions.
to perform, then release the button.

Climb/Descend
Disguises
Disguises allow you
to blend in to your
surroundings. You can
You encounter ladders in walk past guards and
nearly every mission. Move enter restricted areas
toward a ladder to make when wearing the
Agent 47 grab it, and proper attire. Take
continue moving to either advantage of disguises
climb or descend the ladder. to move more freely through guarded areas.
Quick Draw/Holster You can steal
The quick draw allows you clothing off almost
to pull out the last weapon every male character
you picked up or equipped in the game. Kill or
without having to root knock out a person,
through your inventory. then change clothes
Pressing the same button to disguise yourself.
again quickly holsters the You cannot steal some
weapon, concealing it if the outfits, however—usually those belonging to Targets
weapon is small enough. and VIPs.

10
TRAINING

Combat
Because Agent 47 is only one man, battling enemies is always your last
You may need to
resort. Matters can spin out of control, however, so you need to know
switch between
how to handle yourself in any combat situation.
disguises during the
course of a
mission. Sometimes
one disguise works
TIP
for a while, but When playing to win the Silent Assassin rating,
you may need a do not kill anybody other than the Target(s)
different one to reach the next area. Keep an your client is paying you to hit. Restart the
eye on the Threat Meter to determine when a mission if you blow your cover and a combat
disguise’s usefulness has reached its end. situation occurs.

Look for disguises


that are lying
about; nearly every
Close Combat
mission features at
Anybody can fire a gun, but it takes a trained assassin to get into close
least one or two.
quarters with an enemy and effectively take him out. Put the following
These free
tips to use when using close combat weaponry.
disguises are
preferred, as you
don’t have to risk blowing your cover by Stealth Kills
engaging characters to get their clothes.
Stealth kills are the way to
go when you’re attempting
Free disguises to earn the Silent Assassin
aren’t always an rating. To perform a stealth
option, so you kill, sneak up to an unwary
must sometimes take Target with any close
one from an combat weapon, such as a
individual. Use a Kitchen Knife or the Fiber
Syringe to knock Wire, without being seen or
out the character heard. You begin every
if you’re trying for the Silent Assassin mission with the Fiber Wire in your inventory and are never required to
rating. Also, hide the body by dragging it to drop the weapon, so a stealth kill is always an option.
a secluded area. People who find a naked body
will be on the lookout for a suspicious person
wearing a disguise. Hold down the Attack
button to ready your close
A disguise that combat weapon, then
release it when you’re
doesn’t cover your
standing near the victim.
face is less likely
(Don’t bump into the
to hold up under
person or they’ll notice
close scrutiny. If
you.) Releasing the Attack
you’re choosing
button executes the
between two similar stealth kill—the victim is
disguises, pick the silently murdered without the chance to call for help or fight back.
one that best conceals your identity.

[Link] 11
Sniper Tactics
Some weapons, such as
Using a sniper rifle is an
Syringes and the Fiber
important skill to learn. You
Wire, can only be used in
can eliminate several
the stealth kill fashion.
Targets without being
Other close combat
detected by using a sniper
weapons, such as the Fire
rifle from long range.
Poker, Kitchen Knife, and
Whenever you use a sniper
Meat Hook, can be used to
rifle, aim for the Target’s
attack a person from any
head to ensure a clean
angle. It will often take several blows to kill somebody with a close
headshot kill.
combat weapon unless you execute a proper stealth kill.
Press the Attack button
Range Combat once while carrying a
sniper rifle to switch to the
When you use any weapon scope view. You can zoom
that isn’t designed for close in on the Target at least
combat, you’re engaged in once. (Some sniper rifles
range combat. This allow you to zoom in twice
includes short-to-medium- for an even better shot.)
range shootouts as well as Press the Attack button a
long distance kills with an second time to fire off a
accurate firearm, such as a round. Press the Draw/Holster button to exit the scope view.
sniper rifle.
The crosshair jiggles when
you look through the sniper
Maintaining accuracy while rifle’s scope. This is a
strafing to dodge enemy realistic effect—no sniper
fire is no easy feat, can hold the rifle perfectly
especially when you’re still when taking aim. You
battling in an open can reduce the jiggle’s
environment. Avoid open severity by pressing the
Sneak button to crouch,
ground and look for a
which steadies your hands
sound defensive position
to improve your accuracy.
when bullets whiz by.

Silent Kills
For example, hiding inside
a room and blasting at The sound of a gunshot is
your enemies as they step loud and will alert nearby
through the doorway is guards, especially if the
effective, because you can surrounding environment
keep your crosshairs is peaceful. However,
trained on the doorway many weapons come
and kill each enemy before equipped with a silencer—
they get a solid lock on a clever device that
you. Use the surrounding connects to the barrel of a
environment to your gun and reduces each
advantage to help you survive range combat situations. shot’s sound. You don’t need to worry about alerting nearby guards
when you fire silenced bullets.

12
TRAINING
Most silenced weapons are
The In-Game Map
of the pistol variety, which is
nice because you can easily
conceal them. However,
pistols don’t pack the same
punch as larger weaponry,
especially when they’re
hampered by a silencer.
Land a headshot when you
use a silenced pistol for a
In-Game Map
cleaner, quieter kill.
The in-game map displays useful information. Bring up the in-game map
when you want to check for patrolling guards, Points of Interest, the
TIP location of your Targets, your current location, and more.
The in-game map is difficulty-sensitive, meaning that the amount
You can pistol-whip your enemies with any of information displayed on the map depends upon the difficulty
firearm. Move into close quarters while armed level you choose.
with a gun and press the Attack button to
execute a pistol-whip. This knocks out the
enemy for a short time—they soon regain
consciousness.

Mission Briefings
Normal In-Game Map
When playing on Normal difficulty, the in-game map displays all available
information in full detail. Refer to the map to note the location of each
police officer, guard, civilian, and VIP, and to monitor their movements.

Mission Briefing Menu


Mission briefings provide vital mission information, such as the name
and description of the Target(s) you must assassinate, as well as all
other objectives you need to complete to finish the mission. Read each
mission’s briefing, looking for clues to help you figure out how to best
complete each objective.
The Mission Briefing Menu is updated when you complete an objective Expert In-Game Map
or find an item or object that provides additional mission details. Such On Expert difficulty, the in-game map provides less information. It does
items include letters, notes, and the like. Refer to the Mission Briefing not differentiate between police, guards, and civilians—all people other
Menu whenever you need to go over the objectives. than Agent 47 and the Targets are displayed as civilians. This is still
useful, especially after you become familiar with a mission.

TIP
Familiarize yourself with a mission’s details
before you begin the assignment. A thorough
understanding of the objectives is a great
advantage during any operation.

[Link] 13
Stock up on ammo and
proceed through the south
door to reach a combat
training course. A total of
46 cardboard enemies pop
out of windows as you
move through the course.
Practice your aim and
Professional In-Game Map reflexes by firing at each
The in-game map displays minimal information when playing on one until you rarely miss.
Professional difficulty. Agent 47, Targets, and any VIPs involved in the (You can collect ammo from spots on the ground if you’re running low.)
mission are the only characters displayed. Police, enemies, and civilians Your results are shown in a message that appears at the screen’s top
are not displayed on the Professional difficulty in-game map, forcing after you complete the short course.
you to rely on your skills in stealth and observation to avoid them.
TIP
The Training Area Tweak the control options if you’re having
trouble hitting the Targets in the combat
training course. You can adjust the horizontal
and vertical turn sensitivity and also invert
the up/down aim. Figure out what control setup
works best for you and practice until you can
move and shoot with finesse and accuracy.

Main Menu
Choose Training from the Main Menu to access the Training Area. This
is a great place to brush up on your skills before attempting to clear a
real mission.

The central portion of the Visit the area east of the


Training Area features starting point to practice
several racks of assorted using your sniper rifles.
weapons. Most of the
weapons are not present
the first time you visit the
Training Area, but are
TIP
represented by silhouettes Crouch while you aim with a sniper rifle to
of each weapon. The real reduce the degree of crosshair jiggle.
weapons appear as you
unlock them when playing through the game, and you can visit the
Training Area to test each one. The area northwest of the
starting point is a stealth

TIP training course. Here you


can practice sneaking past
For more information on unlocking standard guards without being
weapons, refer to the Equipment section. Check detected. Run down the hall
out the Secrets section for details on all hidden and pass the first couple of
weapons and tips on how to unlock each one. guards, then pick the lock
on the far west door to
enter the training course.

14
TRAINING
You’re inside enemy
territory after you pass
through the locked door—
TIP
this is a restricted area. As you creep beside the short wall, manipulate
You must now utilize the camera angle to keep the nearby guards in
stealth tactics to avoid the your view. This is useful when sneaking around
guards and navigate the in future missions. It allows you to watch the
course. Sneak down the guards closely to make sure they aren’t
hall toward the watching you.
unsuspecting guard ahead.

The guard’s back is


exposed, so use a Syringe You’re done after you creep
or the Fiber Wire to take past the short wall, so walk
him out silently, then through the following door
change into his uniform to to complete the stealth
disguise yourself. Walk up training course. Nice work—
the nearby stairs and enter you’re on your way to
the door at the top. becoming a Silent Assassin.

TIP If you’d like, you can check


To see how long the effects of a Syringe last, out the central area of the
use one on the unwary guard, then wait for stealth training course
him to wake. after you’ve finished
training. Enter the middle
doors and walk straight,
passing through the double
Stride across the doors at the opposite end.
suspended walkway until
you reach a gap, and the
Action List appears.
Choose to jump the gap to The central area of the
reach the walkway’s other stealth training course
side, then pass through the features a plywood
door ahead. structure ahead and a

TIP switch on the wall to your


left. Pulling the switch shuts
Remember this tactic for use in future off the overhead lights.
missions. Agent 47 is able to climb through
Enter the plywood
windows and jump between balconies on several
structure and jump
of his assignments. through the windows
ahead. You soon come to a
small room with several
Walk down the steps that shelves of bottles and
follow and crouch when plates. Shoot at them to
you reach the bottom. create some noise, which
Creep along the ground alerts the nearby guards.
and past the short wall The guards don’t come
ahead to avoid being after you—this is just a demonstration to show that loud, sudden noises
spotted by the guards on will draw unwanted attention. Keep this in mind when playing through
the other side. real missions to maximize your stealth skills.

[Link] 15
WEAPONS AND EQUIPMENT
The Weapons Cache allows you to
As a Hitman, you deal in the business of death. This bring extra firepower into a
section provides information on the tools of your mission—just choose from the list
dark trade. of weapons you’ve unlocked.
However, you can only access your
Unlocking Weapons Weapons Cache when replaying a
mission you’ve cleared. (You
In order to unlock a common weapon, you must obtain the weapon
during a mission’s course, then finish the job with the weapon on your cannot bring extra weaponry into a
person. Each time you complete a mission, all new weapons in your brand-new mission.)
inventory are automatically unlocked and added to the Training Area
and to your Weapons Cache. Selecting appropriate arms from
the Weapons Cache gives you a
Weapons that cannot be big advantage in each mission
concealed are harder to collect you revisit. For example, if you’re
without raising suspicions. A trying to earn the Silent Assassin
proper disguise can help you rating, you can bring silenced
unlock these powerful arms. firearms into the mission to help
Take out a guard, dress in his you attain your goal.
uniform, and pick up his weapon.
This is easiest to accomplish on
Normal difficulty, as guards are NOTE
less suspicious of you. Close-combat weapons cannot be unlocked or
stored in your Weapons Cache.

NOTE
For information on how to unlock hidden and
Close-Combat Weapons
Close-range arms are some of the most effective and lethal weapons in
secret weapons, refer to the “Secrets” section
the game. Some close-combat weapons are more practical than others,
of this guide.
and we go over each one in this section.

The Weapons Cache NOTE


Check out this guide’s “Training” section to learn
how to handle close-combat weapons like a pro.

Bolt Gun
>>> Where is it? In a walk-in freezer on the first floor of
the slaughterhouse in Mission 2: The Meat King’s
Weapons Cache
Party.
Your unlocked weapons are stored in the Weapons Cache. This is a list
>>> How do you use it? You must sneak up behind
of every weapon you’ve unlocked.
people and execute a silent steath kill.
>>> Two-Handed? No. >>> Concealable? Yes.
>>> Is it discovered during a frisk? Yes.

16
WEAPONS AND EQUIPMENT

Chinese Sword Meat Cleaver


>>> Where is it? In the kitchen on
the first floor of the
>>> Where is it? Lee Hong carries one in Mission 11: Lee Hong slaughterhouse in Mission 2:
Assassination. The Meat King’s Party.
>>> How do you use it? You can either attack people directly or sneak >>> How do you use it? You can
up behind them and execute a stealth kill. either attack people directly or
>>> Two-Handed? Yes. sneak up behind them and execute a stealth kill.
>>> Concealable? No. >>> Two-Handed? No.
>>> Concealable? Yes.
Fiber Wire >>> Is it discovered during a frisk? Yes.

>>> Where is it? You begin every mission with the


Fiber Wire in your inventory. Meat Hook
>>> How do you use it? You must sneak up behind
people and execute a silent stealth kill. >>> Where is it? In many areas on the first
>>> Two-Handed? Yes. floor of the slaughterhouse in Mission 2:
>>> Concealable? Yes. The Meat King’s Party. You also begin Mission 2
>>> Is it discovered during a frisk? No. with a Meat Hook in hand.
>>> How do you use it? You can either attack people directly
or sneak up behind them and execute a stealth kill.
Fire Poker >>> Two-Handed? No.
>>> Concealable? Yes.
>>> Where is it?
Near fireplaces. >>> Is it discovered during a frisk? Yes, but not if you’re disguised as
a butcher.
>>> How do you use
it? You can
either attack Pool Cue
people directly or sneak up behind them and execute a stealth kill.
>>> Two-Handed? Yes.
>>> Concealable? No.

>>> Where is it? In several missions. Check barrooms and


Kitchen Knife around pool tables.
>>> How do you use it? You can either attack people directly
or sneak up behind them and execute a stealth kill.
>>> Two-Handed? Yes.
>>> Concealable? No.
>>> Where is it? Kitchen Knives are common weapons in
almost every level. Search kitchens.
>>> How do you use it? You can either attack people directly
or sneak up behind them and execute a stealth kill.
>>> Two-Handed? No.
>>> Concealable? Yes.
>>> Is it discovered during a frisk? Yes.

[Link] 17
Shovel
TIP
You begin each mission with a Syringe and the
Fiber Wire. Hang on to these weapons—they’re
never found during any frisk search and they
>>> Where is it? In Mission 4: Beldingford Manor. It’s located in the don’t trigger metal detectors.
center of the garden maze.
>>> How do you use it? You can either attack people directly or sneak
up behind them and execute a Stealth kill. Pistols
>>> Two-Handed? Yes. Pistols are the most versatile firearms in the game because they’re
>>> Concealable? No. lethal and you can easily conceal them. Pistols come in four varieties:

Stun Gun >>> Normal: A standard pistol.


>>> Silenced: A normal pistol with a silencer attached. Reduces each
shot’s sound.
>>> Where is it? In Mission 1: Asylum Aftermath. The
Asylum’s staff carries Stun Guns. There is one outside >>> Dual: Two normal pistols, one held in each hand. Both guns fire
the elevator doors on the Asylum’s second floor. when you press the Attack button. Incredible stopping power.
>>> How do you use it? You can attack a person from any >>> Silenced Dual: Two silenced pistols, one held in each hand. These
angle with the Stun Gun. One shock will render the are the best types of pistols in the game.
victim unconscious for a long time.
>>> Two-Handed? No. TIP
>>> Concealable? Yes.
Never use a pair of pistols if you’re trying to
>>> Is it discovered during a frisk? Yes. achieve the Silent Assassin rating. Dual pistols
fire two rounds each time you press the Attack
button, and you’re only allowed to spend one
Syringe silenced bullet on each target.
>>> Where is it? You begin each mission with at least
one Syringe. You can gather a large amount of
them in Mission 1: Asylum Aftermath.
CZ 2000
>>> How do you use it? You must sneak up behind a The CZ 2000 is a small semi-automatic pistol. It’s a
person and execute a silent stealth kill. The victim common firearm that’s in many missions, and is one
is instantly knocked out and remains unconscious of the weakest handguns in the game. The CZ 2000
for a long time. has the advantage of a large clip capacity.
>>> Two-Handed? No.
>>> Concealable? Yes. Weapon Stats:
>>> Is it discovered during a frisk? No. >>> Caliber: 9mm >>> Weight: 780 grams
>>> Clip Capacity: 15 rounds >>> Concealable: Yes
>>> Length: 18.5 centimeters >>> Two-Handed: No
Weapon Variation:
>>> CZ 2000 Dual

18
WEAPONS AND EQUIPMENT

GK 17 SG220 .S
The GK 17 is a small semi-automatic The SG220 .S is a medium silenced pistol. Its
pistol. It’s a common firearm that’s in 9mm caliber makes it one of the weakest
several missions, and is weak when silenced handguns in the game, but it’s the most
compared to the many other handguns in the quiet. An SG220 .S is near or on a target—Franz
game. However, the GK 17 has the largest clip Fuchs has one on his desk in Mission 7: Traditions
capacity of the pistols. of the Trade.

Weapon Stats: Weapon Stats:


>>> Caliber: 9mm >>> Weight: 625 grams >>> Caliber: 9mm >>> Weight: 7.2 kilograms
>>> Clip Capacity: 17 rounds >>> Concealable: Yes >>> Clip Capacity: 7 rounds >>> Concealable: Yes
>>> Length: 18.6 centimeters >>> Two-Handed: No >>> Length: 19.3 centimeters >>> Two-Handed: No
Weapon Variation: Weapon Variation:
>>> GK 17 Dual >>> SG220 .S Dual

Gold Desert Eagle Silverballer Dual


The Gold Desert Eagle is a powerful
handgun with impressive stopping The Silverballer Dual is Agent 47’s
force. It’s only on the body of Rutgert Van old standby. You begin every
Leuven—one of your targets in Mission 5: Rendezvous mission with the Silverballer Dual
in Rotterdam. Collect it after making the hit. and the Silverballer Silenced (if
you’re playing on Normal
Weapon Stats: difficulty). Silverballers are
powerful pistols with large clip capacities, making them the best
>>> Caliber: Magnum >>> Weight: 1.897 kilograms
handguns in the game.
>>> Clip Capacity: 7 rounds >>> Concealable: Yes
>>> Length: 26 centimeters >>> Two-Handed: No Weapon Stats:
>>> Caliber: .45 ACP >>> Weight: 1.076 kilograms
Magnum 500 >>> Clip Capacity: 14 rounds (7 per gun) >>> Concealable: Yes
>>> Length: 21.6 centimeters >>> Two-Handed: Yes
The Magnum 500 is a double action
revolver. It’s one of the most powerful Weapon Variations:
pistols in the game, but you must reload it >>> Silverballer Silenced >>> Silverballer Silenced Dual
more often than any other handgun.
Magnum 500s are common weapons in
many missions. Submachine Guns
Submachine guns are crosses between pistols and assault rifles. They
Weapon Stats: have the automatic fire of a rifle but are more compact and easier to
>>> Caliber: Magnum >>> Weight: 2.055 kilograms carry. Some submachine guns are small enough to conceal, and a few
come equipped with silencers.
>>> Clip Capacity: 5 rounds >>> Concealable: Yes
>>> Length: 38.1 centimeters >>> Two-Handed: No
Weapon Variation:
>>> Magnum 500 Dual

[Link] 19
MP5 Submachine Gun
TIP
Larger weapons, such as assault rifles, sniper The MP5 Submachine Gun is a
rifles, and most submachine guns, cannot be powerful fast-firing weapon that
secreted in your clothing. Grab a proper features the largest clip capacity
of the submachine guns. Guards
disguise or wait until you’re escaping from a
often choose to carry this weapon
mission before adding larger firearms to your
due to its power and versatility.
Weapons Cache.
Weapon Stats:
>>> Caliber: 9mm >>> Weight: 2.88 kilograms
Aug Submachine Gun >>> Clip Capacity: 30 rounds >>> Concealable: No
>>> Length: 66 centimeters >>> Two-Handed: Yes
Use the Aug Submachine Gun
Weapon Variation:
against distant targets. Its long
barrel makes it one of the most >>> MP5 Silenced Submachine Gun
powerful and accurate submachine
guns in the game. Many guards carry this weapon.
MP9 Submachine Gun
Weapon Stats: The MP9 Submachine Gun is the
>>> Caliber: 9mm >>> Weight: 3.3 kilograms only one of its type you can conceal,
>>> Clip Capacity: 25 rounds >>> Concealable: No except for the Micro Uzi. However, the MP9
>>> Length: 66.5 centimeters >>> Two-Handed: Yes is more accurate and features a larger clip
capacity than the Micro Uzi, making it a superior
weapon. You can take this versatile submachine
Micro Uzi gun off the bodies of dead or unconscious guards.

The Micro Uzi is the smallest submachine Weapon Stats:


gun, and you can easily conceal it. >>> Caliber: 9mm >>> Weight: 3 kilograms
However, the Micro Uzi also features the >>> Clip Capacity: 25 rounds >>> Concealable: Yes
smallest ammo capacity at only 20 rounds
>>> Length: 55.6 centimeters >>> Two-Handed: No
per clip. This weapon is on guards, and is
the only concealable submachine gun that
comes in a silenced form. Shotguns
Shotguns fire shot—dozens of tiny pellets stuffed into a cylindrical
Weapon Stats: shell—and are lethal when used at either close or medium distances.
>>> Caliber: 9mm >>> Weight: 1.5 kilograms There’s no way to silence a shotgun, so these firearms are only practical
>>> Clip Capacity: 20 rounds >>> Concealable: Yes when you want to make a loud mess of things.
>>> Length: 25 centimeters >>> Two-Handed: No
Weapon Variations:
>>> Micro Uzi Dual >>> Micro Uzi Silenced Dual
>>> Micro Uzi Silenced

20
WEAPONS AND EQUIPMENT

Double-Barreled Shotgun SPAS 12 Gauge Shotgun


The SPAS 12 Gauge Shotgun
is the modern evolution of
this class of weapon. Its
fully-automatic, single-barrel
The Double-barreled Shotgun is a mighty weapon. Its long barrels help it design and 8-shell capacity make the SPAS 12 Gauge the best shotgun
maintain a fair amount of accuracy over long distances. Both barrels are in the game. While you can collect this weapon from the first mission,
fired when you press the Attack button, so you cannot shoot one shell at it’s easiest to grab in Mission 7: Traditions of the Trade because it’s
a time. Grab the Double-barreled Shotgun in Mission 4: Beldingford Manor. inside a box of roses.

