This unofficial guide to Hitman: Absolution game contains very detailed walkthrough of its all 20 chapters. In description of every chapter you'll find information on:
The guide also contains useful tips for players starting their experience with the game, as well as description of optional challenges connected with given chapter.
Following color markings are used in this guide:
Technical note: Missions described in this guide were tested on different difficulty levels, mainly to check differences in the presence of opponents. So as a result, depending on your difficulty level, you might not encounter some of described enemies or they might be encountered in other places.
Jacek "Stranger" Halas
Translated by: Maciej "Elrond" Myrcha
Move
Interact
Pick up item
Cover
Hide body
Melee fight
Disguise
Human shield / Fake surrender
Run / Steady aim
Aim (hold)
Shoot (or other attack)
Reload
Instinct (hold)
Shoulder camera
Crouch
Holster
Silencer on/off
Select weapon / Zoom in/out (sniper mode)
Drop item
Mark target (Contracts mode)
Move
Camera shoulder switch
Camera control
Camera Sneak
Agility Actions
Take Cover
Melee
Interact
Melee Weapons & Explosives
Holster weapon / Zoom in/out
Pistols & Revolvers
Automatic Guns, Shotguns & Sniper Rifles
Run
Aim (HOLD)
Reload / Instinct Mode (HOLD)
Shoot / Throw / Drop Item
Notebook
Pause Menu
Move
Camera shoulder switch
Camera control
Camera Sneak
Agility Actions
Take Cover
Melee
Interact
Melee Weapons & Explosives
Holster weapon / Zoom in/out
Pistols & Revolvers
Automatic Guns, Shotguns & Sniper Rifles
Run
Aim (HOLD)
Reload / Instinct Mode (HOLD)
Shoot / Throw / Drop Item
Notebook
Pause Menu
There are five difficulty levels available in Hitman: Absolution game. Easy and Medium levels are regarded as a kind of introduction to the gameplay, while Hard, Expert and Purist levels were prepared for series veterans and players who are already familiar with basic mechanisms and are looking for more challenges. Difficulty level selection is as usual done at the very beginning, but the game allows you to change it directly during the gameplay. But be aware, that this is followed by two restrictions. First, change of the difficulty level means returning to the last checkpoint. Second, such changes can prevent you from obtaining some achievements.
Key features of different difficulty levels can be found in the following table (in bold we've marked changes in the difficulty level in relation to the previous one):
EASY
MEDIUM
HARD
EXPERT
PURIST
checkpoints are available
checkpoints are available
checkpoints are available
checkpoints are not available
checkpoints are not available
Instinct regenerates
Instinct does not regenerate
Instinct does not regenerate
Instinct does not regenerate
Instinct does not regenerate
Instinct's hints
Instinct's hints
no Instinct's hints
no Instinct's hints
no Instinct's hints
small number of enemies
normal number of enemies
more enemies
maximum number of enemies
maximum number of enemies
slower than normal reaction time
normal reaction time
better than normal reaction time
fast reaction time
fast reaction time
Instinct depletes when used
Instinct depletes when used
Instinct depletes when used
No tutorial
No HUD (including area map)
Recommendation: If Hitman: Absolution is your first contact with the series and/or you do not want the gameplay to become a real challenge, it is advisable to choose Medium difficulty level. You might ignore the Easy one, since you won't be able to complete additional challenges. If you know the Hitman saga perfectly and/or you want the gameplay to be more challenging, it is best to choose Hard or Expert difficulty level. I suggest choosing Purist difficulty level only after completing the game several times, where you'll perfectly know all missions.
While playing on Easy, Medium and Hard difficulty levels, you're able to use additional checkpoints - these are glowing sign on the ground. In order to activate such checkpoints, you have to approach it and press Interact key/button. Before activating checkpoints it is advisable to replenish your supplies, take a proper disguise and deal with all issues in previous area, so you won't have to return there in case you have to reload the mission.
On Expert and Purist difficulty levels there are no checkpoints. It means that you have to complete given mission fragment (separated by loading screens and scored separately) with one shot.
Hitman: Absolution is not linear, thus there are different paths leading to subsequent areas. You can also get rid of main mission targets in different ways. In order to find different variants of behavior you might use your Instinct. If you play on Easy or Medium difficulty level, the game will occasionally show hints after activating Instinct (screen above). On higher difficulty levels hints are not available, but anyway you should use Instinct to locate interactive items and devices more quickly.
Every time you reach a new location, it would be good to spend some time on getting familiar with it. These preparations are primarily aimed at finding all possible passages and in that case I recommend to look for places which are not guarded (a good example would be ventilation shafts or buildings cornices). Getting familiar with given location may also be helpful in determining the hostile characters paths or marking places which are not accessible by default and require stealth actions or usage of the proper disguise.
Except of exceptional cases, where enemies hunt Hitman from the very beginning, they are usually neutral attitude to you. But this neutrality may be very easy compromised. The most common reason for that is catching Hitman on entering the area, where he has no access to. Other reasons to alert guards is to making them suspicious while being dressed same as they and waking with your weapons pulled out. You have to remember all this, trying to operate out of hiding as long as possible, thus leaving opponents unaware of your actions.
