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Hitman Codename 47 Tips & Tricks

Tags: Hitman Codename 47 Game Guides, Hitman Codename 47 Hints, Hitman Codename 47 Walkthrough

Hitman - Codename 47

Submitted by: Dj Simo
-----------------
|***HONG KONG***|
-----------------

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

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

Mission Objectives
- Eliminate Red Dragon Negotiator

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mission Objectives
- Eliminate Frantz Fuchs
- Secure Terrorist Bomb

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Recommended Equipment
- Kevlar Body Armor

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

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

Mission Objectives
- None.

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

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

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