Weapon Stats: Weapon Stats:


>>> Caliber: 12 gauge >>> Weight: 3.2 kilograms >>> Caliber: 12 gauge >>> Weight: 4.2 kilograms
>>> Clip Capacity: 2 shells >>> Concealable: No >>> Clip Capacity: 8 shells >>> Concealable: No
>>> Length: 115.7 centimeters >>> Two-Handed: Yes >>> Length: 93 centimeters >>> Two-Handed: Yes

Sawed-Off Shotgun Assault Rifles


Assault rifles are lethal at any distance. They’re fully-automatic weapons
that feature large ammo capacities, but you cannot conceal assault rifles,
forcing you to carry them in the open. When carrying an assault rifle, find
a proper disguise so that you don’t attract too much unwanted attention.
Guards in later missions carry these types of weapons.
Take a hacksaw to the Double-barreled Shotgun and you get the Sawed-
off. The Sawed-off Shotgun’s shortened barrels allow you to secret the
weapon in your clothing. The downside is a reduction in accuracy when AK 74
used from long range. You can collect this weapon from many different
The AK 74 features a longer barrel than the M4
missions—in Mission 4: Beldingford Manor, Lord Winston Beldingford
Carbine, making it the most accurate assault
keeps his Sawed-off Shotgun close by.
rifle. On the other hand, its rate of fire is slower
than the M4 Carbine, implying that this assault rifle was meant for
Weapon Stats:
combat over longer distances.
>>> Caliber: 12 gauge >>> Weight: 2.8 kilograms
>>> Clip Capacity: 2 shells >>> Concealable: Yes Weapon Stats:
>>> Length: 65.4 centimeters >>> Two-Handed: Yes >>> Caliber: 5.56mm >>> Weight: 3.3 kilograms
Weapon Variation: >>> Clip Capacity: 30 rounds >>> Concealable: No
>>> Sawed-off Shotgun Dual >>> Length: 94 centimeters >>> Two-Handed: Yes
Weapon Variation:
>>> AK 74 Silenced

[Link] 21
Weapon Stats:
M4 Carbine >>> Caliber: 7.62mm >>> Weight: 4.31 kilograms
>>> Clip Capacity: 10 rounds >>> Concealable: No
The M4 Carbine sports a >>> Length: 125.5 centimeters >>> Two-Handed: Yes
shorter barrel than the AK 74, so it’s
less accurate. However, the M4 Carbine has a higher
rate of fire than the AK 74, making it the best Enforcer
weapon in its class for mowing down a crowd of enemies.
The Enforcer is an
Weapon Stats: outdated bolt action
>>> Caliber: 5.56mm >>> Weight: 2.54 kilograms sniper rifle. Its weak
>>> Clip Capacity: 30 rounds >>> Concealable: No scope only allows
you to zoom in once, and the field of vision is limited. You can obtain the
>>> Length: 84 centimeters >>> Two-Handed: Yes
Enforcer sniper rifle in the game’s first mission.
Weapon Variation:
>>> M4 Carbine Silenced Weapon Stats:
>>> Caliber: 7.62mm NATO >>> Weight: 4.75 kilograms
>>> Clip Capacity: 10 rounds >>> Concealable: No
Machineguns >>> Length: 120.5 centimeters >>> Two-Handed: Yes
M60 Light Machinegun
The M60 Light PGM Sniper Rifle
Machinegun is the
only weapon in its
class. It’s one of the The PGM is a modern bolt action
deadliest firearms in sniper rifle. It’s deadly accurate, and its large
the game due to its high ammo capacity and fast rate of fire. It takes scope lets you zoom in twice for a clean kill while providing you a
seconds to reload and can mow down a crowd of enemies. This mighty decent view of your surroundings. The silenced version of the PGM is
weapon is only found in the restaurant’s basement in Mission 11: Lee one of the best sniper rifles in the game.
Hong Assassination.
Weapon Stats:
Weapon Stats: >>> Caliber: .338 >>> Weight: 6.6 kilograms
>>> Caliber: 7.62mm NATO >>> Weight: 10.5 kilograms >>> Clip Capacity: 10 rounds >>> Concealable: No
>>> Clip Capacity: 100 rounds >>> Concealable: No >>> Length: 129 centimeters >>> Two-Handed: Yes
>>> Length: 110 centimeters >>> Two-Handed: Yes Weapon Variation:
>>> PGM Sniper Rifle Silenced
Sniper Rifles
Sniper rifles allow you to take careful aim at a distant target and
eliminate it from a safe position. Every sniper rifle features a powerful
R93 Sniper Rifle
scope to help you sight the perfect shot. Refer to the Training section of The R93 Sniper Rifle is
this guide for tips on how to use any sniper rifle. modern and features a
highly unusual design.
Dragunov The rifle’s scope
doesn’t provide the best field of vision, but you can zoom in twice for
The Dragunov is a accurate shooting over long distances.
modern semi-automatic sniper rifle. It’s
accurate and is the lightest of the sniper rifles. You can zoom in twice Weapon Stats:
with its powerful scope, which also offers a generous field of vision. >>> Caliber: 7.62mm NATO >>> Weight: 4.8 kilograms
>>> Clip Capacity: 5 rounds >>> Concealable: No
>>> Length: 119 centimeters >>> Two-Handed: Yes

22
WEAPONS AND EQUIPMENT
W2000 Sniper Rifle
Keys
The W2000 Sniper Rifle
was the first of its kind to be When you’re unable to pick a door’s lock, you need to locate a
designed and constructed for snipers—no component of Key that will open the door for you. Keys come in all shapes and
the rifle was taken from a preexisting weapon. Its compact size, sizes, from Car Keys to Keycards. Each one is important, so
accuracy, double-zoom scope, and custom silencer make the W2000 a collect every Key you see.
professional’s first choice.

Weapon Stats: Lockpick


>>> Caliber: 7.62mm NATO >>> Weight: 8.31 kilograms
Agent 47’s Lockpick grants him access to many restricted
>>> Clip Capacity: 6 rounds >>> Concealable: No
areas. Approach a locked door and choose to pick the lock when
>>> Length: 90.5 centimeters >>> Two-Handed: Yes nobody’s paying attention. Some locks cannot be picked—you
need to find some other way to open these specially-locked doors.
Other Equipment
Here are the other items you use during several missions: Night Vision Goggles
The Night Vision Goggles (NVG) allow you to see
Binoculars clearly when lighting is minimal. Use them to
help you navigate dark areas where the path is
The Binoculars allow you to view distant people and
difficult to see. The only drawback to the Night
objects from a safe location. You can zoom in with the
Vision Goggles is that they limit your field of
Binoculars if the object you’re viewing is far away. This
vision, so use them only when necessary.
useful piece of equipment will help you during each mission’s
reconnaissance phase.
Sniper Suitcase
Bombs You begin several missions with
the Sniper Suitcase in hand. This
There are two types of Bombs—those detonated by a
device looks like a briefcase,
Bomb Remote and those that aren’t. You must plant
but inside is a tool—a deadly
Bombs on a vehicle before you can detonate them.
sniper rifle.

After you plant a Bomb, you may Agent 47 must spend a few
use the Bomb Remote to detonate moments opening the Sniper
the explosive. If the Bomb isn’t Suitcase and assembling its
controlled by a Bomb Remote, the sniper rifle before the weapon
explosion occurs when somebody can be used. Don’t let anybody
turns the key to start the vehicle. see what you’re up to.

A Bomb is capable of taking out


bystanders if detonated at the
wrong moment—you forfeit the
Silent Assassin rating if this
happens.
[Link] 23
MISSION 1: ASYLUM AFTERMATH
The first mission of Hitman: Contracts picks up where Civilian
Hitman: Codename 47 left off—you killed Professor
Ortmeyer in the sanitarium’s basement and must now
make your escape. Get out of the sanitarium, while
avoiding police forces and sanitarium staff, then
make it to the getaway car parked outside.
Sanitarium staff and police will attack you if you don’t
avoid them.
Sanitarium Patient

Mission Objective
>>> Escape from the Sanitarium

MAP LEGEND
Mission Information Points of Interest:
Escaping the sanitarium won’t be easy. You’ve got to reach the car
parked outside the front entrance to get away, but the grounds are = Syringes (4)
crawling with police. = Police Uniform,
The police storm the building and kill any sanitarium staff they encounter Patient Outfit = Kitchen Knife
in their search for their primary target—you. Stay out of their way while they
prepare to evacuate patients. You won’t be confronted by the police if you = Enforcer Sniper Rifle, Sniper
disguise yourself as a facility patient or as a SWAT team member. = Car Key Rifle Ammo, .45 ACP Ammo

= .45 ACP Ammo


Enemies = Kitchen Knife, Stun Gun,
Syringe, SPAS 12 Gauge
Shotgun, Shotgun Ammo

= CZ 2000 Pistol, Pistol Ammo

= CZ 2000 Pistol, Pistol Ammo

= CZ 2000 Pistol

= CZ 2000 Pistol
Police
= CZ 2000 Pistol (2), Pistol
Ammo (8), .45 ACP Ammo (6)

Sanitarium Staff

24
MISSION 1: ASYLUM AFTERMATH
Maps
Basement >

1st Floor >

[Link] 25
2nd Floor >

3rd Floor >

26
MISSION 1: ASYLUM AFTERMATH

Outside >

The Silent Assassin’s Path


Proceed through the dimly
lit hallways to get to the
You begin in a white, hazy
elevator. Corpses of 47’s
room in the basement of
clones litter the floor. You
the sanitarium. Professor
can collect CZ 2000 pistols
Ortmeyer’s body lies on the
and assorted pistol
floor nearby. Pick up the
ammunition from many of
Car Key from Ortmeyer’s
these bodies.
corpse, then head for the
door and go through the
sanitarium’s basement.

NOTE
The mental patients in the basement of the
TIP sanitarium hardly notice you, so run through
this area.
The in-game map is an invaluable tool. Use it
to navigate complex areas and to plot your
course through each environment. For this
mission, a line appears on the Basement map to
help guide you to the elevator.

[Link] 27
Stop in the small room at
the basement’s west end,
which is highlighted by a
TIP
Point of Interest icon on You can carry weapons around as long as you're
this guide’s map. There are wearing an appropriate disguise. The SPAS 12
a number of Syringes on Gauge shotgun cannot be concealed, but your
top of a small table in this police uniform allows you to carry the firearm
room. Pick them up, without raising suspicions.
conceal them, and continue
toward the elevator.

TIP You can easily escape from


The Syringe is the Silent Assassin’s best the sanitarium in your new
friend. When used with skill, Syringes silently guise. Walk south from the
knock out enemies and civilians without killing elevator and pass through a
them. Use Syringes to remove human obstacles set of double doors.
Continue moving south until
from your path while maintaining your Silent
you come to a staircase.
Assassin rating.

Turn left and walk down


the stairs. Stride past the
team of SWAT police
stationed at the bottom of
Stand in front of the elevator the staircase, then enter
and press the call button. the west set of double
Enter when the doors open doors just behind the
and take the elevator to the police officers.
second floor.

The police raid the first and Proceed through the next
second floors of the few rooms until you exit the
sanitarium as you enter the sanitarium through its front
elevator. They inadvertently doors. (Avoid the lone police
assist you by killing any officer who patrols these
sanitarium staff they rooms and keep walking to
encounter, but you are their maintain your cover.)
primary target.

Step out of the elevator


when you reach the Turn right once you've
second floor. Turn left and exited the sanitarium and
walk over to the nearby stroll over to the nearby
corpse of a police officer. escape car, which is
Take his clothing and pick marked as the Exit point on
up his SPAS 12 Gauge the map. Enter the vehicle
shotgun along with the to make your escape.
Shotgun Ammo.

28
MISSION 1: ASYLUM AFTERMATH
Not bad for your first mission; you've escaped the sanitarium without
being detected and have earned the Silent Assassin rating. You're Look for a patient who’s
awarded the CZ 2000 Dual pistols, which are stored in your weapons walking around the halls
cache for use on any mission you choose to replay. and talk to him. He begs
for a Syringe, which he
believes will calm his
nerves. You hand him one,
Optional Tactics and he gives you
Here are some optional tactics you may want to employ during this mission. ammunition in return.

The Mental Patient’s Path


There's another way to escape from the sanitarium, but it's a lot more
difficult than the above strategy. If you're really good, you can still earn Follow the patient after
the Silent Assassin rating by following this optional approach. speaking with him, but
don’t get too close. He
walks down some steps,
Step out of the elevator
heading to the building’s
when you reach the
heavily-guarded front
second level. Dead bodies
entrance on the first floor.
lie heaped on the floor in
front of the elevator doors.
Stand near one of the
expired patients and take
his clothes so you can Pause on the steps as the
disguise yourself as a patient approaches the
sanitarium inmate and slip police near the entrance.
past the police without being attacked. You can also pick up the Stun One of the officers tells
Gun and Kitchen Knife here and conceal them before moving on. him to enter the lab behind
them and wait there for
further instructions.

You’re in disguise and ready


to make the daring escape. It’s your turn. Walk down
Exit the room, turn left, and the steps past the police.
walk through the double One of the officers orders
doors into a large, circular you to the lab. Turn left
chamber. past the police and enter
the double doors.

The police are using the


small lab as a holding room
for the surviving patients of
the sanitarium. Only one
guard watches over the lab,
and he periodically climbs
the spiral staircase to
Walk left and exit through patrol the two rooms above.
Sneak past this guard to
the double doors on the
make your escape.
east side.

[Link] 29
If you’re playing on Normal
or Expert difficulty, you
can see the patrol route
CAUTION
the guard follows by using The police outside are watching the building.
the in-game map. Wait until They expect you to try to escape, and constantly
he climbs halfway up the scan all possible exits with roving spotlights.
spiral staircase, then sneak Move with stealth to reduce your chances of being
up the stairs and follow detected. Stop moving and remain crouched if a
him through the first room spotlight comes close to you.
and into the next.

TIP
The rooms above the lab feature several
windows. The police outside the building are
shining spotlights through the windows, watching
for any suspicious activity. Keep an eye on
your Threat Meter as you sneak up the Creep toward the side of
staircase and through the rooms. Pause whenever the balcony until you reach
the meter makes a sudden or drastic jump. a ladder. Climb down the
ladder to reach the ground.

Sneak into the west room


behind the guard and move
to the closet door. Pick the
lock and slip into the dark
You’re close to the getaway
closet before the guard
car. Avoid the guard
turns to exit the room. You
keeping watch over the
don’t have any time to
vehicle. Use the in-game
waste, so move quickly
map to view the guard’s
and silently.
patrol route and make your
move at the right moment.
NOTE
You can also knock out the guard if you have a
spare Syringe. Sneak up to the guard when his
back is turned and use the Syringe to knock
him out cold.

Sneak up to the car and jump


in when you’re close enough.
After the guard leaves, exit
the closet and leave the
Well done—you escaped the sanitarium without being detected.
building through the window
in this room. Sneak up to the
window, open it, and sneak
onto the balcony.

30
MISSION 1: ASYLUM AFTERMATH

Balcony Sniper

The door leads outside to a


The Enforcer sniper rifle is
third floor balcony that runs
inside a cabinet in the
along the building’s front.
small room south of the
You can easily pick off police
elevator on the second
forces in the courtyard
floor. Open the cabinet and
below from up here.
collect the sniper rifle along
with its ammo.

NOTE
TIP Remember: You can’t earn the Silent Assassin
rating if you kill anyone other than your
Like other types of large-sized weaponry, sniper targets, or if you fire more than one silenced
rifles cannot be hidden in clothing and must be bullet per target. Since you don’t have a
carried around in the open. This attracts target for this mission, firing even one bullet
unwanted attention, so stay out of sight by ruins your chances of attaining the Silent
using stealth tactics and the in-game map. It’s Assassin rating.
always better to drop the weapon and walk away
if you’re about to be spotted.

Another option from the


balcony is to take out one
of the spotlights. Aim at
the spotlight coming from
the police van parked on
With the sniper rifle in
the west side of the
hand, move toward the
courtyard. Kill the light
southwest side of the
with a single shot, then
sanitarium’s second floor.
crouch and creep inside.
Climb the steps here to
Your escape will be easier
reach the door at the top.
with one spotlight out.

[Link] 31
MISSION 2: THE MEAT KING’S PARTY
The self-proclaimed “Meat King,” Campbell Sturrock, Targets
runs Romania’s largest meat-packing facility. He was
recently charged with the abduction and possible
murder of a young woman. Sturrock’s lawyer, Andrei
Puscus, got the case thrown out of court on a few
technicalities (and with the help of some well-placed
bribes). The Meat King is having a party this evening
to celebrate his courtroom victory.
The woman Sturrock kidnapped is your client’s Lawyer Andrei Puscus
daughter. Your client wants both the Meat King and his
lawyer killed, and the girl returned home. Assassinate
both men, rescue the client’s daughter, and then
escape the meat plant to complete the mission.

Mission Objectives
>>> Assassinate “Meat King” Campbell Sturrock “Meat King”
>>> Assassinate Lawyer Andrei Puscus Campbell Sturrock
>>> Rescue the Client’s Daughter
>>> Escape the Compound
Enemies
Mission Information
The Meat King’s party is an ideal setting for what
you need to accomplish. The high number of
guests and staff at the celebration provide you
with the perfect cover.
Security is tight at the meat plant, but
nobody’s expecting anything to go awry.
It’s a party and there’s a carefree
atmosphere, so you can run past Guard
guards without raising much suspicion.
This allows you to move quickly through the
slaughterhouse, and shifts your focus from stealth
tactics to deception. Take advantage of disguises, do
the job, and get out before the guards catch on.
Rescuing the client’s daughter is your primary
concern—she could be killed at any moment and may
already be dead. Don’t worry about your targets until
you’ve discovered the girl’s fate.
Meat King’s Brother

32
MISSION 2: THE MEAT KING’S PARTY

Civilians
MAP LEGEND
Points of Interest:

= Truck Doors Switch = Ladder to Skylight

= Client’s Daughter, = Meat-Packing Area


Butcher Murder Proof (Motorized Rail)

= Opium Deliverer Outfit = Bolt Gun

= Opium Pipes
= Kitchen Knife, Meat Cleaver

= Lawyer’s Room (Silverballer = Kitchen Knives


Silenced Pistol, VIP Invitation)
= Opium Pipe, MP9
Female Partier
Submachine Gun
= Kitchen (Chicken Plate,
Kitchen Knife, Meat Cleaver) = Dragunov Sniper Rifle,
Sniper Rifle Ammo, Bolt Gun
= Sturrock’s Room
(Curtain Switch)

Maps
Male Partier
Outside
>

Opium Waiter

[Link] 33
1st Floor > 2nd Floor

>

The Silent Assassin’s Path


You begin the mission
inside a meat truck. You’ve
just knocked out one of
Sturrock’s butchers, and Exit the truck and walk
his unconscious body lies around to its left side.
at your feet. Drop all of Press the glowing red
your weapons except for button on the truck’s side
the Syringe and the Fiber to close its back doors and
Wire, then change into the lock the unconscious
butcher’s clothing to butcher inside.
disguise yourself.

NOTE
NOTE If you don’t close the truck’s doors, the
You cannot enter the party unless you’re in butcher soon wakes up and alerts the guards.
disguise. The guards deny you access and will
open fire if you ignore their warnings.

34
MISSION 2: THE MEAT KING’S PARTY
Turn right and pass
through the double doors
Run past the truck and at the top of the stairs.
around the corner of the Stop in the small room and
building, and then follow the bring up the in-game map.
street around the next Check the location of the
corner. Keep running toward lone enemy patrolling the
the entrance to the Meat next couple of rooms
King’s celebration party. ahead. Wait until the
enemy exits the north
room, passes through the middle room, and then enters the south room
before moving through the next set of double doors.

The guard stops you and You can’t see the enemy on
pats you down before the in-game map if you’re
allowing you to pass. Only playing on Professional
the Syringe and the Fiber difficulty. Instead, look
Wire go unnoticed during through the double doors’
the frisk. keyhole and wait for the
enemy—the Meat King’s

NOTE brother—to walk past. Wait


a few moments longer
before entering the next
You can take the butcher’s Meat Hook into the
room to ensure that the enemy has moved away.
party, but there’s no need to do so.

Run up the steps and


through the door to enter
Sturrock’s slaughterhouse. Hurry into the room when
Make a sharp left turn once it’s clear. Turn right and
inside and run down the enter the north set of
hall, passing through the double doors.
double doors ahead.

A ghastly sight awaits you


on the other side of the
doors. You’ve found the
client’s daughter, but she’s
already been murdered.
Pick up the Murder Proof—
Follow the trail of blood to one of the girl’s severed
locate a staircase that leads arms—then hurry and
up to the north half of the retrace your steps back
second floor. Sprint upstairs. down to the first floor.

[Link] 35
Assassinating the Lawyer

You are outside after leaving


After you’re downstairs,
the locker room. Run south
run forward and turn left
and then enter the double
before hitting the wall.
doors on your right.
Proceed east and then
dash through the south set
of double doors.

Pass through the next few


sets of double doors to
reach the kitchen. Turn left
Turn right through the
and exit the kitchen
doors and run down the
through its south door.
hall. Pass through another
set of double doors, then
enter the next pair of doors
on your left.

Make another left and


sprint down the short flight
The locker room you enter
of steps. Turn right and run
is marked with a Point of
through the south set of
Interest icon on the map. A
double doors.
free opium waiter disguise
sits on a bench. Change
into the clothes and then
You come to a large, open
bolt out of the locker room
party area. Many guests
through the east door.
are enjoying the Meat
King’s hospitality, and the
music is loud. Make a
sharp right turn and run
over to the bar. Pick up one
CAUTION of the Opium Pipes from
the counter.
Only one opium waiter is allowed at the Meat
King’s party, and you’re not him. The real
opium waiter soon enters the locker room, and
your cover is blown if he catches sight of you. Bring up the in-game map
Avoid the real opium waiter at all costs while to see that one of your
wearing his attire. targets—the Meat King’s
lawyer, Andrei Puscus—is
in a small, curtained-off
room to the southeast.
Walk through the red
curtain and into the room.

36
MISSION 2: THE MEAT KING’S PARTY
Run west down the
NOTE following hallway and stop
in front of the second set of
Only the opium waiter is allowed to enter the double doors on your right.
curtained rooms. Entering in any other guise Look through the keyhole
blows your cover. and wait for the real opium
waiter to walk through the
double doors directly ahead
in the next hall.