Basically there are three levels of alertness of enemies. The yellow one is not necessarily associated with any troubles. It means that something caught the attention of your opponents, a car alarm for example or Hitman's disguise. The orange level is a bigger problem, since enemies with this alertness level obviously know that something is wrong. The red one is the worst of all possible variants, because Hitman is then attacked by enemies. It is worth mentioning that triggering alarms might be connected with one more difficulty - calling the support. As a result getting out of troubles might be even more difficult. Depending on how much enemies are alerted, you can count on this, that situation will calm down over time or you might be forced to eliminate them.
This, how you may remain hidden, is mostly dependent on objectives of given mission, but regardless of the situation, keep in mind a few important things:
Disguises are very important part of the game, because thanks to them you can easier explore the inaccessible map areas or get closer to main mission targets. But unfortunately there is one very important difficulty connected to disguises - Hitman can be exposed by those dressed the same way. Importance of this problem can be however somehow reduced. The first of proposed solutions is a skillful choice of disguise. For example, if you've reached a warehouse with ten guards and two mechanics, it is much better to get a mechanic outfit, thus reducing chances of encountering person dressed the same way. The second of mentioned simplifications is to use Instinct. Every time when there is a risk of being exposed, you might hold Instinct key/button, trying to hide your identity. Usage of this method is highly limited on higher difficulty levels, so you should use it only as a last resort.
You can get disguises in two main ways. The more obvious option is to obtain them from stunned or killed enemies. It would be best to change your clothes only after hiding the body in some secluded place. Occasionally you can also find disguises in different places.
Your main goal should be elimination of as few characters as possible and doing that as painless as possible. So I recommend approaching your targets from behind, surprising them and not giving them any chance to fight back. What's interesting, the game allows you to choose whether you want to strangle your opponents or break his neck. Strangling allows you to keep your enemy alive but lasts longer so you have to make sure that you have enough time to finish the process. Breaking the neck lasts only few seconds but it is connected with another victim on your account. So if you do not care about keeping given person alive, it is strongly recommended using a garrote. This gadget has one more advantage - after killing the person with it, you do not have to pick up the corpse but you're able to drag it right away.
I strongly advise not to use melee weapons or elements of the environment, to inflict lethal blows in the head, because all such attacks are noisy and there is a big risk that you'll alert nearby enemies. You should also rarely rely on close combat, consisting on pressing on-screen keys/buttons. You could easily make a mistake here and the whole struggle might attract attention of other hostile characters in the area.
Elimination of opponents with usage of firearms is completely separate subject. First of all try to use weapons with silencers, thus reducing a risk of triggering an alarm. It is also vitally important to aim at head of your opponents, being sure that single shot will do the trick (enemies with headgear are fortunately rare).
Regardless of how you've eliminated your opponent, it is very important to get rid of the body. A big advantage is that almost every explored area has at least a couple of large crates and cabinets, which can be used in this purpose (each such object can contain two bodies at maximum). If the person was murdered, you might consider also throwing the body over the railing or dropping it in a hole.
When talking about elements of environment, I would like once again to emphasize the importance of different type of covers, which can preserve Hitman from being detected in countless situations. But that's not the only important matter. It is worth to mention mainly elements of environment, which can be used to distract opponents or even to get rid of them. In the first category we can list mainly radios and car alarms, so you should always look around closely to find any additional opportunities helping you in passing by enemies. When it comes to new ways of eliminating enemies, these are mainly proximity mines and remote-controlled charges, although in some locations you can find also a variety of devices (such as a live fence switch), which can be used to kill enemies (specific examples can be found in the game walkthrough).
A very interesting part of Hitman: Absolution is scoring system, motivating the player to complete subsequent missions in the least aggressive way and to stay hidden as long as possible.
Positive score is obtained for:
Negative score is obtained for:
In conclusion, in order to achieve best possible score try to focus on remaining hidden and avoiding unnecessary confrontation and bloodshed. If you want to eliminate someone, try to only stun that character and then hide the body in the box or the closet. Also try to play on the possible highest difficulty level and complete the optional challenges obtained during the gameplay.
During completing each mission you can deal with additional challenges, which are associated with obtaining disguises, finding secrets, collecting weapons or dealing with main targets in different ways among other things. Many challenges require several tries to complete entire mission or its fragment, so do not be discouraged if most of challenges remains locked after you complete the given stage for the first time. Advance in completing challenges can be checked out both during the gameplay, as well as in the main menu.
During the game you can unlock various elements treated as a bonus game content. Your current progress can be checked from the main menu in the Unlocks section. Those can be divided in five main categories:
In case of weapons and disguises, it is best to look around for relevant object during completing the campaign mission for a single player. If you do not want to waste your time searching for missing objects, you can also buy them (screen above), spending dollars earned in Contracts mode.