The lawyer is resting on a


bed, waiting to be served
by you. Step over to him The opium waiter turns
and place the Opium Pipe before reaching you and
on the end table next to his enters the kitchen.
bed, then take a few steps Continue to look through
back and watch. the keyhole until you see
the kitchen door close,
then move through the
double doors.
Puscus leans over, grabs
the Opium Pipe, and takes
a long pull. He exhales,
sets the pipe down on the
table, and then slumps Return to the locker room
down onto the bed and put on the butcher’s
unconscious. clothes you left there. You
no longer need to worry
Remain motionless until about being spotted by the
you see the lawyer pass opium waiter.
out. Step over to him, take
his VIP Invitation, and pick
up his Silverballer Silenced
pistol. Use the silenced
pistol to shoot the Backtrack out of the locker
unconscious lawyer in the room, then head south and
head, instantly killing him. enter the kitchen. Wait in
the kitchen a few moments
until a butcher enters
carrying an empty plate.
Assassinating the Meat King

The butcher sets the plate


down and begins chopping
meat. Continue to wait until
Conceal the lawyer’s
he sets a whole chicken on
handgun and then walk out
the plate. The butcher then
of the room. Run forward
orders you to bring the
and pass through the
meal up to the Meat King,
double doors ahead.
Campbell Sturrock.

[Link] 37
Pick up the Chicken Plate. A Enter the double doors at
message tells you that the the hallway’s west end.
chicken looks big enough to Run north through the next
be stuffed with something. room, and make for the
Exit the kitchen the way staircase that ascends to
you came in. the south half of the
second floor.
Drop the Chicken Plate in
the hall outside the
kitchen. Equip the You’re frisked for weapons
Silverballer Silenced pistol. by the guard at the top of
With the pistol in hand and the stairs, so make sure you
the Chicken Plate on the aren’t carrying anything
ground, you have the except the Syringe and the
option to place the pistol Fiber Wire. (The guard won’t
inside the chicken. Do so, find the pistol you placed
and then drop any other inside the chicken.)
weapons except the Syringe and the Fiber Wire—you’re about to hit a
security checkpoint. Wait until the guard’s
curiosity has been
satisfied, then turn right
and enter the door ahead.
You can see the Meat King
With the pistol concealed sitting on his bed through
inside the Chicken Plate, the window in the outer
run south down the hall room. Enter the Meat King’s
and pass through the next chamber through the door.
couple sets of double doors
to return to the party area.

CAUTION Don’t approach Sturrock


just yet. Instead, walk to
Pressing the Action button pulls your pistol out the walled-off area behind
of the chicken, so be careful not to press the his bed and quickly
button at the wrong moment or you risk blowing retrieve your pistol from
your cover. the Chicken Plate.

Now walk over to the Meat


King. He becomes excited
at the sight of fresh
chicken and orders his two
bedfellows to leave him to
his meal. Move over to the
Keep moving south until you glowing button on the wall
pass through an archway. near Sturrock’s bed, and
Turn right and sprint west activate it to pull down the
down the long hall. room’s curtains.

38
MISSION 2: THE MEAT KING’S PARTY
The large truck in front of
you is your exit point. Run
to the driver’s side door of
Turn around and watch as the truck to conclude the
both women leave the mission with a Silent
room. After they’ve both Assassin rating.
left and the door has Excellent job; you took
closed, move over to advantage of the situation
Sturrock and hand him the and accomplished all of
Chicken Plate. your objectives without
blowing your cover or using gratuitous force. You’re awarded the
powerful and concealable Micro Uzi Dual submachine guns.

Optional Tactics
This mission features several unique optional tactics. Try them out after
capturing the Silent Assassin rating.
Sturrock accepts the meal
with glee.
Skylight Murderer
There’s an alternate way to assassinate the Meat King. Follow the steps
outlined in the above strategy until you reach the point where you’ve
just assassinated the lawyer, Andrei Puscus.

Pull out the Silverballer


Silenced pistol as soon as
the Meat King turns his
attention to his meal.
Quickly take aim and shoot
Sturrock in the head. Pick up the Opium Pipe
before you leave the lawyer’s
room. Head to the small
Now all that’s left is the room east of the kitchen.
escape. Drop the empty
plate on the ground inside
Sturrock’s room, conceal
your pistol, and dash out
NOTE
the door. Retrace your steps Remember: Don’t let the real opium waiter see
to the kitchen where you you while you’re wearing his outfit or your
received the Chicken Plate. cover will be blown.

Inside the kitchen, pass


through the east set of Inside the small room, drop
double doors. Pass through your weapons, including
the next two sets of double the lawyer’s Silverballer
doors to go outside. Silenced pistol. You’ll come
back for the pistol shortly.

[Link] 39
Take the guard’s clothes and
his CZ 2000 pistol. Conceal
the weapon before reentering
the Meat King’s room. Pass
through Sturrock’s chamber
Head to Sturrock’s chamber and run downstairs to the
with the Opium Pipe in hand. small room off the kitchen,
Pass through the security where you stashed the
checkpoint and then enter Silverballer Silenced pistol a
the Meat King’s room. short time ago.

Walk to Sturrock’s bed and


wait until one of his female
companions stands up and
greets you. Drop the Opium Collect the pistol and hide
Pipe on the floor near the it in your clothing.
bed and then press the Backtrack out of the
button on the wall to lower kitchen, then turn right and
the room’s curtains. run north up the hall.

The two women enjoy the Proceed to the stairs that


Opium Pipe and soon pass lead up to the northern half
out. Exit the room through of the second floor. When
the west set of double you’re on the second level,
doors to step onto an go to the roof through the
outside balcony. southeastern door.

You see a guard on the


balcony to the south. Wait Sprint south across the
for the guard to walk rooftop. Climb up the
inside, then jump across to ladder on the opposite end
the balcony he was just and then run along the
standing on. steel walkway.

Crouch, equip a Syringe,


then silently open the You eventually come to a
balcony door. The guard is skylight window. Open the
standing near the door window and look down to
with his back to you. see the Meat King and his
Plunge the Syringe into his two bedfellows. The women
neck to knock him out. are still unconscious from
the effects of the Opium Pipe.

40
MISSION 2: THE MEAT KING’S PARTY
Pull out the Silverballer
Silenced pistol and switch
to first-person view. Take Hanging dead bodies on
careful aim at the Meat the rail is not only
King’s melon and kill him amusing, it’s also useful.
with a clean headshot. Strangely, no one takes
(Stand when you fire, or any notice of a body that’s
the bullet may ricochet off hung up and moving along
the skylight’s base.) the motorized rail. This is a
devious way to conceal the
Your escape route is even bodies of those you kill
shorter from up here. during the mission.
Backtrack along the steel
walkway and climb down Bolt Gun Fun
the ladder. Run east off the The Bolt Gun is a lethal close-combat weapon that can be used only in a
rooftop and onto the top of stealth-kill fashion. Just one jolt is enough to kill a fully grown cow, so
your getaway truck’s trailer. it’s always fatal when used against another human being. This is the
Step onto the truck’s cab and
only mission where the Bolt Gun can be found and used, so take
then down onto the ground
advantage of this unique weapon.
below to finish the mission
with a Silent Assassin rating.

Meat Hook Action


The entire northern section of the slaughterhouse’s first floor is a large
meat-packing area. Several slabs of beef hang from hooks that are To locate the Bolt Gun, head
attached to a motorized rail. You can use this rail to hide dead bodies. east down the hallway
when you first enter the
Start by heading into the slaughterhouse. Continue
large meat-packing room, moving east past the
then sneak up behind one narrow staircase.
of the working butchers.
Use the Meat Hook or Fiber
Wire to silently kill the
butcher from behind, and
then drag his corpse onto
the steel platform on the Turn left and move through
far west side of the room. the gap in the north wall.
Enter the double doors
ahead to reach the walk-in
Stand near the control
freezer area.
panel on the steel
platform’s center, and wait
for an empty hook to pass
on the motorized rail. Use
the control panel to stop
the rail as a free hook
approaches.

Drag the butcher’s body


close to the empty hook.
The Bolt Gun sits atop a metal tray in the
An option appears in the
corner of the walk-in freezer to the left. Collect
Action List, allowing you to
the weapon and then see how much trouble
hang the butcher on the
you can get into with it.
hook. Do so and then start
the rail moving again.
[Link] 41
MISSION 3: THE BJARKHOV BOMB
A rare opportunity has presented itself. Fabian Fuchs, Targets
a well-known terrorist, is going to meet with weapons
dealer Commander Sergei Bjarkhov for the first time.
The clandestine meeting will take place at Commander
Bjarkhov’s marine base in Kamchatka, Siberia.
Fuchs is planning to purchase a dirty bomb from
Commander Bjarkhov, who has turned one of his
submarines into a covert dirty bomb production
facility. The large submarine is docked near Fabian Fuchs
Bjarkhov’s personal transport ship at his fortified
marine base.
Your client is paying top dollar to have you infiltrate
the base, assassinate both men, and destroy the
submarine where the dirty bombs are made.
The agency has a man, codenamed “Yurishka,”
already stationed at the base, who can provide more Commander Sergei
information after you arrive. Your codename for this Bjarkhov
assignment is Mr. Byrd.
Enemies
Mission Objectives
>>> Assassinate Fabian Fuchs
>>> Assassinate Commander Bjarkhov
>>> Destroy Dirty Bomb Production Capability
>>> Escape via Cargo Plane

Mission Information
This level is split into two main areas: the airport and the marine base.
Soldier
(Both areas are under Bjarkhov’s command.) You arrive as a stowaway
on the same cargo plane that brought Fabian Fuchs to Siberia, so you
begin at the airport. The airport features a small train that runs through a Civilians
tunnel—this train is your only means of reaching the marine base, where
both Commander Bjarkhov and the dirty bomb production sub are.
Siberia’s harsh weather makes your mission easier—the driving
snowstorm makes it difficult for guards to see and hear you. Speed,
stealth, and deception are of the highest priority during this operation,
as Commander Bjarkhov’s many soldiers are well-trained and armed to
the teeth. Avoid confrontations.

Bomb Worker

42
MISSION 3: THE BJARKHOV BOMB

Maps
Airport

>
Worker

Yurishka

MAP LEGEND
Points of Interest:

= Mess Hall Kitchen (Laxative,


Soup, Yurishka)
= Dirty Bomb Production
= Fire Poker Submarine
Control Tower 1st Floor
>

= Tunnel Train = Guard’s Office

= Storage Closet (Bombs [3], = Bombs (3)


AK 74s [3])
= Grocery Crates
= Bjarkhov’s Office (SG220 .S
= Dragunov Sniper Rifle
Pistol, Master Key, AK 74)

= Radiation Suit/Bomb
Worker Disguise

[Link] 43
Airport Service Tunnel Mess Hall

>
and
Hangar >

Tunnel
>

44
MISSION 3: THE BJARKHOV BOMB

Marine Base Outside Warehouse


>

>

Submarine
>

Barracks
>

[Link] 45
Transport Ship Transport Ship
1st Floor > 2nd Floor >

The Silent Assassin’s Path


Step out from your hiding
spot and charge at the
You begin the mission
worker when he turns his
inside the cargo plane that
back on you. The
brought Fabian Fuchs to
snowstorm’s strong winds
Kamchatka. Crouch to hide
create enough noise that
behind the large wooden
the worker won’t hear you
wheel in front of you and
rush toward him.
wait until a worker walks
up the ramp ahead and
into the cargo plane.

Jab the worker with the


The worker pauses before
Syringe after you’re within
stooping to pick up one of
range. If you’re quick, you
the grocery crates inside
can knock him out before
the plane. Pull out your
he reaches the middle of
Syringe and wait until the
the ramp.
worker turns to walk down
the ramp.

46
MISSION 3: THE BJARKHOV BOMB
The cook is your contact,
Yurishka. He tells you
CAUTION where the dirty bombs are
being produced, and that it
The worker will notice you if you bump into will take three
him, so stabbing him with the Syringe is a simultaneously detonated
tricky maneuver. Restart the mission if you Bombs to sink the
blow your cover while attempting to knock out production submarine.
the worker. Yurishka also says you
can use some of Bjarkhov’s
dirty bombs to sink the sub. He adds that you need a radiation suit to
reach the sub, and says one can be found in the warehouse northwest
of the submarine.
Drag the worker’s
unconscious body to the
rear of the cargo plane. Stash TIP
the body behind the two Talking to Yurishka is optional, so don’t talk
large crates behind the to him again after you know what he tells you.
starting point (as shown It’s a time-consuming chat, and the worker you
here). Take the worker’s knocked out regains consciousness before too
clothing to disguise yourself.
long....

TIP Assassinating Fabian Fuchs


Pick up one of the grocery crates to complete
your disguise if you like, but it’s not
After talking to your
mandatory.
contact, step to the
counter and pick up the
small bottle of Laxative.
Use the Laxative to poison
You can exit the plane and
the nearby pot of soup,
move about the airport
which Fabian Fuchs soon
area after you’re disguised
will be sampling.
as a worker. Exit the plane
and run north to locate the
mess hall, where Fabian CAUTION
Fuchs is about to enjoy a
Make sure that Yurishka isn’t walking into or out
hot bowl of soup.
of the kitchen when you poison the soup with the
Laxative, or the nearby guard may see you
through the open door and catch you in the act.

Stroll into the mess hall’s


Workers can use the side
dining area after tainting
entrance to reach the
the soup. You see a man in
mess hall’s kitchen, so you
a thick yellow coat walk up
should too. Enter the
to the serving table and
kitchen and talk to the
ask for a bowl. That’s your
apron-wearing cook.
target, Fabian Fuchs. Don’t
get too close or he’ll
become suspicious.

[Link] 47
Wait for Fuchs to sit down
Watch as Fuchs returns to on the toilet before you
his private table, where he move to him. Attack the
awaits his bowl of soup. target with the Fire Poker
Yurishka appears with until he’s dead. (It takes
Fuchs’s meal, and Fabian two good swings.)
downs the entire bowl.

Fuchs is one of the few


targets whose clothing you
can steal. After you murder
The Laxative works him, drop the Fire Poker,
quickly—after a few pick up his CZ 2000 pistol,
moments, Fuchs becomes and change into his clothes
sick to his stomach. He gets to disguise yourself.
up to head for the bathroom,
clutching his gut.
Assassinating Commander Bjarkhov

Exit the restroom to come


face to face with a guard.
The soldier is fooled by
Walk to the small fireplace your disguise and, thinking
when you see the Laxative that you’re Fuchs, escorts
take effect. Pick up the Fire you to the train that takes
Poker and enter the you to Commander
restroom. Bjarkhov’s marine base.

Follow the guard and don’t


CAUTION stray too far or he’ll stop
and yell at you. However,
Enter the restroom before Fuchs, or the nearby don’t get too close to him
guard will become wary and follow you in. either or he may see
through your disguise.
Keep your Threat Meter in
the black throughout the
long walk to the train.

Stand in the center stall Walk onto the ramp and


and conceal the Fire Poker step onto the small train,
from Fabian’s view as he then wait for your escort to
enters the restroom and board. Pull the lever to
lurches to the far stall. start the train, then travel
through the tunnel to reach
the marine base.

48
MISSION 3: THE BJARKHOV BOMB

NOTE NOTE
The escort soldier must ride with you through You could wait and grab three Bombs from
the tunnel; otherwise, your cover is blown inside the dirty bomb production submarine, but
before you reach the other side. you receive an alert when you enter the sub,
warning you of the high levels of nuclear
radiation.

Step off the train when it


stops and head south Walk up to the second door
toward Commander on the right—the one you
Bjarkhov’s transport ship. were told to take. Drop all of
Keep your distance from your weapons except for the
the patrolling guards, and Fiber Wire, then enter the
walk so you don’t raise door and proceed up the
suspicions. stairs ahead. (You’re about
to hit a security checkpoint.)
Two soldiers guard the
entrance to the transport
ship. One of them tells you
that Bjarkhov is expecting
you, and that you should Enter the door at the top of
take the second door on the stairs and you come to
the right to meet him. Walk a small room on the
past the soldiers and enter transport ship’s second
the door ahead to reach the floor. Pass through the
transport ship’s first floor. room and exit via the only
other door.
The soldier told you to use
the second door on the
You’re outside, standing on
right to reach Commander
the transport ship’s deck.
Bjarkhov, but you need to
Stroll ahead until a soldier
make a quick pickup first.
stops you and searches
Enter the first door on the
you for weapons. Continue
right instead, then walk
after the frisk search, and
between the group of
enter the first door on the
soldiers and enter the door
right to reach Commander
behind them.
Bjarkhov’s quarters.

Several AK 74s and three


Bombs rest on shelves Bjarkhov is pleased to
inside the small storage meet you, saying he
room. Leave the AK 74s but prefers to do business
take all three Bombs. Exit face-to-face. He offers you
the storage room, then vodka, which you decline.
walk past the guards and (Removing your mask
through the door. would blow your cover).

[Link] 49
It’s a long walk to the
warehouse, but you may
Commander Bjarkhov run as long as no soldiers
decides to pour himself a are about. Sprint north,
glass of vodka. Walk to the then west to locate a wide
small table, following path, then follow the path
behind Bjarkhov as he behind the barracks to
prepares to pour his drink. reach the warehouse. (Keep
an eye on your Threat Meter
Bjarkhov turns to look at and walk if it spikes.)
you before he picks up the
bottle of vodka. Wait until
he turns around again to
pour his drink, then pull out Enter the warehouse, then
the Fiber Wire and strangle turn right and enter the
him. (There’s no need for booth ahead. The radiation
stealth; stand behind suit is on the ground inside
Bjarkhov and wait until he’s the small booth. Change
busy with his vodka.) into the radiation suit, then
exit the warehouse.

With Commander Bjarkhov


killed, pick up his CZ 2000 Head for the dirty bomb
pistol. Collect the SG220 .S production submarine. Run
silenced pistol and the southeast toward the
Master Key from his desk, submarine, keeping the
then leave the room by the massive tail of the nearby
side door.
sunken sub to your left as
you go.
Run down the steps and
through the long corridor Walk as you approach the
beyond until you return to soldiers who guard the
the transport ship’s small submarine. Your new
entry hall, where you left disguise is effective, but
your weapons earlier. Collect avoid making any sudden
your arms, conceal them, moves. Walk south after
then leave the transport you reach the wooden
ship and walk outside. walkway with the
production sub to your left.
Bombing the Production Sub
Climb down the ladder at
Stride between the two
the south end of the
guards you talked to when
you first entered the wooden walkway. Walk
transport ship, then head forward a short distance,
north, retracing your steps hugging the side of the
toward the train. Your next submarine until you see the
destination is the Action List pop up. Make
warehouse where Yurishka sure no guards are about
said a radiation suit is. The before you choose to plant
warehouse is the building the first Bomb on the sub.
in the northwest corner of the Marine Base Outside map.
50
MISSION 3: THE BJARKHOV BOMB

CAUTION NOTE
The guard who patrols the wooden walkway will The Bomb Remote’s signal cuts out when you
see you plant the first Bomb if he’s standing reach the halfway point through the tunnel.
near the ladder. Wait until he moves out of Blow the sub before traveling too far.
view before placing the bomb.

Circle around the


submarine and stay close The Bombs work like a
to it so you can easily tell charm. The dirty bomb
where to plant the next two production submarine is
Bombs. (The Action List damaged and sinks into
appears as you pass each the depths of the icy
of the sub’s weak spots.) Siberian waters.

You’ve completed your


After you plant all three objectives and are
Bombs, backtrack to the traveling toward the exit
warehouse and ditch your point at the cargo plane’s
radiation suit for Fabian rear. Proceed to the exit
Fuchs’s stylish clothing. point without making any
You need this outfit to sudden moves to clear the
return to the airport mission with a Silent
undetected. Assassin rating.

Excellent work; you’ve taken


out two high-profile targets
and crippled a dangerous
Now retrace your steps to dirty bomb production plant.
the train. (Walk whenever a For earning the Silent
soldier draws near.) Climb Assassin rating, you’re
aboard and start the train awarded the mighty and
to travel through the tunnel versatile Silverballer
and return to the airport. Silenced Dual pistols.

Optional Tactics
Whacking Fabian Fuchs to death with a Fire Poker while
Check around to see the
he’s doubled-over on a toilet seat is entertaining, as
locations of each patrolling
is strangling Commander Bjarkhov with the Fiber
soldier as the train moves.
Wire while he pours his vodka. However, you can
Pull out the Bomb Remote
kill both Fuchs and Bjarkhov in one smooth
when nobody’s looking and
move if you follow the steps outlined here. Unfortunately,
detonate the Bombs you
there’s little chance at achieving the Silent Assassin
placed around the
rating with this optional approach, as you receive several
submarine.
alerts at the operation’s end.

[Link] 51
They All Fall Down

Run west to reach the train


that takes you through the
tunnel and to the marine
Rather than knocking out base. Step onto the train,
the worker at the mission’s pull the lever, and enjoy
start, exit the cargo plane the ride.
by turning around and
running east.

Step off the train when it


stops at the tunnel’s other
end. Walk past the nearby
Sprint toward the control guards, then run toward
tower when you exit the the warehouse where the
plane’s rear. (The control radiation suit is.
tower is the tiny building to
the southeast.)

Head to the dirty bomb


production submarine after
you change into the
radiation suit. Stride past
the guards and go south
After you’re inside the down the wooden walkway
control tower, climb down until you come to a large
the nearby ladder to reach tarp that blows in the wind.
the airport service tunnel.

Sneak into the guard’s


office, which is past the Turn left and walk forward
ladder. Use a Syringe to after you’re standing near
knock out the guard if the tarp to enter the
you’re hoping to earn the submarine. Inside, several
Silent Assassin rating; bomb workers are busy
otherwise, use the Fiber making dirty bombs for
Wire to choke him. Commander Bjarkhov.

NOTE
You receive an alert when you enter the
submarine, warning you of the dangerous nuclear
radiation.
Steal the guard’s uniform
to disguise yourself, then
exit the office, climb up the
ladder, and head outside.

52
MISSION 3: THE BJARKHOV BOMB

You need to detonate the


Bombs when both targets are
near the sub. Wait until they’re
standing next to the pair of
Walk south and look for
guards near the submarine (as
three Bombs sitting atop a
shown here), then use the
small crate. Collect all
Bomb Remote to blow the sub.
three Bombs, then exit the
submarine.
The men try to escape, but
the explosion kills both
Fuchs and Bjarkhov, along
with the two soldiers to
whom they were speaking
Climb down the ladder at You have completed all
the walkway’s south end objectives, and now you
and place all three Bombs must escape.
around the sub. Make sure
no guards see you do this.
NOTE
You receive multiple alerts when the nearby
Return to the warehouse guards notice the bodies of the dead soldiers
after you plant all three and the corpses of Fabian Fuchs and Commander
Bombs. Don’t change into Bjarkhov. These unavoidable alerts forfeit your
the soldier disguise unless Silent Assassin rating.
you killed the soldier at the
beginning of the mission—if
you only knocked him out,
guards will be looking for a
suspicious soldier by now.
Run to the train and walk
when you approach the
TIP guards. Step onto the train,
pull the lever, then ride
Change into the soldier uniform if you killed through the tunnel.
the soldier at the mission’s beginning. The
radiation suit attracts unwanted attention when
you cross the tunnel and return to the airport.
CAUTION
You look suspicious traveling through the tunnel
in the radiation suit, so avoid close contact
It takes several minutes for with all soldiers as you head to the cargo plane.
Fabian Fuchs to travel from the
mess hall to meet Commander
Bjarkhov at his transport ship.
The two travel in Bjarkhov’s
jeep to pick up Fabian’s dirty After you’re out of the
bomb from the submarine. All tunnel, head for the exit
of this takes quite a while, so point at the cargo plane’s
be patient and use the in-game rear. Impressive work;
map to monitor both targets. you’ve met your objectives
with the push of a button.

[Link] 53
MISSION 4: BELDINGFORD MANOR
Lord Winston Beldingford and his only son and heir,
Alistair Beldingford, have captured your client’s son,
Giles Northcott, and are holding him prisoner at
stately Beldingford Manor in Britain. The Beldingfords
are infamous hunters, and nothing thrills them more
than to give chase to a truly difficult catch—another
human being. Giles Northcott is about to become
their next bit of sport. Alistair Beldingford
Your client wants both Beldingfords assassinated
and Giles brought home to safety. Enemies
Mission Objectives
>>> Assassinate Lord Winston Beldingford
>>> Assassinate Alistair Beldingford
>>> Rescue Giles Northcott
>>> Escape Beldingford Manor

Mission Information Indoor Guard


The park surrounding Beldingford Manor is crawling with guards, each
one alert and armed to the teeth. Use the darkness of night and stormy
weather conditions as cover during your initial approach.
Beldingford Manor is full of guards, hidden doors, and secret passages.
Lord Winston uses the secret passageways to spy on his maids. Turn the
tables against him by using these passages to your advantage.
The stables west of the manor are important, as Giles Northcott is being
held there. Watch your movements around the horses in the stables as
well as the hounds in the park. They’ll become startled and alert the
guards to your presence if you run or walk near them without sneaking. Outdoor Guard

Targets Civilians

Lord Winston Beldingford Butler

54
MISSION 4: BELDINGFORD MANOR

Maps
Stables

>
Giles Northcott

Maid

Stable Loft >

Stable Worker

[Link] 55
Park >

1st Floor >

56
MISSION 4: BELDINGFORD MANOR

MAP LEGEND
Basement > Points of Interest:
= Container of Gasoline
= Trapdoor to Basement
= Shotgun
= Hunter Clothes
= Shotgun, Pillow
= Vial of Poison
= Container of Gasoline
= Secret Passage
through Mirror = Sniper Rifle Ammo

= Lord Winston’s Bedroom = Enforcer Sniper Rifle


(Pillow, Sawed-off Shotgun)

= Shotgun Ammo
= Whiskey Cask

= Container of Gasoline
= Stable Key

= Pool Cues (2)


= Giles Northcott

= Shotgun, Pillow, Hunter


= Chimney Clothes

= Stable Sniper’s Window = Fire Poker

= Horses’ Water Tank = Weedkiller

[Link] 57
2nd Floor >

The Silent Assassin’s Path


3rd Floor
>

From the starting point, run


around the left side of the
watchtower in front of you,
but stop before you run
past the end of the wall (as
shown). Crouch down and
wait for the two outdoor
guards to stop chatting and
begin their patrols.

Sneak behind the guard as


he moves east down the
path, moving toward the
tree ahead. You can pass
near any of the outdoor
guards as long as you
sneak—the darkness and
rain make it difficult for
them to detect your stealth
movements.

58
MISSION 4: BELDINGFORD MANOR

CAUTION
There’s a guard who occasionally comes out of
Sneak until you’re past the the rain to patrol the basement’s wine cellar. If
tree, then run through the you are quick to navigate the garden maze, you
bushes ahead. You’re should have plenty of time to run through the
heading for the small wine cellar before the guard makes his rounds.
garden maze’s door.

Turn left and follow the


The second door you burst
path after you’re past the
through leads into the
bushes. Run down the path
Beldingfords’ wine cellar.
and enter the door to your
Dash through the door on
right, which leads into the
the right to locate a
garden maze.
staircase.

Navigate the small maze,


TIP
If you’re on schedule, you will receive a hint
heading for its southwest
corner. This area of the that reads, “Alistair is ready to order whiskey.”
garden maze is marked
with a Point of Interest on
the map—it’s a trapdoor in
the ground that leads into
Run up the stairs to a door
Beldingford Manor’s
that leads into Beldingford
basement.
Manor’s main foyer. Stealth
is the name of the game
TIP while moving through the
next few rooms, so crouch
Rushing through the small maze is vital. If you and open the door quietly,
are too slow or get lost, you risk being caught by then sneak into the foyer.
the guard who patrols the manor’s basement. After
a couple of tries, you should be able to make it
to the trapdoor in less than fifteen seconds.

Hug the east wall as you


sneak toward the foyer’s
east double doors—there’s
an indoor guard patrolling
the halls on the second
floor, and he can see the
Drop through the trapdoor
central area of the foyer.
and run south down the
long corridor. Pass through
two doors and run to the
wine cellar.

[Link] 59
Silently pass through the
Lord Winston’s Bad Dream
next two rooms, checking
Sneak out of the room and
the in-game map or looking
return to the spiral staircase.
through keyholes to make
(The door you came through
sure each room is clear
is a hidden one—check the
before you enter. The far
bookshelves to find it.)
east door brings you to a
Backtrack to the main foyer
spiral staircase.
on the first floor. Pass
through the foyer’s north set

TIP of double doors.

Remember the location of this spiral staircase.


You’ll need to use it again when poisoning
Alistair’s whiskey.

The staircase leads up to


Make a hard left turn and
the second floor, and down
enter the door on the
to the wine cellar. Proceed
west wall to reach the
up the steps until you
kitchen area.
reach a door. Crouch and
open the door noiselessly,
then sneak into the room.

There are two guards


A huntsman is sleeping on
sitting in the kitchen, but
a bed in this dark room. His
your hunter disguise
clothes are on the floor on
allows you to walk by
the bed’s right side, with
without blowing your cover.
his shotgun propped up
Enter the door on the
next to them. Change into
kitchen’s other side.
the hunter’s clothing, but
leave the shotgun.

CAUTION Head through the second


Your new disguise isn’t foolproof—many guards door on the left to locate
will be suspicious of you. Don’t make any the furnace. (The furnace
sudden or unexpected moves, and don’t let is marked with a power
anyone get a close look at you. switch icon on the map.)
Close the door behind you
for privacy, then shut off
the furnace.

60
MISSION 4: BELDINGFORD MANOR

Walk up a few steps to


The sudden drop in water come to a secret door that
temperature shocks a leads into Lord Winston
maid who is taking a hot Beldingford’s bedchamber.
shower on the second Check your map or look
floor. She makes her way through the keyhole before
down to check on the silently entering.
furnace.

CAUTION
Lord Winston is having trouble sleeping, and he
occasionally gets up to use the bathroom (not
the one through which you just passed). He turns
Backtrack to the kitchen, the lights on as he crosses the bedroom. Make
then turn left and walk up sure he’s in the bedroom and has shut the lights
the stairs to the second off before you slip through the secret door.
floor. You pass the maid on
the way up, but she’s
flustered and doesn’t take
much notice of you. Open the door quietly and
sneak through. Turn in
place and position the
camera so you can see
Lord Winston as he sits on
his bed, takes a drink from
his glass of milk, then lies
Go through the second door down to sleep.
on the right after you reach
the second floor. Snag the
small Vial of Poison from
the dresser near the bed,
then exit the room. Wait until Lord Winston has
been motionless for a few
seconds before making
Pass through the your move. Sneak over and
door across the pick up the Pillow at the
short hall to foot of the bed as you move
reach a to Lord Winston’s side.
bathroom. This is
where the maid Two options present
was taking her themselves after you get to
shower when Lord Winston’s side of the
you shut off the bed. You can either poison
furnace. Walk to his glass of milk, or you
the long mirror on the bathroom’s other side, open the mirror can suffocate him with the
like a door, and walk through. It leads to one of Lord Winston’s Pillow. Choose to suffocate
favorite secret passages. him with the Pillow—your
Vial of Poison is meant for
his son, Alistair.

[Link] 61
Whiskey Business
NOTE
After the hit has been The third floor’s chimney is a Point of Interest
made on Lord Winston on the map. You can use a Container of
Beldingford, drop the Pillow Gasoline to blow up the chimney and kill Alistair
and sneak away from the
Beldingford, but this sacrifices your Silent
bed. (You can take Lord
Assassin rating. For more details, check out the
Winston’s Sawed-off
“Optional Tactics” section of this mission.
Shotgun nearby if you
wish.) Cross the
bedchamber without
making a sound and pass
through the double doors on the room’s other side.
Run down the spiral
staircase and pass through
the door on the first floor.
Walk through the room,
heading for the double
doors to the west.
Turn right and approach
the bookshelves near the
grandfather clock in the
following room. One of
the bookshelves is a
hidden door. In the next room, turn left
and walk through another
set of double doors. Make
another left in the following
room and move through
another pair of double doors.

The secret passage beyond


the hidden door takes you to
a ladder. Climb up the ladder Slip through the east door
to reach the tiny third floor in this room to reach the
of Beldingford Manor. spiral staircase you used
when you snuck through
the manor to find your
hunter disguise. Walk down
the stairs to the wine cellar.

With the Vial of Poison in


Cut across the small attic your possession, poison
and enter the door on the the large whiskey cask on
other side. Walk down a this side of the wine cellar.
short flight of steps and pass (The whiskey cask is
through the door ahead. marked with a Point of
Interest on the map.) Make
sure no one’s around before
poisoning the whiskey.

62
MISSION 4: BELDINGFORD MANOR
TIP
The guard who patrols the basement occasionally Go around the north side of
wanders over to watch the wine cellar’s east side. the west stable, heading for
The butler comes down here to fill Alistair’s its east entrance. The guards
carafe of whiskey as well. Check the in-game map walk through the stable to
if you’re able, or wait for them to show up and check on the satellite
leave again so you aren’t caught in the act. transmission, so taking this
roundabout route is the
safest way to go.
Alistair Beldingford is as
good as dead after you
poison the whiskey cask.
Backtrack up the spiral
staircase and return to the
manor’s first floor. Walk Enter the west stable
west until you reach the through its east door. Run
main foyer, then turn left past the ladder that leads
and exit the manor through up the stable loft and pass
the south double doors. through the set of double
doors beyond.
Rescuing Giles Northcott
Turn left and move through
another set of double
doors to reach the room
where the guards were
Your next task is to find watching TV. Nab the Stable
and rescue your client’s Key from its spot on the
son, Giles Northcott. Giles wall near the TV, then get
is being held at the stables, out of there before the
so turn right and head for guards return.
the west path to them.

TIP
The lone stable worker alerts the guards if he
Go to the far west side of
gets a close look at you. Don’t let him notice
the westernmost stable.
There’s a small box on the you while you’re moving through the stables. If
wall near the stable’s west you like, you can knock out the stable worker
door, which is marked with with your Syringe, then take his clothing and
a power switch icon on the Stable Key.
map. Disable the satellite
transmission from here.

Return to the first room


you entered, where the
The guards watching TV in ladder leading to the stable
the stable are angry at the loft is located. Walk past
sudden loss of signal. They the ladder, then turn right
leave their office to check and enter the south door.
the connection outside.

[Link] 63
CAUTION The exit point is the small
The horses in the next room will make noise and motorboat on the lake by
alert the guards if you don’t sneak past them. the north watchtower.
It’s OK if they see you—it’s the sound of your Excellent work—you’ve
unfamiliar footsteps that startles them. Check completed the mission
the “Optional Tactics” section of this mission with a Silent Assassin
for a sneaky way to eliminate the horses. rating. You’re awarded the
Magnum 500 Dual.

Giles Northcott awaits his Optional Tactics


fate at this room’s other There’s a lot going on at Beldingford Manor, so this mission features
end. Unlock his holding cell several optional tactics. You can even earn the Silent Assassin rating
with the Stable Key and with some of the tactics outlined here.
free him. Giles is a fantastic
sprinter, and says he can
escape on his own. He Blowing up the Chimney
thanks you for your help
and bolts out of the stable. You can use a Container of
Gasoline to blow up
Your final objective is to Beldingford Manor’s
escape the area. You need chimney. Check our maps
to make your way back to to locate a Container of
the lake and watchtower Gasoline (there are several
where you began the of them in this level), then
mission. Exit the stable go up to the manor’s third
through the east door, floor and choose to bomb
being careful not to disturb the chimney.
the horses as you go.

The resulting explosion


destroys a large chunk of
Head left past the jeep and the manor. Alistair
run toward the steps Beldingford sits near a
beyond. Dash up the steps fireplace on the first floor
toward the tennis court and is killed by the blast.
area, then turn left and This is one way to
sprint north. assassinate Alistair, but
the explosion also kills
several of the Beldingfords’
guests, which causes you
to forfeit the Silent
Run through the tennis Assassin rating.
court’s north door and
continue to head north,
staying close to the west
wall. Start walking or
Stable Sniper
sneaking if you pass near There’s a Point of Interest near one of the windows of the stable loft. You can
an outdoor guard. use a sniper rifle from this window to assassinate Lord Winston Beldingford.

64
MISSION 4: BELDINGFORD MANOR
Poisoning the Horses
Climb the ladder in the west
stable to reach the stable You can poison the horses in the stables to make your rescue attempt
loft. A guard patrols the loft on Giles Northcott a bit easier.
with an Enforcer sniper
rifle. Watch as the guard The horses drink from
moves around the loft, and troughs, which are
wait for him to pause near automatically filled by the
the open window. water tank in the west
stable. (The water tank is
Sneak behind the guard marked with a Point of
and use your Syringe to Interest on the map.) You
silently knock him out. can dump a poisonous
Close the window and pick substance into the water
up the guard’s Enforcer tank and kill all of the
sniper rifle, then move to horses in one shot.
the north window where
the Point of Interest icon
appears on the map.
The poison you need is
nearby. From the water
tank, head east through
some double doors, then
turn left and pass through
Crouch and zoom in on the another set of double
manor. Take aim at the doors. A can of Weedkiller
second floor window—this sits on a shelf in this room.
is one of the windows near
Lord Winston’s bed.

Return to the water tank


Use the in-game map to with the Weedkiller in
monitor Lord Winston’s hand. Make sure nobody’s
movements, or watch around before you poison
the window until he the water.
steps into view.

Wait for Lord Winston to sit


on the bed and take a drink
from his glass of milk.
Keep his head in your
crosshairs and make a The poison goes to work
clean headshot kill as he instantly. The horses are
drinks from the glass. You killed by the poisoned
can assassinate Lord water, allowing you to
Winston in this manner move more freely through
and still achieve the Silent the stables.
Assassin rating.
[Link] 65
MISSION 5: RENDEZVOUS IN ROTTERDAM
Rutgert Van Leuven, head of a biker gang hanging out
in Rotterdam in the Netherlands, has come into
possession of some incriminating Photographs.
These Photos are evidence of your client’s
involvement in illegal acts, and you must retrieve
them. Van Leuven has auctioned off the Photos, and
the highest bidder, a journalist, is scheduled to meet
with him shortly. Klaas Teller

Your client has already sent someone in to recover the Photographs—a


man named Klaas Teller. Teller hasn’t returned. He has either failed in his Enemy
mission or decided to switch sides; either way, he must be eliminated.
Your mission is to infiltrate the gang’s compound and assassinate Van
Leuven, collect the Photographs, then locate and permanently silence
Klaas Teller to ensure your client’s illicit activities are never brought to
light. The mission isn’t over until you’re safely out of the compound.

Mission Objectives
>>> Assassinate Rutgert Van Leuven
>>> Retrieve the Photographs Biker
>>> Assassinate Klaas Teller
>>> Escape the Compound
Civilians
Mission Information
The biker gang is heavily fortified inside their Rotterdam compound,
which makes this a difficult mission. Be wary when you disguise
yourself as a biker—these guys are suspicious of everyone and will
recognize you if one of them gets a good look at your face.
Start by infiltrating the compound without being detected. (There are two
ways to accomplish this.) Assassinate the head of the biker gang, Rutgert
Van Leuven, and grab the Photos from the safe in his office. Use Van
Leuven’s VIP Keycard to reach the basement of the same building, where Prostitute
you find Klaas Teller. Eliminate Teller and escape without raising an alert.

Targets

Journalist

Rutgert Van Leuven

66
MISSION 5: RENDEZVOUS IN ROTTERDAM

Maps
MAP LEGEND Outside

>
Points of Interest:

= Armory [Sawed-off Shotgun,


= Biker Clothes
Shotgun Ammo (2), CZ 2000
Pistol (2), Pistol Ammo (4),
= Van Leuven’s Safe Magnum 500 (2), Magnum
(Photographs) Ammo (4), AK74 Assault
Rifle, Assault Rifle Ammo
= Journalist (Starting Position) (4), Dragunov Sniper Rifle,
Sniper Rifle Ammo, Aug SMG,
SMG Ammo (3)]
= Bartender

= Firing Range [CZ 2000


= Biker Clothes Pistol (4), Pistol Ammo (7),
Magnum 500 (3), Magnum
= Gate Controls Ammo], Dragunov Sniper
Rifle, Sniper Rifle Ammo

[Link] 67
Factory 1st Floor >
Hideout >

Factory 2nd Floor Basement of


>

Headquarters Building
>

68
MISSION 5: RENDEZVOUS IN ROTTERDAM

1st Floor >

2nd Floor >

[Link] 69
The Silent Assassin’s Path NOTE
If you’re playing on Expert or Professional
difficulty, look through the keyhole to make
sure there are no bikers walking through the
room before entering.

You begin the mission


inside the hideout, looking
out a window at the biker
gang’s compound below. Crouch down and open the
door when the room is free
of wandering bikers. Creep
into the room, heading for
the far door on the west
wall. After you pass the
pillar, sneak the rest of the
After the cutscene ends way to the door.
and you have control, exit
the hideout through the
south door, and head down
the fire escape stairs. NOTE
If you’re spotted by the guard here, restart
the mission and try to sneak past him again.
Hang back in the alley and
wait until two bikers walk
into the factory across the
street. (If you’re playing on
Normal or Expert difficulty,
you can use the in-game
map to monitor their The door leads to a
movements.) Approach the hallway. Make a quick left
door they used after turn and go through the
they’re inside the building. double doors, then head up
the stairs to the second
floor of the factory.
Bring up the in-game map
when you reach the door
and switch to the Factory
1st Floor map. Enter the
room at the east end. Pass through another set of
There’s only one guard in double doors at the top of
the room, and you can the stairwell, then turn
sneak past him easily. Just right and sneak up to the
be sure there are no other next door. Continue to
bikers or civilians in the sneak as you open the door
room before you enter. and enter the next room.

70
MISSION 5: RENDEZVOUS IN ROTTERDAM

A biker is being
“entertained” by a
prostitute in this room.
Sneak over to his clothes, Turn right through the double
which are lying on the doors and head down the
floor. Change outfits, then hallway. Exit the factory
backtrack out of the room building through the doorway
without making a sound. at the north end of the hall.

Van Leuven and the Photographs


You’re outside now, and in
Now that you’ve disguised position to infiltrate the
yourself as a member of central area of the gang’s
the biker gang, you can compound. Van Leuven’s
move through guarded time is running short. Turn
areas more easily. Your right, move past the door,
next task is to eliminate and step through the gap
the head of the biker gang, in the wooden fence.
Rutgert Van Leuven.
Cut across the second
floor of the factory by
passing through a series of doors ahead. There is only one guard on this Stride northwest toward
floor, and your new disguise will fool him as long as you walk normally the large, open garage door
and keep your distance. of the building ahead. Keep
an eye on the patrolling

CAUTION bikers as you go, and stay


far enough away from each
one so your Threat Meter
The biker disguise won’t hold up if a gang
never climbs into the red.
member gets a close look at your face. If
you’re playing on Normal or Expert difficulty,
then the in-game map will help you avoid most
of the guards…but you’ll have to walk past a Head up the ramp into the
few of them. Whenever this occurs, put as much cluttered garage. There’s
distance between yourself and the other bikers only one biker guarding the
as possible to reduce the chances of being north door of the garage.
detected. Create a distraction so the
biker will leave his post,
allowing you to pass
through this door.

Make your way across the


second floor and over to the
west stairwell. Head down
the stairs and exit the
stairwell through the double
doors on the first floor.

[Link] 71
There’s a fuse box on the
east wall. Use it to shut off
the lights in the garage,
then quickly run to the
opposite side of the room, When all is clear, exit the
back where you entered. room through the south
door. Quickly enter the first
door on the right to reach an
exercise room. Run through
the exercise room and exit
through its south door.
The guard leaves his post,
walking directly south
toward the fuse box. Take
the long way around, moving
over to the door from the
west side of the room. Walk east toward the door
to Van Leuven’s office.
Stay close to the south
wall and away from the
Quickly exit through the balcony to lessen the
door before the guard fixes odds of bikers spotting
the fuse box and turns the you from the first floor.
lights back on. Climb up
the nearby ladder outside
to reach the roof of the
garage, then enter the
second floor of the building
via the rooftop door.

The door leads into an


empty room on the
second floor of the gang’s
headquarters. Bring up
the in-game map. It
reveals your prize—Van Slip into Van Leuven’s office and move into the
Leuven sitting in his office bathroom through the door on the right. Shut the door,
on this floor. The only stand near it, and equip the Fiber Wire.
guard is stationed in the You’re now in position to make the hit on Van Leuven.
room to the east of you. Either switch to the in-game map or spy through the door’s
Wait for Van Leuven to leave his office at the south end of the floor keyhole as you wait for your target to return to his office.
and make his way to a north room.

72
MISSION 5: RENDEZVOUS IN ROTTERDAM

Assassinating Klaas Teller


With Van Leuven dead and
the Photographs in your
Van Leuven enters his
possession, the only thing
office and walks directly to
left to do is find and kill
the east door. Sneak out of
Klaas Teller—the guy your
the bathroom and silently
client originally hired to do
follow him into the east
the job. After leaving Van
room of his office.
Leuven’s office, turn left
and walk along the wall
until you reach a set of
double doors.
Van Leuven pauses in front
Go through the double
of a window for a brief
doors, using Van Leuven’s
moment to watch the rain
Keycard, to reach a
fall outside. Sneak up
stairwell. Pause to bring up
behind him and strangle
the in-game map. Check
him with the Fiber Wire
the first floor of this
before he turns around and
building for activity—
notices you.
guards use this stairwell to
travel from the first floor to
the basement. Run down
the steps when all is clear.
After assassinating Van
Leuven, drag his body into
the bathroom and stash it NOTE
in the sauna. Collect the
If you’re playing on Professional difficulty, you’ll
Gold Desert Eagle, Van
have to walk slowly down the stairwell and do your
Leuven’s VIP Keycard, and
best to avoid any bikers you might encounter.
the Safe Combination from
his corpse. Being seen by one is fine; just don’t let him get
a close look at your face.

Return to the room where


Stop on the last landing
you murdered Van Leuven
before entering the
and open the small safe on
basement and bring up the
the east wall. Grab the
map again. Teller’s down
Photographs from inside
here. Scan the basement’s
the safe, then close it and
map for patrolling bikers,
walk out of the office.
and plot out the best route
to the target.

[Link] 73
Escaping the Compound
NOTE
If you aren’t able to see enemies on the in-game
map, you’ll just have to walk through this area You have completed your
and keep your distance from the guards as you objectives. Now you must
head toward your target in the northwest room. escape without blowing
your cover. Start by getting
out of the basement by

TIP
way of the south door,
avoiding guards as you go.
There’s a fuse box in the south room of the
basement. Shut off the basement’s lights. Every
guard walks to the fuse box to fix the problem,
TIP
opening the way for you to slip past them and Try changing into the dead biker’s clothing in the
eliminate your target. basement’s northeastern-most room. This disguise
allows you to escape the basement more easily.

Teller is being held in the


CAUTION
northwestern-most room Guards occasionally enter the basement through
of the basement. He’s the door you’re about to use as an exit. Call
hooked up to a nasty- up the in-game map or look through the door’s
looking torture device, keyhole to avoid the guards, and walk so you
which the bikers use to don’t raise suspicions.
interrogate him.

When you’re outside,


sneak up the steps past
the biker standing guard.
You should be able to slide
Make your way to the past him without being
target without raising noticed. If the guard sees
suspicion. Enter the torture you, walk by as quickly as
chamber when no one’s possible without getting
around. too close.

Stand near the delirious


Klaas Teller and turn on the Avoid the bikers who patrol
torture device. Leave the the outside area. Walk back
machine running to kill the to the opening in the
target and accomplish the wooden fence you first
objective. passed through to get
inside this area.

74
MISSION 5: RENDEZVOUS IN ROTTERDAM
Optional Tactics
Here are optional tactics to employ during this mission.
Turn left and walk to the
eastern-most door leading Silent Journalist
into the factory building
and go inside. There’s a There’s a different approach you can take to complete the Ruckus in
guard standing near this Rotterdam mission. By taking advantage of the journalist who wants to
door, but you can move buy those damaging Photographs, you can achieve your objectives and
past him without blowing still earn the Silent Assassin rating.
your cover.

Exit the hideout through


the north door as soon as
After entering the factory, the mission begins. Run
turn left and walk through down the fire escape stairs
the door into the room to the alley below.
beyond.

You’ve got to move fast out


of the alley, turn right, then
This is the room you snuck run north up the street.
through when you first Head for the alley behind
entered the factory. Walk the biker gang’s
through and head for the headquarters.
exit door on the east wall.

Exit the building through The journalist who plans to


the door, then walk down buy the Photographs from
the steps and turn right. Van Leuven stands near
The map tells you that the the streetlight at the far
back of a nearby truck is west end of the alley. Run
an exit point. Walk to the through the alley until
rear of the truck to end the you’re close to him.
mission with a Silent
Assassin rating.
Well done—your
Rotterdam mission is a
success. You have achieved the Silent Assassin rating on this level and
have unlocked the Sawed-off Shotgun Dual for use on all future
missions. Equip a Syringe and sneak
up behind the journalist.
Silently knock him out with
the Syringe, then drag his
body into the alley.

[Link] 75
Pick up the Envelope the
journalist carries. It contains
cash to buy the Photographs,
CAUTION
and you’ll need it later. Some areas of the biker gang’s compound are
Change into the restricted to you when dressed as the
journalist’s clothes, then journalist. You’re only supposed to be here to
drop all of your weapons purchase the Photographs from Van Leuven, so
except Syringes and the don’t go exploring in this disguise or you’ll
Fiber Wire—you’re about to quickly be discovered.
pass through security.

NOTE
Unlike the biker disguise, you raise no
suspicion among the bikers when dressed as the Walk straight into the first
journalist. Feel free to walk past each biker. room and through the
double doors ahead.
Continue forward, heading
for the double doors past
the motorcycle to the right.

Head south down the


street until you come to a
chain-link fence on your
left. Slow to a walk as you
near the fence. Push through the double
doors and turn left. Take
another door, then turn left
and walk into a barroom.

Stand in front of the fence’s


gate until the guard opens
it for you. Walk forward a
few steps, then stop and Walk up to the bar and talk
wait for the guard to pat to the bartender. He’s
you down. already been notified of
your arrival, and has been
instructed to take you
directly to Van Leuven.
After you’re past security,
go left around the security
booth. When you come to a
short set of steps on your
right, walk up the steps
and enter the first floor of Walk around the bar and
the gang’s headquarters meet the bartender on the
through the double doors. other side. He gives you the
VIP Keycard, which grants
you access to the stairwell
inside this building.

76
MISSION 5: RENDEZVOUS IN ROTTERDAM

Follow the bartender You may need to hide in


through the next two Teller’s torture chamber
rooms. He leads you to the after killing him. If a guard
stairwell, where you are closes in, run to the
searched for weapons darkest corner of the room,
again. Follow the bartender duck down behind the
the rest of the way to Van shelf, and wait for the
Leuven’s office. guard to leave.

Change your disguise after


You have a brief chat with assassinating Teller. You can
Van Leuven upon entering change before killing him if
his office. The bartender you wish, but it’s not
leaves the two of you alone necessary until after the hit.
to discuss business and When the guards are
heads back down to the gone, cut straight across
first floor. the north hallway of the
basement and step into
the northeast room.
Van Leuven soon collects Several dead bodies lay sprawled out in this small room. Take a dead
the money-filled Envelope biker’s clothes before attempting to leave the basement.
from you, then walks over
to open his wall safe.
Follow Van Leuven over to
his safe and stand just
behind him, waiting to
CAUTION
make the hit. This biker disguise features no hood, so your
head and face are completely exposed. It won’t
hold under scrutiny, so avoid close contact with
every biker from this point onward.
Van Leuven takes a quick
look over his shoulder
before opening the safe.
Wait for the look, then equip
the Fiber Wire and strangle
Van Leuven while he’s Your escape route is exactly
punching in the combo. the same as before. Because
you’re disguised as a biker,
Your path from this point is you can get out of the
the same as before—collect compound without difficulty
the Photographs, hide Van as long as no one gets a
Leuven’s body, take the close look at your face.
stairwell down to the
basement, avoid the guards
by hiding in rooms (or by
killing the lights), and then
fry the unfortunate Klaas
Teller. Keep in mind that you
absolutely cannot be seen by a guard while doing this, as the basement is
a highly restricted area.
[Link] 77
MISSION 6: DEADLY CARGO
Boris Ivanovich Deruzhka, the international arms Targets
smuggler, is attempting to purchase a nuclear bomb
from the biker gang you encountered in your last
assignment. The deal is set to take place on board
Deruzhka’s coaster ship at Rotterdam harbor.
The bikers have hidden the nuclear device in a car
trunk, and soon will deliver the vehicle to Deruzhka’s
ship. Unbeknownst to the bad guys, Rotterdam police
are wise to their ploy. Heavily armed SWAT teams are Boris Ivanovich Deruzhka
prepared to assault the ship moments after Boris
makes his move. Enemies
The police want Deruzhka taken alive for
questioning. Unfortunately, your client can’t allow
this to happen. You must assassinate the weapons
smuggler before he’s taken into custody.
The citizens of Rotterdam no doubt would be thankful
if you could also manage to disarm the nuclear bomb,
but this isn’t a required action. Assassinating Boris
Deruzhka is your primary objective. Biker

Mission Objectives
>>> Assassinate Boris Ivanovich Deruzhka
>>> Escape

Mission Information
The police have given Rotterdam harbor’s entire crew of dock workers
the night off to prevent loss of innocent life when they storm Deruzhka’s Thug
coaster ship. The dock workers and bikers all hang out at a local strip
bar for a bit of rest and relaxation before the bikers drive the nuclear
bomb over to the ship. If you want to disarm the bomb later in the Civilians
mission (an optional tactic), you must place a GPS tracking device on
the vehicle before it leaves the strip bar area.
You need to get past the police before you can reach the ship.
Disguising yourself as a fellow police officer is the easiest way to do
this, but you can also sneak past them if you’ve got the skills.
The coaster ship is heavily guarded by armed thugs hired by
Deruzhka. SWAT police are hidden in two of the harbor’s warehouses and
are in position to assault the ship when the deal goes down. You’ll be
shot at if you’re aboard the ship when the SWAT teams move in, so take
care of business and get out of there beforehand. Dock Worker

78
MISSION 6: DEADLY CARGO

Maps
Outside

>
Police

Prostitute

SWAT Police Strip Bar Basement


>

MAP LEGEND
Points of Interest:

= Police Gate = Rat Poison

= Police Uniform, GK 17 Pistol = Bottle of Whiskey

= Thug Outfit = Dock Worker, Bartender

= Boris Deruzhka’s Office = Dock Worker Outfit, Toolbox

= SWAT Sniper = Pool Cue

= Pistol Ammo (2)


= Prostitute
= Kitchen Knife
= Car, Parked (Nuclear Bomb) = M4 Carbine Assault Rifle,
Assault Rifle Ammo (2)
= Car, Loaded on Ship
(Nuclear Bomb)
[Link] 79
Strip Bar 1st Floor >

Police Station
1st Floor >

Strip Bar 2nd Floor


>

80
MISSION 6: DEADLY CARGO

Warehouses Warehouses
1st Floor > 2nd Floor >

Coaster 1st Floor Coaster 2nd Floor


>

>

[Link] 81
Tunnel >

Coaster
Below Deck >

The Silent Assassin’s Path NOTE


To disarm the nuclear bomb later in the
mission, place your GPS tracking device on
the vehicle parked near the strip club.
(The bomb is stored in the trunk.) For
more information, check out this
section’s “Optional Tactics.”

You begin on a street north of the Dirty Rabbit strip bar,


near the level’s only exit point. Sprint south down the
street, running past the bar and the two bikers.

82
MISSION 6: DEADLY CARGO

Turn right when you come


TIP
to a cross street and then Police will be suspicious of you, even in your
continue running west. The new guise. Keep your distance from all
Rotterdam police have set officers, and walk to avoid blowing your cover.
up a checkpoint ahead and
aren’t allowing anyone to
pass. They’ll have to make
an exception for you. Turn right after you exit the
police station through its
backdoor, then sprint west,
heading for the alley
between the two
Run to the gate on the left warehouses to the west.
side of the guard booth and Enter the northernmost
open the gate’s door. Bolt warehouse through its
through and run up the south door.
short flight of steps ahead
to enter the police station.
SWAT police are using the
Your Threat Meter is north warehouse as a
probably jumping at this staging point for their
point, so there’s no time to impending assault on
waste. Speed down the hall Deruzhka’s coaster ship.
inside the police station Walk to maintain your
before an officer can stop cover and keep your
you. Turn left at the end of distance from each SWAT
the hall and enter the door team member as you pass
ahead to reach the through the small storage
station’s locker room. room and head toward the sewer hole inside the warehouse.

A police uniform sits on a


bench inside the locker
room. Dash over to the
uniform and disguise
yourself as a police officer. Climb down the ladder
Pick up and conceal the GK when you reach the sewer
17 pistol as well. hole. (The sewer hole is
shown on the map).

Walk out of the locker Turn left when you’re inside


room. Officers rush to the sewer and run south
intercept you, but your down the long tunnel. Take
disguise fools them. your next left and climb up
Proceed to the police the ladder ahead to reach
station’s south exit. the middle warehouse.

[Link] 83
The middle of the three
warehouses is guarded by a
few of Deruzhka’s hired
thugs, but they won’t attack
thanks to your police
uniform. Walk up the nearby
stairs to reach the
warehouse’s upper walkway, When you reach the rear of
which is marked with a Point the ship, climb the ladder to
of Interest icon on the map. the second floor, then pass
through the left door ahead.
Run across the walkway
until you spot a set of
clothes sitting atop a small
crate. Change into the
clothes to disguise
yourself as one of
Deruzhka’s thugs, then Continue straight through
retrace your steps and the next room and exit
climb back into the sewers. through the door in front
of you.

Assassinating Boris Deruzhka

Now you’re ready to You come to a narrow


approach your target. walkway that overlooks
Navigate the sewer the ship’s deck. Turn right
tunnels, running toward and stroll along the
the southernmost ladder. walkway, then enter the
Climb up the ladder to door at the other end.
return to the surface near
the coaster ship.

Stride over to the ship’s


boarding ramp. Walk
past the thug who
guards the ramp and
avoid eye contact to
maintain your cover. Make a sharp right turn in the next room and pass
through the east door to reach Boris’s office. Inside the
After you step off the ramp and onto the ship, walk north toward the stern. office, crouch behind the large armoire as shown. The
target eventually enters this room to use the laptop

CAUTION computer on the desk, and you don’t want him to see you.

The thugs on the coaster ship are all on high


alert. Any suspicious move will cause them to
open fire, so walk and keep your distance from
each guard.

84
MISSION 6: DEADLY CARGO

Enter the middle


Switch to the in-game map warehouse and return to
and monitor your target’s the police uniform you left
movements. Pull out the inside when you changed
Fiber Wire as he draws near, into the thug outfit. After
but remain crouched and you’re in the police officer
hidden behind the armoire. guise, enter the
warehouse’s sewer hole.

Boris enters the room,


moves to his desk, and
leans over to use his
laptop. Wait until he Sprint through the sewer
hunches over the tunnels to the
computer and then sneak northernmost ladder. Climb
out from your hiding spot up the ladder to return to
with the Fiber Wire in hand. the northernmost
warehouse.
Strangle Deruzhka from
behind before he notices Your escape route from
you. Don’t bother stashing here is straightforward.
the body; just turn around Exit the warehouse
and exit the room, closing through its north door, then
the door behind you. turn right and walk east
(Collect Deruzhka’s past the police station and
Magnum 500 revolver, if the guard booth. Your
you’d like.) disguise allows you to
pass without alarming the
patrolling officers.
Escaping Rotterdam Harbor

Out of Deruzhka’s office,


turn right and pass
through the door ahead. Run past the gate. Return
Make another right around to the strip bar area, run
the stairs and stride over past the bar, and continue
to the ladder you used a north until you reach the
short time ago. exit point.

Nice work; you’ve completed the mission and have achieved the Silent
Assassin rating. Your skillful use of deception has unlocked the mighty
Climb down the ladder and M4 Carbine Silenced assault rifle.
return to the ship’s
boarding ramp. Walk down
the ramp and then stroll
over to the middle
warehouse where you
found the thug disguise.

[Link] 85
Optional Tactics The sniper will see you,
This mission offers a number of optional tactics, from disarming the blowing your cover, if you
nuclear bomb to poisoning a dock worker’s whiskey. climb all the way up the
ladder. Remain hidden from
Rooftop Sniper the sniper’s view and wait
until the SWAT teams begin
It’s possible to eliminate your target without ever boarding the coaster ship. assaulting the coaster
It’s difficult to earn the Silent Assassin rating, but not altogether impossible. ship. When this occurs, the
sniper turns his back to
Follow the above strategy you as he opens fire on
until you’ve disguised Boris’s thugs.
yourself as a police officer
and have entered the
northernmost warehouse’s
NOTE
sewer hole. This time, run Depending on how quick you are, you may have
south down the long sewer to wait for several minutes before the SWAT
tunnel and climb up the teams attack the ship.
ladder at the tunnel’s
opposite end to reach the
southernmost warehouse.

The south warehouse is


occupied by more SWAT
teams, so walk to avoid
raising their suspicions. Climb up to the roof when
Pass through the small the sniper crouches down
room to the south after you and takes aim. Sneak over
climb out of the sewer hole. to him and use your
Then turn right and walk Syringe to knock him out.
over to the warehouse’s
northwest stairs.
Drag the unconscious
officer behind the large
wooden sign before
donning his uniform. Pick
The map shows a ladder to up his sniper rifle, along
the south. Stroll over to the with its ammo, then crouch
ladder, inside a small down and aim at the
room. Close the door windows of the coaster
behind you before ship’s dimly lit bridge.
climbing up the ladder.

The SWAT team’s


Don’t climb all the way to unexpected assault causes
the top. Instead, pause on your target to flee to the
the ladder before you reach ship’s bridge. Zoom in and
the warehouse’s roof and wait until Boris stands
manipulate the camera so motionless in front of a
you see the police sniper window, then shoot him in
on the rooftop. the head.

86
MISSION 6: DEADLY CARGO
Drop the sniper rifle after
you assassinate the target,
and climb down the ladder
to return to the warehouse.
Backtrack to the exit point Follow the girl outside and
near the strip bar—the watch as she approaches
SWAT disguise allows you the biker near the car.
to pass through the police After a quick chat, the two
gate and escape the harbor walk around the side of
without blowing your cover, the building.
as long as you aren’t carrying the sniper rifle.

Disarming the Nuclear Bomb


Boris arms his nuclear
warhead as soon as it’s Now’s your chance—when
delivered to him by the the biker turns his back, run
bikers. He threatens to over and open the trunk.
detonate the weapon unless Sure enough, the nuclear
his demands are met. You device is set up there.
can disarm the nuclear
device if you’d like, but it’s
not a mandatory action.

You need to place a


tracking device on the blue Close the trunk and move
sedan parked outside the to the vehicle’s left side.
strip bar, so you can locate Quickly plant your GPS
the car when it’s loaded tracking device on the car’s
onto the ship. Before you underside, then move
can do that, you must away from the vehicle.
distract the biker who
guards the vehicle.

Distracting the biker is


easy. Enter the strip bar A message tells you that
and talk to the girl who the in-game map has been
dances in the front updated. (The car now
window. (You can see her appears on the in-game
from the street.) After you map.) You’re done here, so
place some cash in her run down the street toward
hand, she agrees to “cheer the police gate.
up” the biker guard.

[Link] 87
Follow the same steps you
Poisoning the Dock Worker
took in the original strategy
One of the dock workers inside the strip bar enjoys glass after glass of
and board the coaster ship
whiskey, taking full advantage of his unexpected night off. You can
in the thug disguise. The
poison the dock worker, then steal his clothes.
vehicle is always stored
below deck, so head for the
rear of the ship and enter
the first door you come to NOTE
(as shown).
Poisoning the dock worker kills him, which ruins
your chances at the Silent Assassin rating.
There’s a free dock worker outfit inside the
tiny shed to the west of the police station—
The door leads to the it’s marked as a Point of Interest on the map.
coaster ship’s first floor. In the same shed is a Toolbox in which you can
Walk downstairs and pass hide a weapon.
through the door ahead to
reach the below deck
area. Bring up the in-
Charge into the strip bar as
game map and check for
the mission begins. Sprint
the tracked vehicle.
upstairs to reach the club’s
second floor, then turn right
and enter the bathroom at
the end of the hall. Pick up
the Rat Poison from inside
the bathroom and then
dash back downstairs.

Move to the vehicle, which is hidden inside one


of the large crates below deck. (You cannot
locate the vehicle if you didn’t tag it with the
tracking device.) Open the crate’s doors, pop
the car’s trunk, then disarm the nuclear bomb.
Head to the strip bar’s basement. If the
Proceed with your mission after you’ve ended
basement’s patrolling biker sees you, your cover
the nuclear threat.
will be blown, so crouch in the tiny entry space
(as shown) and wait for the biker to walk past. As
you wait, quickly check the in-game map to locate the
basement’s Point of Interest icon.

88
MISSION 6: DEADLY CARGO

The worker soon stands up


Sneak out behind the and talks to the bartender.
biker as he passes by. The bartender then heads
Continue to sneak as you down to the basement to
head for the basement’s collect the bottle of whiskey
Point of Interest—a bottle you’ve just poisoned.
of whiskey.

Poison the whiskey as soon


as you’re within range, then The bartender returns and
sneak back upstairs fills the worker’s glass. The
without being spotted by worker takes a seat and
the touring biker. sips his whiskey.

The poison soon kicks in


and the dock worker
stumbles upstairs,
Return to the barroom and clutching his gut. He
talk to the dock worker. He enters a room on the
complains that the second floor of the strip
bartender should go down bar and collapses on the
to the basement and fetch floor, dead. You may now
another bottle of whiskey. take his clothing and
disguise yourself.

[Link] 89
MISSION 7: TRADITIONS OF THE TRADE
The Fuchs brothers are up to their old tricks. Franz
Fuchs has constructed a powerful Chemical Bomb,
and is planning to use it to destroy a large official
building. Franz’ brother, Fritz Fuchs, is keeping the
Chemical Bomb at his dentist office at the Thermal
Bath Hotel in Budapest, Hungary. Your client wants
both brothers killed and the bomb retrieved for study
and analysis. Franz Fuchs

The Fuchs boys are planning to meet with each other at the exotic
hotel, where Fritz will hand the bomb over to his brother Franz. This is a
Enemies
perfect opportunity for you to assassinate both terrorists and salvage
their deadly Chemical Bomb.

Mission Objectives
>>> Assassinate Fritz Fuchs
>>> Assassinate Franz Fuchs
>>> Retrieve the Chemical Bomb

Bodyguard
Mission Information
The Thermal Bath Hotel is a high-class establishment featuring many Civilians
fine shops, a luxurious swimming pool, saunas, spacious conference
rooms, and Fritz Fuchs’s dental office. The place is teeming with guests,
staff, and security guards.
Watch out for the many security checkpoints that have been set up
inside the hotel—there’s a metal detector stationed at each one. This
makes it a chore to move about if you’re carrying weapons other than
Syringes and the Fiber Wire (which do not trigger metal detectors). You
have to rely on stealth and deception during this mission.

Targets Hotel Security

Hotel Staff
Fritz Fuchs

90
MISSION 7: TRADITIONS OF THE TRADE

MAP LEGEND
Points of Interest:

= Hotel Security Uniform,


Bellboy = Whiskey
GK 17 Pistol

= Flower Box (SPAS 12 Gauge


= East Sauna
Shotgun)

= Chemical Bomb Suitcase


= Kitchen Knife,
Sawed-off Shotgun
= Chemical Bomb
= Hotel Security Office
Male Guest = Front Desk (Key to Room (Metal Detector On/Off
301, Fritz’s Envelope) Switch, Shotgun Ammo)

= Bellboy Uniform = Conference I.D. Card, Sniper


Suitcase, Diana’s Note
= Bellboy Uniform
= “Do Not Disturb” Sign, Fritz’s
Note, Franz’s Envelope,
= Towel, Bottle of Poison Fuchs’s Key, SG220 .S Pistol

Female Guest

Maps
Outside >

[Link] 91
1st Floor >

2nd Floor >

92
MISSION 7: TRADITIONS OF THE TRADE

3rd Floor >

The Silent Assassin’s Path


You begin the mission
outside the hotel. Pick up
With the Conference I.D.
the Conference I.D. Card
Card in hand, run down the
from the body on the
street toward the hotel’s
ground and drop your
front entrance. Start
Silverballers. You need the
walking as you near the
Conference I.D. Card to
security checkpoint.
enter the hotel, and the
guards at the front door will
take your Silverballers if
you don’t drop them here.
A guard asks to see your

NOTE Conference I.D. Card before


allowing you to pass. Show
A Sniper Suitcase and Diana’s Note are also it to him, then walk
near the starting point. Hotel security will through the metal detector
take the Sniper Suitcase if you bring it along, and into the hotel.
so don’t bother. Diana’s Note tells you that a
“special order” is ready for pickup at the
hotel’s flower shop.

[Link] 93
A hotel security guard’s
uniform is on the bed,
along with a GK 17 pistol.
Change your clothes to
disguise yourself as one of
Once inside the hotel, turn the hotel’s security guards.
right and walk toward the Leave the pistol behind—a
elevator on the lobby’s Silent Assassin has no
east side. need of such a weapon.

Pass the elevator and


walk through the double
CAUTION
doors ahead. Close the While disguised as a hotel security member, you
doors behind you and are free to enter all restricted areas of the
make sure nobody’s hotel. Real security guards will be suspicious
around—you’re about to of you, however, and will see through your
enter a restricted area. disguise if they get a close look at your face.
When all is clear, move
to the next set of double
doors. A sign reads, “Hotel
Wing Closed.” Pick the lock and enter the double doors, then close them
behind you.

Now that you’re in


This area of the hotel is uniform, retrace your
closed for renovation, so steps to the lobby.
run through the next
couple of halls. Keep
moving until you come to
Room 108. Assassinating Fritz Fuchs

If you’re playing on Normal


or Expert difficulty, the in- Walk to the lobby’s west
game map tells you that side. You need to enter the
one of the hotel’s security northwest set of double
guards is using the doors that lead into the
bathroom in Room 108. Pick pool area, but you have to
the lock on the door and pick the door’s lock first.
then sneak into the room.

94
MISSION 7: TRADITIONS OF THE TRADE

CAUTION
The swimming pool area of the hotel is
restricted, as Fritz Fuchs likes to have total Fritz swims for a long time
privacy when taking a dip. Don’t enter this before getting out of the pool
area unless you’re disguised as one of the and heading for the east sauna
hotel’s security guards. room. Wait until Fritz moves for
the sauna, then walk to the
swimming pool area.

Walk to the double doors


and make sure none of the
guards in the lobby are Pass the security guard
paying attention to you. without getting too close
Pick the lock, pass through as you stride around the
the doors and close them pool and enter the east
behind you. sauna room. Fritz is
enjoying the hot steam,
but that’s about to change.

Move through the next set


of double doors to enter
the west shower room. Move to the red, circular
Bring up the in-game map handle to the left of the
and monitor your target door that leads into the
from here. sauna. Turn the handle to
release scalding steam into
the sauna.

Fritz dashes for the door


but you move to block his
escape. There’s no other
way out of the sauna, and
the first Fuchs brother dies.

[Link] 95
Enter the sauna after Fritz
collapses and collect his Stride through the halls
key to the X-ray room. This until you spot a bellboy
important key allows you with a vacuum cleaner.
to enter the X-ray room of Follow the bellboy until he
Fritz’s dental office, where stops to enter a room, then
the Fuchs’ Chemical Bomb sneak up to the door and
is stored. nab the Master Key that he
leaves in the lock. Make
sure nobody sees you
steal the key.
Assassinating Franz Fuchs

Use the Master Key to enter


Room 203, which is north
of Franz’s room. (You could
pick the door’s lock, but the
Return to the lobby and bodyguard down the hall
walk east to the elevator. might catch you in the act.)
Press the call button, then Move through the room and
ride up to the second floor. sneak onto the balcony.

TIP Crouch and watch the


south balcony. Wait for
There’s a security checkpoint stationed outside Franz’s bodyguard to walk
the elevator on the second floor. Walk through outside for air, and don’t
the metal detector while keeping your distance move until the guard goes
from the attentive security guard. inside the room. Jump to
the balcony when the
guard leaves.

Franz Fuchs is staying


under the false surname
“Wulff” and is taking a long Crouch after you land on
shower in Room 202. He’s the south balcony, then
well-protected by two creep through the door and
bodyguards. One stands into the room. Close the
watch in the hall outside door and move behind the
the room, and the other bodyguard, then use a
patrols inside, occasionally Syringe to knock him out.
stepping out to the balcony
for fresh air.

96
MISSION 7: TRADITIONS OF THE TRADE

Retrieving the Chemical Bomb

Your final objective is to


With the bodyguard out of
retrieve the Fuchs’
commission, pull out your
Chemical Bomb. Exit Room
Fiber Wire and sneak into
203, turn right and walk
the bathroom without
through the double doors
making a sound. Slip the
ahead. Walk up the stairs
Fiber Wire around Franz’s
you come upon to reach
thick neck and choke him
the hotel’s third floor.
to death.

Turn left after you reach


You can collect many items
the top of the stairs and
inside Franz’s room, but
walk down the hall. Make
the only item you must
another left and pass
pick up is the large
through a set of double
Suitcase near the bed; you
doors, then enter the next
can’t carry the Fuchs
door on the right to access
brothers’ Chemical Bomb
the roof.
out of the hotel without
this Suitcase.
Cross the roof and take
note of two open windows
The other items you can
on the other side. You need
grab from this room are on
to climb through one of
the desk. These optional
these windows, but you
items include: a “Do Not
can’t let the guard inside
Disturb” sign, two notes
the room see you do so—
(written from one Fuchs to
your cover is blown if he
the other), Franz Fuchs’s
spots your illegal entry.
room key, and an SG220 .S
silenced pistol.
None of these items are
of use to you now, so leave
Crouch next to one of the
them and retrace your steps back to Room 203.
open windows. Position the
camera so you can watch
the guard moving around

NOTE
the room. Wait until the
guard is staring out a north
window before climbing
To learn more about the optional items you can
into the room.
collect from Room 202, check them out in the
“Optional Tactics” section of this mission.

[Link] 97
NOTE Walk through the lobby and
exit the hotel through the
There’s no need for stealth after you’re inside front door to complete the
the room. The guard won’t attack you because mission in Budapest with a
he thinks you’re one of the hotel’s security Silent Assassin rating. Very
guards on a routine patrol. If you’re not in smooth—your skills in
disguise, you must sneak through the room stealth and deception have
without alerting the guard. unlocked the deadly
SG220 .S Dual pistols.

Walk through the small Optional Tactics


room and enter Fritz’s There are several optional tactics for this mission; some are more
dental office by passing practical than others. Try them out and see how much trouble you can
through the west door. get yourself into.
There’s another guard in the
dental office—ignore him
and enter the X-ray room
The Guy at the Front Desk
through the west door.
While wearing your regular
clothes, talk to the person
Close the door to the tiny
who runs the front desk of
X-ray room behind you for
the hotel. During the
privacy. The Chemical
conversation, you discover
Bomb is on the ground.
that “Mr. Wulff” (a.k.a.
Store it inside the Suitcase
Franz Fuchs) is staying in
by choosing to pick up the
Room 202. The guy at the
Chemical Bomb while
front desk also gives you
holding the Suitcase in
the key to your own
your left hand.
room—Room 301.
Now all you need to do is
There’s a good reason for
escape with the Suitcase
you to head up to Room
and Chemical Bomb.
301. You’re able to jump
Backtrack to the roof,
from your room’s balcony
making sure you’re not
to Room 302’s balcony and
seen as you slip through
sneak into the room, where
the open window on your
a bellboy’s uniform is.
way out. Cross the roof and
Make sure the people
reenter the east wing of
staying in Room 302 don’t
the hotel’s third floor.
see you when you go in to
steal the bellboy’s uniform, or they’ll rush to alert security.

Turn right after you’re


inside and walk down the
hall. Pass through a set of
TIP
double doors and turn left There’s another bellboy uniform that’s easier to
to reach the elevator. Call get. Check the utility closet on the east wing
the elevator and ride down of the hotel’s second floor.
to the first floor.

98
MISSION 7: TRADITIONS OF THE TRADE
There are many downsides
to this approach. First, you
A Clean Towel for Mr. Wulff only have a short amount
of time to get into the
After you disguise yourself room, make the hit, grab
as a hotel bellboy (see the Suitcase, and get out.
previous section), you’re Second, you’ve got to time
one step closer to an it so you enter the room as
alternate method of making the other guard steps out
the hit on Franz Fuchs. You to the balcony for air. (You
just need to find an excuse can do this by using the in-game map if you’re playing on Normal or
to enter his room under Expert difficulty, or by watching the guard from Room 203’s balcony to
your new guise. time his patrol route.)

Optional Items from Room 202


Franz Fuchs’s desk is
Head to the third floor’s
cluttered with items for you
utility closet, which is in the
to pick up, but none of them
east wing’s northwest
are vital to completing the
region. Either pick the closet
mission. If you enter the
door’s lock when no one’s
room using the bellboy-
looking, or use a bellboy’s
with-Towel tactic, you won’t
Master Key to get inside.
have time to collect these
optional items.
The tiny utility closet holds
two items useful for two
>>> The “Do Not Disturb” sign can hang on any
separate tasks. One is a
doorknob in the hotel to ensure privacy.
Bottle of Poison, which you
can use to kill Fritz Fuchs >>> The notes from Franz and Fritz provide
(described later). The other clues to the whereabouts of the
gives you the excuse you Chemical Bomb and help to fill
need to enter Franz Fuchs’s in the Fuchs brothers’ plot.
room—a fresh Towel. >>> The SG220 .S pistol is a nice,
silenced weapon, but it’s not
practical for this mission.
Grab it only if you wish to
When dressed as a bellboy add the pistol to your
and carrying the Towel, weapons cache.
you’re able to get past the
>>> If you’re dressed in regular
bodyguard who’s in front of
clothing, you can show Franz
Room 202. Talk to the
Fuchs’s room key at the front
bodyguard, and he grants
desk and collect his mail. You get
you 10 seconds inside the
another letter that tells you the X-
room to deliver the Towel.
ray room is locked, and that Fritz
has the only key.

[Link] 99
I’ll Have What He’s Having Fritz Fuchs repeatedly runs
through a vigorous routine
of basking in the
The Bottle of Poison you find in the utility closet on the east wing of the
swimming pool, relaxing in
hotel’s third floor (see previous section) can be used to kill Fritz Fuchs,
the steamy sauna, and
but you’ll receive a couple of alerts in the process.
stopping by the bar for a
few shots of his favorite
whiskey. This time,
Talk to the bartender in the
however, he finds his drink
lounge on the west wing of
stiffer than usual.
the hotel’s second floor. He
needs a break, and you
The poison works quickly,
convince him to take five,
and Fritz drops. You
saying you’ll cover the bar
receive a couple of alerts—
while he’s away. You
the guards have found the
should be dressed in
body and are on the
normal clothing to do this.
lookout for anyone
suspicious. Wait until
things return to normal
before walking to Fritz’s
corpse and collecting his
Watch the lounge’s
key to the X-ray room.
patrolling security guard
after the bartender leaves.
Enter the back room Flower Shop Special Order
behind the bar when the
guard isn’t looking. Diana’s Note, which is on
the ground near the Sniper
Suitcase at the mission’s
start, tells you there’s a
“special order” ready for
A bottle of whiskey sits pickup at the hotel’s flower
atop a table in the back shop. The flower shop is
room. Dump the Bottle of near the lounge on the
Poison into the whiskey, west wing of the hotel’s
which is Fritz Fuchs’s second floor, but it’s closed
favorite drink. and off-limits. You’ll have to sneak inside.

Exit the back room and


return to the lounge. (You
may receive a scolding
from the security guard if There are two ways to
he sees you leave the back sneak into the flower shop.
room, but he lets you off The easiest way is to enter
with a warning.) Find through the room behind
someplace to hang back the bar after you poison
and watch your handiwork Fritz’s whiskey (see
in action. previous section).

100
MISSION 7: TRADITIONS OF THE TRADE
Another way is to sneak However, when disguised
into the conference room as one of the hotel’s
at the north end of the hall security guards, you can
outside the flower shop, enter the room and collect
but this is tricky. You need two weapons from within. A
to wait until the guard Kitchen Knife is stuck in
watching the conference the wall near the bed, and
room’s double doors is a Sawed-off Shotgun lies
distracted by one of the on the floor in the blood-
hotel’s female guests. soaked bathroom. Shut the
door after entering the room for privacy before claiming these weapons.
Stand on the steps that
lead up to the third floor
and wait for the guard to Bypassing the Metal Detectors
move away from the doors
to chat with the young Passing through the metal detectors gets tedious after awhile, but
woman. Sneak past the there’s an easier way to get around them. It’s possible to reach any area
guard, pick the lock on the of the hotel without going through these annoying detectors after you’re
double doors and enter the familiar with the layout.
conference room, closing
the doors behind you.

When disguised as a
CAUTION security guard, you can
enter the hotel security
When sneaking into the conference room, there office, located on the third
are two patrolling security guards to look out floor’s east wing. Take the
for. One walks up and down the north steps lobby’s elevator to the third
that lead up to the third floor, and the other floor, turn left, and enter the
tours the hall, coming from the stairs to the door to the security office.
south. Make sure nobody sees you pick the lock.

A couple of security guards


stand inside the office, but
A Nasty Accident they aren’t as suspicious of
you as the rest are. Walk
Something bad has past them and press the
happened in the northeast button on the control panel
room on the east wing of to shut down the hotel’s
the hotel’s first floor. When metal detectors, then exit
dressed in your normal the office and go about
clothing, the security your business.
guard that watches the
room tells you there was a
nasty accident, and to
move along.

[Link] 101
MISSION 8: SLAYING A DRAGON
A wealthy client has contacted your agency. The Targets
client wants you to get at the leader of Hong Kong’s
Red Dragon Triad, Lee Hong. Hong is too powerful to
approach, so the focus of your next few missions is
to weaken the triad leader.
Your mission is to frame the Blue Lotus Triad for the
murder of one of Lee Hong’s top men. This will set the
stage for a gang war between the two rival triads,
which is sure to weaken the mighty Lee Hong. Red Dragon Negotiator
The Red Dragons and Blue Lotuses occasionally do
business with one another. Your job is to assassinate Enemies
the Red Dragon Negotiator during his meeting with
the Blue Lotus Negotiator at Chiu Dai Park. You must
also ensure that the Blue Lotus Negotiator survives—
he can’t be blamed for the hit if he’s dead.

Mission Objectives
>>> Assassinate the Red Dragon Negotiator
>>> Blue Lotus Negotiator Must Survive
Blue Lotus Negotiator
>>> Escape the Area

Mission Information
Chiu Dai Park is in the town’s center. Because the two gangs are
discussing business at the park, the park’s entrances are closed to the
public. Each entrance is guarded by heavily-armed Blue Lotus Triad
members, and only the park’s gardeners and other Blue Lotuses are
allowed access.
The surrounding streets are filled with curious pedestrians—avoid Blue Lotus Triad Member
making careless mistakes when they’re around. The Red Dragon
Negotiator is the only member of the Red Dragon Triad present, so there
shouldn’t be any confusion as to who your target is. He wears the garb Civilians
of his triad with pride.
Although security is tight, no one is expecting anything to go wrong at
the meeting, so don’t worry about being attacked on sight. You’ve got
the element of surprise on your side during this mission, so take full
advantage.

Gardener

102
MISSION 8: SLAYING A DRAGON

MAP LEGEND
Points of Interest:

= Rat Poison = Sniper’s Ledge

= Gardener’s Uniform = Bomb, Bomb Remote


Pedestrians
= Tea Cart = Red Dragon
Negotiator’s Limo

Maps
Outside >

[Link] 103
1st Floor 2nd Floor
>

>

3rd Floor 4th Floor


>
>

104
MISSION 8: SLAYING A DRAGON

5th Floor
>

After you’re out of the sewer,


sprint east along the
southern-most street. Turn
left past a limousine and run
north up the cross street
with the park to your left.

Look for a building with


two green, hanging
lanterns. The building is
east of the park, across the
street. Enter the building
through the door between
the two lanterns.

The Silent Assassin’s Path


After you’re inside the
building, run up the steps
until you reach the top
(fifth) floor.
Drop the Sniper Suitcase
when the mission begins.
Turn right and run south
down the alley from the One of the rooms on the
starting point, heading for fifth floor is marked as a
the nearby open sewer. point of interest. Check to
make sure there’s no one
around before picking the
lock on the door and
entering the room.

The sewer is marked with a


point of interest on the
map. Climb down the
ladder into the sewer. Pick A gardener’s uniform lies
up the Rat Poison and on the floor inside the
return to the surface. small room. Change
clothes to disguise
yourself as a gardener,
then drop your weapons
and exit the room.

[Link] 105
Time for a Drink

Stand near the tea cart and


wait for the two triad
Now that you’re disguised
negotiators to begin their
as a gardener, you can
walk around the gazebo.
pass through security and
Poison the tea when they
enter Chiu Dai Park. Exit
move out of sight.
the building and cross the
street to reach the park.

TIP
If someone has turned to look in your
direction, they’ll see you poison the tea. You
A Blue Lotus searches you can trick them into looking away again: Move
for weapons before close to them and draw their attention away
allowing you to enter the from the gazebo, then back off and keep your
park. You blow your cover if distance as you return to the tea cart.
you’re carrying anything
heavier than Syringes or
the Fiber Wire.

Keep your distance from Walk west and exit the


everyone else inside the park after poisoning the
park. Stay clear of the tea. The Red Dragon
guards, the gardeners, and Negotiator’s fate is sealed,
the two triad negotiators. All so make your way to the
of them will turn to look at west exit point.
you if you get too close, and
you don’t want any of them
looking in your direction.

You can’t complete the


The Red Dragon Negotiator mission until the Blue Lotus
sips his tea as the Blue Negotiator flees the area
Lotus Negotiator walks unharmed. Stand on the
over to chat with the sidewalk near the exit point,
nearby guard. After a few look south, and wait for his
moments, the two limousine to zip past.
negotiators begin to walk
around the central gazebo,
discussing business.

106
MISSION 8: SLAYING A DRAGON
A message appears
informing you that you’ve
completed your next
objective (Blue Lotus
Negotiator Must Survive).
Proceed to the exit point to A lone Blue Lotus guard
complete the mission with watches over the wide
a Silent Assassin rating. alley across the street
Your skill in the arts of ahead. Keep your distance
stealth and deception has as you dash into the alley.
earned you a great reward—you’ve unlocked the MP5 Silenced
Submachine Gun.
The guard turns to look at
you, but he doesn’t show
Optional Tactics much interest. Run to the
open sewer, then hide
There are two other ways to complete this mission, and they both
behind the pillar south of
present more of a challenge.
the sewer hole (as shown).
Drop your Sniper Suitcase
Death from Afar and watch the guard.

Wait for the Blue Lotus


guard to walk toward you
Hold onto the Sniper and stand in front of the
Suitcase, run south as if you sewer hole. Sneak behind
were going to pick up the Rat him when he turns his
Poison. Instead, run past the back on you and knock him
sewer and into the street. out with a Syringe.

Drag the guard’s


The two Blue Lotus guards unconscious body to the
standing on the street sewer hole and drop him in
corner turn to look at you before someone sees you.
as you run past them. Trick This ensures the guard’s
them into facing west, then body won’t be found by a
head north, retracing your pedestrian.
steps through the alley.

Turn right at the starting


Collect the Sniper Suitcase
point and continue through
and climb up the ladder on
the alley until you reach a
the tall building nearby.
street and the park is in
(The ladder is on the map.)
front of you. Turn right and
run south down the street.

[Link] 107
Car Bomb Casualty
You need to disguise
yourself as a Blue Lotus
Crouch when you reach the
Triad member to succeed in
high ledge at the top of the
this approach. Before doing
ladder, open the Sniper
that, however, drop the
Suitcase and assemble the
Sniper Suitcase and run to
sniper rifle.
the building where the
gardener’s uniform is
located. Head up the stairs
and stop at the second floor.

Creep to the glowing neon


signs nearby, then stand
up and take aim at the
gazebo in the center of
One of the rooms on the
Chiu Dai Park.
second floor is marked with
a Point of Interest on the
map. Pick the lock on the
room’s door.

Zoom in with the sniper rifle


and watch the gazebo. Wait
until you see the two triad
negotiators walk into view.

Wait until the Blue Lotus


Negotiator walks away and
the Red Dragon Negotiator
Stand up and collect the Bomb and the Bomb Remote
moves to the tea cart.
from the table. You can steal the Apartment Key
Shoot the Red Dragon
from the drugged man, which unlocks every
Negotiator in the head as
door in the building, but you don’t need it.
he drinks from his teacup.

The guards find the body of


the Red Dragon Negotiator
and are on the alert. The
Blue Lotus Negotiator flees
to his limousine and
speeds off. Stay put until
things calm down, then
climb down the ladder and
head for the west exit point
to end the mission with a
Silent Assassin rating.

108
MISSION 8: SLAYING A DRAGON

CAUTION
Keep your distance from Blue Lotus Triad
members while wearing their colors—don’t attract A headshot is fatal, but
their attention. shooting the Red Dragon
Negotiator in any non-vital
Return to the starting point area won’t kill him. Aim for
and collect the Sniper his arms or torso and pop
Suitcase, then follow the him once to wound him.
steps from the previous
“Death from Afar” method Equip the Bomb Remote
until you reach the point and bring up the in-game
where you drop the map so that you can see
unconscious Blue Lotus the Red Dragon Negotiator
guard into the sewer. This as he runs out of the park,
time, climb into the sewer heading south toward his
and change into the Blue Lotus uniform. limo. Detonate the Bomb
as the vehicle moves off to
take out the Red Dragon
Negotiator.

Now that you’re in disguise


walk east down the street
NOTE
and make for the limousine A pedestrian or Blue Lotus guard might be
that’s just south of Chui Dai caught up in the car bomb explosion. You can’t
Park. This is the Red earn the Silent Assassin rating if anyone other
Dragon Negotiator’s than your targets is killed.
personal limo.
[

You must escape now, but


the remaining Blue Lotuses
Walk to the limousine and
are on the lookout for a
place the Bomb on it. (The
suspicious Blue Lotus Triad
nearby guards scold you
member—in other words,
as you approach the
you. Wait until the Blue
vehicle if you aren’t
Lotus Negotiator makes
disguised as a member of
good his escape, then climb
the Blue Lotus Triad.)
down from the ledge.
This is the tricky part. You
must now scare the Red
Dragon Negotiator so he
bolts out of the park and
Climb into the sewer where
drives off in his limousine.
you dropped the
There’s no easy way to do
unconscious Blue Lotus
this without blowing your
guard earlier in the
cover, but the safest way is
mission. Change into your
to climb up to the ledge
original clothes and return
where you used the sniper
to the surface. Proceed to
rifle to headshot the Red Dragon Negotiator in the previous optional tactic.
the nearest exit point.

[Link] 109
MISSION 9: THE WANG FOU INCIDENT
The Red Dragons and the Blue Lotuses have been
shocked by the recent developments—neither side was
expecting anything to go wrong during their business
deal at Chiu Dai Park. The Blue Lotus Triad is hoping to
mend the situation by meeting with their rivals on Red
Dragon turf. The peace negotiations are set to take place
at Lee Hong’s own Wang Fou Restaurant.
This time, your client wants you to assassinate all Blue Lotus Triad Member
six members of the Blue Lotus Triad, along with the
Blue Lotus Negotiator. The Blue Lotuses will assume Enemies
the Red Dragons were responsible for the hits, which
will push the two triads closer to a costly gang war
and further weaken the Red Dragons’ as-yet -
untouchable leader, Lee Hong.

Mission Objectives
>>> Assassinate the Blue Lotus Negotiator
>>> Assassinate All Six (6) Blue Lotus Triad Members Guard (Red Dragon)

Mission Information Civilians


As the mission begins, the Blue Lotus Negotiator and two of his men are
en route to the Wang Fou Restaurant. They arrive in a limousine shortly.
Two of the Blue Lotuses are already seated in the restaurant. These
two men never leave their seats, so find a way to hit them without
blowing your cover.
The restaurant has been closed to the public for the evening. You have
to sneak inside. When it comes to assassinating most of your targets, a
car bomb is the cleanest method.

Chauffeur
Targets

Blue Lotus Negotiator Pedestrians

110
MISSION 9: THE WANG FOU INCIDENT

MAP LEGEND Restaurant 1st Floor

>
Points of Interest:

= Bomb, Bomb Remote, Guard


Outfit, W2000 Sniper Rifle = Sniper Position

= Chauffeur’s “Relief” Alley = VIP Table

= Blue Lotus Limousine = Elevator to Basement

= Car Bomb Detonation Point

Maps
Outside
>

Restaurant 2nd Floor >

[Link] 111
The Silent Assassin’s Path The First Five

A brief cutscene shows


your targets pull up in a
limousine as you backtrack
Run west down the street along the balcony. The
from the mission’s starting chauffeur gets out and
point. Bear right at the fork walks off to relieve himself
in the road and sprint north. after the long drive.

Head to the ladder on the Climb down the ladder and


side of the restaurant. (The then run south down the
ladder is shown on the street. Turn right and enter
map.) Climb up the ladder the west alley.
to reach a wooden balcony.

Sneak along the balcony so Sprint through the alley,


you don’t draw the nearby then stand between the
guard’s attention. Pick the two yellow dumpsters (as
lock on the door just before shown). Wait for the
the guard. chauffeur to stroll by.

Sneak into the small room The chauffeur stops and


after picking the lock. Grab begins to urinate. Sneak up
the Bomb and the Bomb behind him while he’s
Remote from atop the preoccupied and jab him
large safe. with a Syringe.

Drag the chauffeur’s body


over to the nearby sewer
Silently open the door and hole and drop him into the
sneak back outside. sewer. Climb down the
Backtrack across the sewer’s ladder and take the
balcony, sneaking so you chauffeur’s clothing to
don’t alert the guard. disguise yourself.

112
MISSION 9: THE WANG FOU INCIDENT

The Last Two


Two of the Blue Lotuses
never leave the restaurant,
Return to the surface in your
so you need to infiltrate the
new guise and walk over to
establishment to
the limo. Keep as much
assassinate them. Start by
distance as possible from
climbing up the ladder to
the surrounding guards.
reach the wooden balcony,
and then enter the room
where you found the Bomb.

Approach the driver’s side


door of the limousine. The
Action List pops up,
Change into the free guard
allowing you to place the
disguise you find inside
Bomb on the limo. Do so.
the small room. Pick up the
W2000 Sniper Rifle that’s
leaning against the wall,
then exit the room by the
north door.

Walk east down the street


after placing the Bomb.
Run when you’re clear of
CAUTION
the guards. The guards inside the restaurant will be
suspicious of you, especially while you carry
the W2000. Keep your distance from them, and
Move east down the street walk to maintain your cover.
until you come to a large
sign with red lettering (as
shown). Stop near the sign
and notice the two Blue
Lotus Triad members
standing on either side of
the street ahead.

Pull out the Bomb Remote


Stride through the next
and wait for the limousine
room. Exit the room
to drive past with three of
through the west set of
your targets inside. Use the
double doors.
Bomb Remote to detonate
the Bomb just as the limo
passes the two Blue Lotus
Triad members on the
street. Timing this properly
eliminates five of your
targets in one swift move.

[Link] 113
You need to make an
educated guess as to
where the nearest Blue
Lotus’s head should be. The
two targets are lined up, so
Move north up the hall. you can kill both with one
Turn right and pass the shot if your aim is true.
elevator, then open the (The picture shows how to
north door ahead. line up the shot.)

Exit the restaurant after


you’ve assassinated the
The door leads to the last two Blue Lotus Triad
restaurant’s huge members. Backtrack until
second-floor balcony. The you’ve climbed down the
guard in front of you patrols ladder and returned to the
the balcony after you enter, street, then sprint south
thinking you’ve come to toward the only exit point.
relieve him of his post. Good job; you’ve
assassinated all seven
targets and have dealt Lee Hong a powerful blow. You have earned the
The center of the balcony is Silent Assassin rating, and in so doing have unlocked the awesome AK
open to the floor below. 74 Silenced assault rifle.
Move to the balcony’s east
side, then face west to line
up a shot at the two Optional Tactics
remaining Blue Lotus You can access several areas that are not part of completing
Triad members, who the mission. These areas come into play later in Mission
sit at the first-floor’s 11: Lee Hong Assassination, but you can visit them now
VIP table. and explore them for future reference.

Orthmeyer’s Keycard
There’s a secret item you can collect from Lee Hong’s office on the
second floor of his mansion. This item is Doctor Orthmeyer’s Keycard,
which unlocks a secret weapon from the game’s first mission.

After you’ve disguised


Take aim and zoom-in only once with the W2000. A hanging yourself as a guard,
curtain obstructs your view of the two targets’ heads. You can take the elevator from
see only the lower body of the nearest Blue Lotus. the second floor down
to the restaurant’s
basement.

114
MISSION 9: THE WANG FOU INCIDENT

NOTE
The restaurant’s basement and Lee Hong’s
mansion do not appear on the in-game map.
Refer to this guide’s maps from Mission 11: Lee The mansion is empty—
Hong Assassination if needed. nobody’s home. Turn left
after exiting the elevator
and pass through the
double doors ahead.

Turn right after you reach


the restaurant’s basement
and pass through the
double doors. Continue
moving forward through Turn right past the doors
another set of doors. and head up the stairs to
reach the mansion’s
second floor.

There are guards in the


next corridor, so walk to Turn right when you reach
maintain your cover and the mansion’s second
keep heading forward. level, and move through
the double doors ahead to
reach Lee Hong’s office.

Follow the corridor around


its next couple of turns Orthmeyer’s Keycard rests
and pass through some atop Lee Hong’s desk. You
more doors. Don’t enter can collect this secret item
any of the side doors; just only during this mission—
press onward. it doesn’t appear during
Mission 11. (You can also
replay this mission to grab
the item.)
To find out what
Orthmeyer’s Keycard is used for, please refer to this guide’s “Secrets”
section.

You eventually come to


another elevator. Enter it
and ride up to the first floor
of Lee Hong’s mansion.

[Link] 115
MISSION 10: THE SEAFOOD MASSACRE
You’ve managed to successfully thwart the Red
Dragons and the Blue Lotuses from negotiating a
truce so far, but now the police are stepping in to help
bring an end to the hostilities. Negotiators from both
Triads are scheduled to meet with the Chief of Police
at the Cheung Chau Fish Restaurant, in the hopes
that a costly gang war can be avoided. Your goal in
this mission is to frame the Red Dragon Negotiator for Blue Lotus Negotiator
the killings of both the Blue Lotus Negotiator and the
Chief of Police.

Mission Objectives
>>> Assassinate the Red Dragon Negotiator
>>> Conceal the Body of the Red Dragon Negotiator
>>> Assassinate the Chief of Police
>>> Assassinate the Blue Lotus Negotiator Chief of Police
>>> Place Amulet at Murder Scene
>>> Escape in the Car Enemies
None
Mission Information
The Chief of Police and the two Triad Negotiators make their way toward Civilians
the restaurant as the mission begins. The restaurant is closed to the
public, so kill the Red Dragon Negotiator before he reaches the
establishment, take his clothes, and assume his identity to get in.
Hide the Red Dragon Negotiator’s body in the sewers, or the police will
find his corpse and know that the Red Dragons were not responsible for
the murders that are next on your list. Furthermore, drop the Red Dragon
Negotiator’s Amulet at the scene of the double murder—when the police
and the Blue Lotus Triad find the Amulet next to the bodies, they’ll be
convinced that the Red Dragon Triad is responsible for the killings.
Pedestrian
Targets

Police
Red Dragon Negotiator

116
MISSION 10: THE SEAFOOD MASSACRE
Maps
Streets

>
Bartender

Restaurant Chef

MAP LEGEND
Points of Interest:
Sewers >
= Rat Poison = Serving Tray, Kitchen Knife,
Kitchen Bell
= Restaurant Gas Controls
= Bartender (Toilet Key)
= Chef Uniform
= Bathroom Window

[Link] 117
Restaurant Basement Restaurant 2nd Floor

>

>
The Silent Assassin’s Path
Restaurant 1st Floor
>

You begin the mission


standing near your
getaway car with a Sniper
Suitcase in hand. Drop the
Suitcase on the sidewalk
near the car for now, then
run north up the street.

Turn right onto the


northern-most street, and
hide in the dark, narrow
alley. The Red Dragon
Negotiator makes his way
down the street alone in
your direction. Bring up the
in-game map and monitor
his movements.

118
MISSION 10: THE SEAFOOD MASSACRE

Scaffold Sniper
Now that you’ve disposed
The Red Dragon Negotiator
of the Red Dragon
stops in front of a wider
Negotiator, your next task
alley to the east of you. He
is to eliminate the Blue
then walks into the alley to
Lotus Negotiator and the
relieve himself. Run over to
Chief of Police, who are
him as soon as he turns to
already discussing matters
enter the alley.
on the second floor of the
restaurant. Start by
running back to the
getaway car and picking up the Sniper Suitcase.

Sneak up behind the Red


With the Sniper Suitcase in
Dragon Negotiator while he’s
hand, run directly south
urinating into the sewer. Use
down the street past the
the Fiber Wire to silently
getaway car. Turn left onto
strangle him to death.
the southern-most street
and look for scaffolding on
the side of a building.
Before anyone notices you,
quickly dump the Red
Dragon Negotiator’s lifeless
When no one’s around to
body into the sewer. Do this
notice you, climb up the
by moving to the side of
first and second ladders of
the sewer as you drag the
the scaffolding. From here,
body over the opening.
sneak around the
Drop the corpse when it’s
building’s corner to avoid
dangling over the edge,
being spotted by the
then climb down the ladder.
pedestrians and police
officers below.

Continue to sneak as you


Collect the Red Dragon
move along the
Triad Amulet and the
scaffolding. Head for a
SG220 .S pistol from the
large tarp blowing in the
dead Red Dragon
wind, which you can use as
Negotiator, then change
cover from prying eyes.
into his clothing. Climb
Crouch down with the tarp
back up the ladder to
to your right, then check to
return to the surface as the
make sure nobody’s
Red Dragon Negotiator.
walking down the sidewalk
below you.

[Link] 119
CAUTION You may need to practice
People who pass directly below the scaffolding this shot before you’re able
can see you, as the scaffolding’s floor is not to do it, but it’s easy to
solid. Crouch and don’t move until the people make when you know what
below you are gone. to look for. Stealth,
patience, and position are
all key factors for making
When an opportunity this double-hit shot.
presents itself, open the
Sniper Suitcase and
assemble the W2000
Sniper Rifle. Immediately Check to make sure
crouch down again, then nobody’s around, then
take aim at the windows quickly pack up the Sniper
above the restaurant’s Suitcase. Sneak back
large, neon sign. around the side of the
building and climb down
Continue to crouch as you the scaffolding without
zoom all the way in on the being spotted.
Blue Lotus Negotiator and
the Chief of Police sitting at
a table. If you’re patient, you
can kill both of them with a
single shot. Keep the Walk toward the
crosshairs lined up with the restaurant’s front entrance.
back of the Blue Lotus An officer who’s standing
Negotiator’s head and wait. guard here takes all of your
weapons (except for the
Notice that the Chief of Fiber Wire) before allowing
Police occasionally leans you to pass.
back in his chair to look out
the window. When he does
this, his head momentarily TIP
lines up with the Blue
You can stash your weapons if you’d prefer to
Lotus Negotiator’s, creating
finish the mission with them in your possession.
a golden opportunity for
Simply find a nice, quiet area to drop them
you to kill both targets with
off before entering the restaurant.
one well-aimed bullet.

Walk into the restaurant,


up the steps to the second
Get ready to fire when you floor, and over to the
see the Chief of Police lean bodies of the Chief of
back in his chair. Wait for a Police and the Blue Lotus
few seconds as he looks Negotiator. Place the Red
out the window, then fire as Dragon Triad Amulet on the
he leans forward again and table near the dead men to
their two heads line up. complete the objective.

120
MISSION 10: THE SEAFOOD MASSACRE

CAUTION Start by dropping the


Sniper Suitcase near the
Don’t try to grab the weapons from the bodies getaway car—you won’t
of the Chief of Police or the Blue Lotus need it for this operation.
Negotiator. The police have a sniper watching Run east through the
carefully from the tall building across the nearby alley to quickly
street, and he’ll open fire if you make any reach the restaurant
suspicious moves. You can play through the before the police arrive.
mission again to collect these weapons.

Run across the street and


through the gap in the
Now you’ve got to make wooden fence ahead, then
your escape. Since you turn right and head down
haven’t raised an alarm or some steps to reach the
suspicion up to this point, door to the restaurant’s
you can simply walk back basement. Quickly check
downstairs and exit the the map to make sure no
restaurant through the pedestrians are passing
front door. by before picking the
door’s lock.

Enter the basement and


check the closet to find a
spare chef's uniform.
Change into the chef's
Continue walking until you uniform, then hurry
reach the getaway car. (Run outside.
when you’re almost there.)

NOTE
Nice job—you’ve successfully completed the mission and have The chef and the bartender who work at the
obtained the Silent Assassin rating. Your efforts have earned you restaurant will not be fooled by your new
the powerful GK 17 Dual pistols. disguise. Your cover will be blown if they catch
a glimpse of you. Remain completely out of
Optional Tactics their sight while wearing the chef’s uniform.

Here are some optional tactics you may want to employ during
this mission.
Run through the gap in
Poisoning the Tea the wooden fence, then
turn right and sprint north
up the street. Stop when
There’s an entirely different way to go about completing
you get to the cross street
this mission; it takes longer than using the Sniper Rifle from
and watch as the Red
the scaffolding, but it's also less risky. You can even earn the
Dragon Negotiator enters
Silent Assassin rating if you follow each step.
the alley to the north.

[Link] 121
Hurry into the basement’s
Follow the Red Dragon closet, pull out a Syringe,
Negotiator into the alley, and stand near the closet
then use the Fiber Wire to door. Bring up the in-game
strangle him. Drag his map or look through the
corpse into the sewer and keyhole and wait for the
leave him there for now. chef to enter the basement.

Go to the restaurant’s
basement, but before you
enter, check the open The chef soon enters and
sewer to the door’s north walks over to the gas
to find some Rat Poison. controls. Sneak out of the
Pick up the Rat Poison and closet and silently move
climb to the surface. behind the chef, readying
your Syringe as you go.

The two police officers who


guard the basement door The chef is quick to spot
don’t bother you thanks to you, so don’t waste any
your chef’s disguise. Walk time. Jab him with the
past them, down the steps Syringe as soon as you’re
and into the basement. within range, then collect
the Chef’s Key as he lies
unconscious.

Exit the basement and


walk east a short distance,
then turn right and head
Inside the basement,
south around the corner of
sabotage the gas controls
the restaurant building.
to shut off the gas stove in
The Chef’s Key you
the kitchen.
recently acquired lets you
in through the restaurant’s
The restaurant’s chef is back door,
irritated by the sudden lack which
of gas heat. How can he be leads into the kitchen. Since you’re wearing the chef’s
expected to work under uniform, you won’t alert the nearby guards.
these conditions? He sets
his knife down and
reluctantly trudges to the
basement to check on the
gas controls.

122
MISSION 10: THE SEAFOOD MASSACRE
Be quick after you ring the
A Serving Tray with three kitchen bell—don’t allow
drinks sits on the kitchen the bartender to see you,
counter. While standing or your cover will be blown.
near the Tray, drop the Rat Ring the bell, then bolt out
Poison you found in the the back door of the
sewer into the drinks. kitchen before the
They’re intended for your bartender has a chance to
targets upstairs. look at you.

CAUTION NOTE
Make sure the back door is closed before you After you escape the kitchen, the Blue Lotus
poison the drinks, or the guards outside might Negotiator and the Chief of Police are as good as
see what you’re up to. dead. You receive a message after a minute or two
saying the poisoned tea has killed both targets.

Pick up the Serving Tray The rest of the mission is


and switch on the in-game routine. Return to the
map. The bartender will not sewer where you left the
be fooled by your disguise, Red Dragon Negotiator’s
so wait until he moves corpse, then steal his
from behind the bar and clothing and Red Dragon
chats with the police Triad Amulet. Enter the
officer sitting nearby. restaurant and place the
Amulet on the table, then
walk to the getaway car to

TIP complete the mission with a Silent Assassin rating.

If you're unable to view the bartender on the in- Bringing Weapons into the Restaurant
game map, watch through the serving window and
wait until he moves out from behind the bar. The guard at the front door of the restaurant always takes your weapons
before allowing you to enter, but there’s a sneaky way for you to bring
firepower into the establishment. It’s difficult to earn the Silent Assassin
While the bartender is rating in this manner, but not impossible.
distracted, walk over to the
serving window and set
the Serving Tray down on After killing the Red Dragon
the counter. Ring the Negotiator in the alley with
nearby kitchen bell, and the Fiber Wire and
the bartender will deliver assuming his identity, go
the poisoned drinks to the back for the Sniper
Blue Lotus Negotiator and Suitcase, then walk to the
the Chief of Police. sewer hole closest to the
restaurant (where the Rat
Poison is).

[Link] 123
Climb down the ladder into
the sewer. Drop all of your
weapons (except the Fiber
Wire), leaving them here for
future use. Stash the Sniper The front door guard
Suitcase in the sewer as searches you for weapons.
well before climbing back He won’t find anything, but
to the surface. humor him anyway.

Talk to the bartender when


When you’re out of the you enter the restaurant
sewer, walk past the two under the guise of the Red
police officers guarding the Dragon Negotiator. You tell
stairs to the basement, him that you’d like to use the
and head toward the pair of restroom, and he places the
officers standing watch Toilet Key on the counter.
over the restaurant’s back Pick up the Toilet Key, which
door (the one that leads unlocks the bathroom on the
into the kitchen). second floor.

Walk up the short flight of Walk upstairs and


steps near the pair of approach the Chief of
police officers, then run Police and the Blue Lotus
around after you’re past Negotiator. The Chief of
them. The idea is to get the Police is surprised by your
two guards to turn around appearance—he had been
and look at you, so they expecting the Red Dragons
are facing east and no to send someone else. You
longer watching the inform him that you prefer
restaurant. This allows you to do business with clean
to sneak in and out of the hands, and excuse yourself to use the restroom.
restaurant via the bathroom window on the second floor later on.

Walk over to the restroom


and open the door. Close
the door behind you and
then bring up the in-game
map. Check the outside
Walk down the street area to make sure the
toward the restaurant’s guards you distracted
front entrance after you earlier are still facing away
trick the pair of guards into from the restaurant. (You
facing east, away from the can also observe them by
restaurant. positioning the camera to see out the window.) Then climb out the
bathroom window.

124
MISSION 10: THE SEAFOOD MASSACRE
Head for the sewer where
you stashed your weapons
Crouch down as soon as a short time ago. Climb
you land on the scaffolding down the ladder and pick
outside the bathroom. up all of your weapons.
Sneak over to the nearby Conceal the weapons
ladder and climb down to before picking up the
the ground below without Sniper Suitcase and
making a sound. returning to the surface.

Walk to the yellow van,


then begin sneaking after
you pass it. Sneak past the
two guards again, and
climb up the ladder to
reach the bathroom
window. Climb through the
When you’re off the ladder, window to get back into
sneak past the pair of guards the restaurant’s bathroom.
you distracted earlier.

What you do from this


point onward is up to you.
You’re now inside the
restaurant and very close
to both of your targets.
Stick close to the You’ve got all of your
restaurant as you sneak weapons at your disposal
north toward a yellow van. and you haven’t yet raised
Continue sneaking until an alert. Finish the job in
you’re standing between your own unique style.
the van and the restaurant.

Begin walking just before


you round the corner past
the yellow van. You don’t
want to raise the
suspicions of the two
police officers who guard
the stairs to the
restaurant’s basement, so
keep your distance from
them and walk normally.

[Link] 125
MISSION 11: LEE HONG ASSASSINATION
Your three previous assignments have set the stage Target
for this daring mission. Lee Hong, the formerly
untouchable leader of the Red Dragon Triad, is now
within your grasp. Recent events have placed him on
the defensive, and Hong can feel the noose
tightening around his neck. Your client wants Lee
Hong taken out now that he’s vulnerable.
Your secondary objective is to locate Lee Hong’s
Jade Figurine. This item is a power symbol to the Red Lee Hong
Dragon Triad, and you must obtain it or a new leader
will rise to take Hong’s place. Assassinate the target, Enemies
then steal the Jade Figurine to ensure the downfall of
the Red Dragon Triad.

Mission Objectives
>>> Assassinate the Triad Leader
>>> Obtain the Jade Figurine
>>> Escape from the Area

Bodyguard
Mission Information
This operation is set at the Wang Fou Restaurant, the same
place where you killed the seven Blue Lotuses in the
ninth mission. The restaurant is open to the public this
time, and security has been increased. Lee Hong’s
mansion is no longer empty, either—it’s now
teeming with guards who have sworn to
protect their beloved leader at all costs.
Infiltrating the restaurant isn’t difficult—
you can do so without a disguise. Getting Guard
close to Lee Hong is a far greater
challenge, however. Recent happenings
have placed the Triad leader on high alert.
Hong has hired a personal bodyguard—
a huge man named Zun—who never
leaves his master’s side. Zun even tastes
Hong’s food in case it’s been tampered
with. Use disguises to maintain your
cover as you move in for the kill. Zun (Hong’s
The CIA has already sent an agent to Bodyguard)
locate and retrieve Hong’s Jade Figurine,
but the agent has failed to report in.
Something terrible has probably happened
to him, but if the agent is still alive, he may
know where to find Hong’s Jade Figurine.
126
MISSION 11: LEE HONG ASSASSINATION

Civilians

Restaurant Chef

Bartender

Restaurant Patron

Brothel Madam MAP LEGEND


Points of Interest:
= Meat Cleaver, AK 74 Assault
= Bartender (Brothel Invite, Rifle, Assault Rifle Ammo (6)
Laxative)
= Micro Uzi (4), Micro Uzi
Silenced, AK 74 Assault Rifle
= Chef Uniform,
(2), Assault Rifle Ammo (2),
Bodyguard Outfit
Sniper Suitcase, Sniper Rifle
Ammo (5), Machine Gun
CIA Agent
= Kitchen (Bowl of Soup) Ammo (4)

= AK 74 Assault Rifle (3),


= Private Table Machine Gun Ammo (8)

= M60 Machine Gun, AK 74


= Secret Passage
Assault Rifle, Assault Rifle
Ammo (7), Submachine Gun
= CIA Agent Ammo (5)

Mei Ling = Micro Uzi Silenced


= Jade Figurine, Mansion Submachine Gun,
Location Submachine Gun Ammo (12),
Machine Gun Ammo
= Jade Figurine, Brothel
Location (Vial of Poison) = Sniper Rifle Ammo (14)

= Machine Gun Ammo (7)


= Mei Ling
= Enforcer Sniper Rifle

Pedestrian = Mei Ling Escape Point

[Link] 127
Maps Restaurant Basement

>
Outside
>

Restaurant 1st Floor Restaurant 2nd Floor


>

>

128
MISSION 11: LEE HONG ASSASSINATION

Brothel
>

Mansion 1st Floor

>
Mansion 2nd Floor
>

Mansion Basement
>

[Link] 129
The Silent Assassin’s Path Approach the bar and
speak to the bartender. He
tells you that a CIA agent is
locked up in the
restaurant’s basement. The
bartender also hints that
the new girl at the brothel
might have more
Sprint west down the
information. He leaves the
street from the starting
Brothel Invite on the
point. Bear right at the fork
countertop before hurrying off to use the restroom.
in the road.

Collect the Brothel Invite,


then step behind the bar.
Nab the Laxative from the
Cross the street and run
shelf on the wall, then
west along the sidewalk,
backtrack out of the bar.
heading toward the
restaurant’s front entrance.

Stride across the


restaurant’s circular entry
area and pass through one
of the east double doors.
Walk as you near the
guarded front doors, then
stroll into the restaurant.

Enter one of the two


restrooms through either
doorway ahead. Cross the
restroom and exit via its
east door.

After exiting the restroom,


You come to the restaurant’s circular entry. Turn left and
make a sharp left and stroll
stride to the west set of double doors to reach the lounge.
down the hall. Enter the
door to your left before you
pass through the north set
of double doors.

130
MISSION 11: LEE HONG ASSASSINATION

You come to a small storage


room. Move around the pile Inside the kitchen, one of the
of boxes ahead and step chefs tells you to take a bowl
into the elevator behind of soup to Mr. Hong. Move to
them. Take the elevator to the small bowl of soup on
the restaurant’s basement. the table near the chefs.

TIP
Remember how to get to this elevator; you use
it several times during this mission. Taint the soup with the
Laxative you found behind
the bar earlier. Don’t worry
about the two chefs—they
don’t notice when you pour
the Laxative into the soup.

Retrace your steps out of


Turn left and run south after the kitchen. Pass through
you reach the basement. the double doors across the
Enter the left door. hall to reach a large dining
area. Proceed to the private
table to the west, where
Enter the east door in the Lee Hong and his
next small room to reach bodyguard, Zun, are seated.
the laundry room. Two free
disguises are on the floor: a
chef’s uniform and a
bodyguard’s suit. Change Approach the large man in
into the chef’s uniform, then the red robe and set down
backtrack to the elevator. the bowl of soup next to
him. The man is Zun, and
he always tastes Hong’s
meals to make sure they
Assassinating Lee Hong haven’t been poisoned.

Ride the elevator up to the


first floor. Exit the storage
room and turn left. Stride Zun takes a gulp of soup.
north up the hall and pass He nods his head to
through the double doors indicate that the soup is
ahead. Enter the hall’s free of poison, but the
northernmost set of doors Laxative soon takes effect.
(the ones on your right) to Zun hurries off to the
reach the kitchen, which is restroom, leaving you
marked with a Point of alone with your target.
Interest icon on the map.

[Link] 131
Move behind the seated Lee
Hong so that he cannot see You come to a secret
you. Pull out your Fiber Wire passage shown on our
and strangle Hong to death. map. Sprint north up the
long corridor.

Drag Lee Hong’s corpse to


the west side of the table
so that his body isn’t
discovered by Zun upon
his return from the
restroom. Grab the Safe Follow the corridor until
Combination from Hong’s you spot a side door to
body, then walk to the your left. Enter the door to
elevator you recently used. come to a tiny holding cell.

Locating the Jade Figurine


The map shows the
adjacent cell to the west as
a Point of Interest. A guard
stands in the hall outside
your current cell, so crouch
Return to the restaurant’s and silently exit through
basement. Turn right after the south door.
exiting the elevator and
pass through the north
double doors.

Sneak west, then enter the


door on your right to reach
the adjacent holding cell. Do
not let the guard notice you.
Make a sharp right past the
double doors and enter the
door to the east.

The CIA agent is locked


The next room contains inside the holding cell. Free
several weapons. Ignore him and he tells you where
them and pass through the to find the Jade Figurine.
room’s east door, which is
partially concealed by a
hanging tarp.
132
MISSION 11: LEE HONG ASSASSINATION
NOTE TIP
The Jade Figurine’s location varies. It’s always
hidden inside a safe, but there are four safes Resist the urge to grab the M60—your cover will
in the level: One’s in Lee Hong’s office, one’s be blown by the first guard you encounter if
at the brothel, another is in the resturant’s you take it. Collect the weapon by replaying
basement, and one’s on the resturant’s second the mission later.
floor. After you talk to the CIA agent, a new
Point of Interest appears on the in-game map
to indicate the location of the Jade Figurine.

Lee Hong’s Mansion


Follow the steps outlined here to get the Jade Figurine if it’s at Lee Exit the room through the
Hong’s mansion. west door and you come to
another elevator. Step inside
and ride up to the first floor
of Lee Hong’s mansion.

Sneak out of the holding


cell and behind the hallway
guard. Use your Syringe to
knock out the guard, then
steal his clothing to Walk northwest out of the
disguise yourself. elevator, heading for the
guarded double doors. Pass
through the double doors
and into the next room.

Enter the nearby holding


cell and pass through to
return to the secret
passage. Turn left and
continue down the corridor.
Nearby stairs lead down
to the mansion’s
basement. Stride past
them, turn left, and walk
Walk past the guard in the down the short hallway.
secret passage. Cross the
sewage in the area beyond
the guard using the narrow
plank of wood.

You come to another


weapons room with the Turn left at the end of the
powerful M60 machine hallway and head upstairs
gun. The M60 is the only to the mansion’s second
machine gun in the game, floor, to Lee Hong’s office.
and this room is the only
spot where it appears.
[Link] 133
CAUTION
A guard occasionally patrols the staircase. Keep
Move to the Point of your distance to maintain your cover.
Interest on this floor—Lee
Hong’s office safe. Open
the safe and collect the
Jade Figurine.

Walk up the following


To escape, retrace your staircase to reach the
steps to the first floor. restaurant’s second floor.
Head down the stairs to
the mansion’s basement.

Enter the door at the bottom Walk to the left, around the
of the stairs to reach the stack of boxes, to keep
basement. Approach the distance between yourself
speedboat in front of you to and the bodyguard at the
finish the mission with a top of the steps. Exit the
Silent Assassin rating and to restaurant through the
unlock the Micro Uzi Silenced south set of double doors.
Dual submachine guns.

Brothel
Follow these steps to get the Jade Figurine if it’s at the brothel.
Outside, you stand on an
elevated bridge connecting
Backtrack along the secret
the restaurant to the
passage and return to the
brothel. Cross the bridge
area of the basement
and walk into the brothel.
where you found the chef’s
disguise. There’s a
bodyguard outfit in the
same room. Change into
the disguise.
TIP
The Brothel Invite allows you to access the brothel
while wearing your normal attire. (You don’t need
this item if you enter the establishment incognito.)
After leaving the restaurant’s barroom, turn left
and speak to the pair of bodyguards near the north
door. One of them leads you to the brothel after
After changing outfits, you show the Brothel Invite.
stride east and head up the
long staircase to reach the
restaurant’s first floor.
134
MISSION 11: LEE HONG ASSASSINATION

Go south until you notice a


short hallway on your
right. Walk down the hall
and exit the brothel Turn left and exit the
through the door at the restaurant through the
other end. east double doors.

Your path to the exit point


is clear once you’re out of
the restaurant. Run east
down the street toward the
You come to the brothel’s nearby exit point to finish
wooden balcony. Turn left the mission with a Silent
and sprint along the Assassin rating and unlock
balcony. Enter the door on the Micro Uzi Silenced Dual
the opposite side. submachine guns.

You luck out if the Jade Figurine is inside one


of the restaurant’s safes. Retrace your steps
if it’s in the basement and collect the Jade
Figurine from the small room on your way out.
If it’s on the restaurant’s second floor,
A large safe is inside this backtrack to the basement’s elevator, ride up
small room. Open the safe to the second floor, nab the Jade Figurine,
and collect the Jade Figurine. then proceed to the nearest exit point.

NOTE
The Vial of Poison that rests atop the safe Optional Tactics
This mission offers a couple of interesting optional tactics: Poison Lee
can be used to taint Lee Hong’s soup. Please
Hong’s soup and rescue the girl at the brothel.
refer to the “Optional Tactics” section below.

Poisoning the Soup


Poisoning Lee Hong’s soup is one of your optional tactics. However, you
can’t earn the Silent Assassin rating with this approach.

To escape, return to the


brothel’s balcony and
retrace your steps to the
restaurant’s first floor.
Enter the restaurant’s
basement and change into
the free bodyguard outfit.

[Link] 135
Head to the brothel and
The Girl at the Brothel
into the room where the
Rescuing the girl at the brothel is your other optional tactic. However,
Jade Figurine is
achieving the Silent Assassin rating is difficult if you rescue the girl.
sometimes found. Collect
the Vial of Poison from atop
the safe and return to the
restaurant’s basement. (Do
not open the safe!)

Enter the brothel under the


guise of a bodyguard. Talk to
the girl in the purple dress,
then follow the girl into one
of the private rooms.
Change into the free chef’s
uniform, then take the
elevator up to the kitchen
on the first floor.
The girl begs you to help
her—she’s being forced to
work at the brothel against
her will. You agree to help
her escape in exchange for
the combination to the safe
Poison the bowl of soup in
that contains Lee Hong’s
the kitchen, then bring it to
Jade Figurine.
Lee Hong’s private table.
Serve the tainted soup to
his bodyguard, Zun.

NOTE
The Safe Combination also can be found on Lee
Zun is killed by the Hong’s body.
poisoned soup and drops
to the floor, firing wildly at
you with his pistol. Lee
Hong bolts out of the
restaurant to hide in his
office on the second floor
of his mansion.
Exit the room through the
back door to reach the
brothel’s balcony. Turn left
and run along the balcony
until you come to a gap.
This tactic is not advised
because your cover is
blown by the sound of
Zun’s gunshots. You must
now battle through the
remainder of the mission.

136
MISSION 11: LEE HONG ASSASSINATION

Jump across the gap in the Crouch near the stairs to


balcony. Turn around and the first floor and wait for
wait for the girl to jump the patrolling guard below
across. She doesn’t quite to head downstairs toward
make it, so stand near the the basement.
railing to pull her up.

NOTE
The girl will fall if you don’t pull her onto the Sneak downstairs to the
balcony—without giving you the Safe Combination. first floor after the guard
has moved to the
basement. Exit the
restaurant through the
west double doors.
Run along the balcony until
you approach the brothel’s
main entrance. The nearby
guards attack you if they Outside, run toward the
see you with the girl. Sneak double doors to the west.
across the elevated bridge, The girl thanks you for
hugging the right side to saving her. She gives you
avoid detection. the Safe Combination and a
peck on the cheek, then
hurries away.

Enter the double doors on


the opposite side of the
bridge to return to the
restaurant’s second floor.
Sneak around the boxes to
the left.

That was very noble of you. However, there’s an easier


way to get the Safe Combination from the girl—kill
her and pick it up. It’s not as heroic as a daring
rescue, but after all, you are a Hitman.... If you
kill her, you still have to sneak out of the
brothel, because the Madam is watching
the door to her room to make sure you
pay for services rendered.
Sneak up behind the nearby guard and use your
Syringe to knock him out.

[Link] 137
MISSION 12: HUNTER AND HUNTED
Hunter and Hunted takes place at a derelict hotel in Enemies
Paris. A large squad of police has tracked down and
pinpointed you, and you must make a daring escape
against all odds. With so much going against you,
getting out of Paris alive is an impossible feat—
unless your codename is Agent 47.
Inspector Albert Fournier is heading up the strike
force against you. He has a personal vendetta against
you, and you must kill him. While the inspector is your Police
only target, getting at him won’t be easy.

Mission Objectives
>>> Assassinate Inspector Albert Fournier
>>> Escape to DeGaulle Airport

Mission Information
Hunter and Hunted is the game’s final mission—Agent 47’s last daring SWAT Police
escape. You begin the mission trapped on the third floor of a seedy hotel
in Paris, surrounded by scores of police officers who have orders from
Inspector Fournier to shoot you on sight. SWAT teams are moving to Civilians
storm the building, so you’ve got to get out of there—and fast.
The power switch on the third floor controls the lights, and cutting the
power is your best hope of escaping the hotel unseen. However, your
first priority is to escape your tear gas–filled room undetected. Don’t
waste time collecting weapons from your room—get out of there!

Target
Innocent Bystanders

Inspector Albert Fournier

Paramedic

138
MISSION 12: HUNTER AND HUNTED

Sewers

>
MAP LEGEND
Points of Interest:

= Police Officer = Sniper Suitcase, Sniper Rifle


Ammo (2), .45 ACP Ammo (6)
= Junkie’s Room (Silverballer
Silenced Pistol, Pistol
Ammo, Syringe)

= Alley (Fournier Headshot Spot)

= Inspector Fournier

Maps
Streets
>

1st Floor >

[Link] 139
The Silent Assassin’s Path
2nd Floor >

Getting out of your tear


gas–filled room is your first
priority. You must not be
seen, and SWAT teams take
position in the halls outside
your room, so don’t waste
time collecting weapons.

Bolt through the door and


sprint north up the
hallway, heading for the
door to the room across
the hall.

Open the door and charge


into the room before the
SWAT team appears at the
3rd Floor > hall’s north end and catches
sight of you. (You want the
police to think you’re hiding
inside your room. This buys
you enough time to escape
the hotel.)

TIP
Restart the mission if you’re spotted by the
police in the hall—earning the Silent Assassin
rating is more difficult when the police know
you escaped from your hotel room.

Don’t close the door behind


you. Cut across the room
and jump from the balcony
to reach a nearby
building’s roof.

140
MISSION 12: HUNTER AND HUNTED
Take advantage of the
darkness by sneaking
down the nearby stairs to
reach the second floor.
None of the SWAT police
You haven’t escaped the can see you while the
hotel yet. Run south, then lights are out, so you can
west across the roof, sneak past them. Do not
following the building’s edge. bump into anyone or make
any sound.

TIP
To help you move through the darkness, turn up
Jump to the open window your TV’s brightness rather than don the Night
from the roof’s southwest
Vision Goggles—the goggles restrict your field
corner and climb into
of vision.
another room on the hotel’s
third floor.
A Proper Disguise
If you’re playing on Normal
or Expert difficulty, bring up
the in-game map to see a
SWAT team positioned in the
hallway outside your room.
(If you’re playing on You reach the second floor
Professional difficulty, you before the SWAT team can
have to take our word that turn on the lights. Sneak as
they’re there.) The police you move east down the
face away from your current second floor’s hall.
room, and you have enough space to sneak out through the room’s door.

Round the corner and


Open the door without notice the police officer
making a sound and sneak standing farther down the
to the end of the hall, hall with his back exposed.
where a power switch is Sneak up behind the officer
located. Activate the power and knock him out with
switch to shut off the third your Syringe.
floor’s lights.

The lights cut out and it


becomes almost
impossible to see anything. Step to the door the police
The police officers turn to officer was standing near
look about, but it’s so dark and pick its lock. Drag the
they can’t even see their policeman into the room
own weapons. after you open the door.

[Link] 141
CAUTION
Be quick about knocking out the police officer,
picking the lock, and entering the room. A
SWAT team is about to begin storming each room
on the second floor, starting from the hall’s Pass through the door and
north end. make a sharp left. Take
your next left and stride
south down the long alley.

A junkie has overdosed in


this room and is dead on
CAUTION
his bed. Change into the A police officer patrols these alleys. Avoid
police officer’s uniform and close contact with him to maintain your cover.
pick up the Silverballer
Silenced pistol from the
floor near the junkie.

NOTE Turn right at the end of the


You can collect the junkie’s Syringe if you alley and notice the sewer
like, but you don’t need to. opening in the ground
ahead. Make sure nobody’s
looking, then climb down the
ladder to reach the sewers.

Assassinating Inspector Fournier


Tuck away the handgun
and walk out of the room in
your new guise. Walk north It’s time to let Inspector
up the hall and proceed Fournier know who he’s
down the steps ahead to messing with. Navigate the
reach the hotel’s first floor. sewer tunnels, heading for
the south-most ladder. Climb
up the south-most ladder to
return to the surface.

There’s nothing to do on
the hotel’s first floor, so
proceed through the halls You’re close to your target.
until you reach a door that Pass through the gap in the
leads outside. wooden fence to the south,
then turn right and follow
the sidewalk until you come
to an alley on your right.

142
MISSION 12: HUNTER AND HUNTED
Optional Tactics
After you kill Inspector Fournier, nearby police officers occasionally
attack you. (Your disguise sometimes fails because the police uniform
doesn’t feature a mask to conceal your face.) You can avoid this and
Stroll into the alley and make your escape easier by dressing as the paramedic.
walk east until you reach
its opposite end. Then turn
right and take a few steps
south down the next alley.

Inspector Fournier Rather than entering the


crouches behind some of sewers after you escape
his men in the street to the the hotel, continue west
south. His back is toward down the alley ahead.
you, and none of his men
can see you when you’re
standing in the alley as
shown here.

Take your next left to enter


another alley. You can see
the paramedic standing at
Pull out the Silverballer its opposite end.
Silenced pistol and take
careful aim at the back of Sneak down the alley and
Inspector Fournier’s head. Kill get close to the paramedic.
him with one clean headshot, Use a Syringe to knock him
then hide your pistol. out, then steal his clothing
to disguise yourself. Also
collect his PM Key—this
item allows you to escape
The nearby police officers in the ambulance at the
see the inspector’s head town’s north end later.
explode and begin
searching the immediate
area for you. Turn and walk
NOTE
north up the alley, heading Knocking out the paramedic and maintaining your
for the nearby exit point. cover isn’t easy, because he stands sideways at
the end of the alley and police and bystanders
You can walk past the surround him. However, your later escape is
police officers who guard made less difficult if you’re skilled enough to
the exit point and complete steal his outfit undetected.
the mission without
blowing your cover as long
as they don’t get a close Assassinate Inspector
look at you. Fournier as described in
Great performance— the original strategy, then
you’ve handled the make your way to the
situation like a north exit point. Escape in
professional and have overcome impossible odds to capture the Silent the ambulance to end the
Assassin rating from the final mission. Your hard work has earned you mission with a Silent
the state-of-the-art PGM Silenced Sniper Rifle. Well done, 47. Assassin rating.
[Link] 143
Collect Orthmeyer’s Keycard
and finish the mission. Save
SECRETS your progress and then quit
to the main menu. Replay
the first mission to unlock
Hitman: Contracts contains a number of cool secrets the basement door. (The
and hidden items for you to check out and collect. door is in the map’s north
section. Turn right in the tiny
This section exposes every secret in the game. room with the red flashing
sensor on the ceiling, and
pass through the west door.)
Silent Assassin Weapons
These are the hidden weapons you unlock from each mission by Knock out or kill the
achieving the Silent Assassin rating: wandering patient, then pick
up the Mini Gun. Your
>>> Mission 1: CZ 2000 Dual Pistols movements are mired while
>>> Mission 2: Micro Uzi Dual Submachine Guns carrying this weapon, but it’s
absolutely lethal and comes
>>> Mission 3: Silverballer Silenced Dual Pistols
fully loaded with 1,000
>>> Mission 4: Magnum 500 Dual Pistols rounds of ammunition. Cut a
>>> Mission 5: Sawed-Off Shotgun Dual path to the exit point and
>>> Mission 6: M4 Carbine Silenced Assault Rifle complete the mission with
>>> Mission 7: SG220 .S Dual Pistols the Mini Gun on your person
to unlock the weapon and store it in your Weapons Cache.
>>> Mission 8: MP5 Silenced Submachine Gun
>>> Mission 9: AK 74 Silenced Assault Rifle
>>> Mission 10: GK 17 Dual Pistols Returning to Life
>>> Mission 11: Micro Uzi Silenced Dual Submachine Guns
You enter the black-and-
>>> Mission 12: PGM Silenced Sniper Rifle white death sequence
when your Health Bar is
reduced to zero. You have
Obtaining the Mini Gun only a few seconds of life
left before you collapse to
The almighty Mini Gun only the ground, but there’s a
appears in the basement of sneaky way to evade your
the sanitarium in Mission impending demise.
1: Asylum Aftermath. One
of the patients in the You return to life if you
basement carries the Mini manage to score four
Gun, but he’s locked away consecutive headshots on
behind a door you cannot four different enemies
open at first. during the death sequence.
Your Health Bar is
replenished by only a small
A special key opens the margin when you return to
life like this, so quickly
locked door. The item is
move out of harm’s way.
called Orthmeyer’s Keycard,
and it’s on Lee Hong’s desk
in his office on the second Open All Levels Cheat
floor of his mansion. (The
Enter the following codes at the main menu to unlock every mission in
keycard appears only
the game.
during Mission 9: The Wang
Fou Incident.) >>> XBOX: 3, 4, 2, a,w, d, 7, 8
>>> PS2: u, i, o, a,w, d, l, r

144

PRIMA
®
OFFICIAL GAME GUIDE
™
PRIMA Official Game Guide
Michael Knight
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Ste. 100
Rosevil
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