Assassin Techniques are obtained by scoring high point results in main singleplayer campaign missions. Each unlocked technique upgrades Agent 47's skills, reducing for example recoil during shooting, making it easier to remain hidden or increasing speed during running.
Challenges are connected to subsequent missions in Absolution mode. A detailed description of all challenges can be found later on in this guide.
Play Styles is the only unique category, because these are awarded for completing particular actions. Hints on unlocking all play styles are listed in the table below.
PLAY STYLE
HOW TO UNLOCK
Needle Pumper
Execute stealth kills with syringe.
Undertaker
Hide bodies of eliminated people in crates or closets.
Piano Man
Commit kills with garrote.
Reaper Man
Use point shooting for eliminating enemies.
Sandman
Stun enemies.
Dynasty Warrior
Use katana to kill enemies.
Dynamite Harry
Use remote explosives to kill enemies.
Gunslinger
Use revolvers to kill enemies.
Bartender
Use drink bottles to kill enemies.
Champion
Use fists to kill enemies.
Berserker
Use fire axe to kill enemies.
Brutus
Use knife to stealth kill enemies.
Viking
Use baseball bat to kill enemies.
Tank
Take damage from enemy attacks.
Pitcher
Use sharp objects to throw-kill enemies.
Spook
Use silenced weapons to kill enemies.
Jinx
Arrange accidents to kill enemies.
Maestro
Use sniper rifle to kill enemies.
Glass Cannon
Use shotgun to kill enemies.
Bank Robber
Take hostages as human shields and let them die from friendly fire.
General objectives of the stage: Gardens is the first stage of Personal Contract mission, acting as a game tutorial. Your main goal is to infiltrate mansion's gardens, which are guarded by guards. After that you have to find a passage leading to the greenhouse.
Move straight ahead. After reaching the mansion's gate, choose a path located on the left. Be careful, because there is a single enemy in the area. It is best to sneak past him when he works with his equipment or stops near the mansion's gate. If you do not feel confident, you can divert the attention of this guide by picking up axe, brick or crowbar and throwing that object (not directly at the guard!). You can also stun or kill him and if you plan to play aggressively, I suggest approaching him from behind. It would be good to hide the body in a box but this is not absolutely necessary, because no one else will show up here.
Move forwards, following quite linear path. Near gardens you should encounter two more guards and the big advantage is that they stand with their backs towards you. It means that you can completely sneak past them. If you plan to get rid of them, I strongly recommend hiding their bodies in nearby containers (on the tennis court for example), because later on someone can show up here.
There are two main paths leading to mansion's gardens. The left one (screen above) shouldn't be guarded by anyone at the beginning, but if you linger, a single guard can appear here and walk towards the tennis court. I advise to choose this path, because it will be easier to avoid subsequent guards later on.
The right path (screen above) should be patrolled by at least one guard at the very beginning. You can get here from the tennis court or getting around the tennis court from the right side.
There are many enemies in gardens (even on lower difficulty levels). What's more, many of them stand close to each other at the beginning. It means that it is best to avoid them, especially if you do not plan to quickly eliminate them in pairs.
The best way to safely walk through the garden is heading towards the left shed shown on the above screen. Regardless of the difficulty level you should encounter there a single guard. A good way to distract his attention is usage of the throwing object (coffee mug or book), making him to go right.
Wait until the guard goes away and go left. Stop more or less at the place shown on the above screen. Also in that place you should eventually see two guards, regardless of the difficulty level.
Wait until enemies turn right during the conversation. Move to the wooden bridge, turn left and quickly go to the entrance to the greenhouse shown on the above screen.
General objectives of the stage: Greenhouse is the second part of Personal Contract mission. Also this stage acts as a tutorial, trying to familiarize the player with disguises mechanism. Your goal is to walk through the greenhouse and approach the main part of the mansion.
Right after beginning of this stage, cover behind the nearest table (the one with filet knife). There should be two guards in the area and after a while one of them will start walking towards you. Eventually both of them should stop at railings and now you have to decide how to act. You can sneak past them or get each of them from behind. If you plan to use the second method, I suggest stunning at least one of them to get mansion exterior guard disguise. If you do not mind force solution, you can also push both guards, leading to their rapid death.
Move towards the greenhouse. If you have a guard disguise, you can continue right away. Otherwise I suggest looking around along your way for a gardener disguise shown on the above screen.
Approach the greenhouse. Prepare for a short test of using a disguise, because you have to remember that you can be exposed by people using the same elements of clothing. In this case you can be exposed by gardeners if you're disguised as one of them or by guards of you're wearing the guard's disguise. In order to stay camouflaged, press and hold Intuition key/button. Do not release it until you enter the green house and move away from them (this is very important on higher difficulty levels because enemies are then more sensitive to your actions).
The next step is to walk through the greenhouse. If you're disguised as a guard, move to the left, walking past gardeners. If you're wearing gardener's clothes, move to the right, approaching guards.
Stop after reaching the greenhouse exit. Do not approach talking guards but just interact with a valve shown on the above screen. Wait until irritated guards leave the greenhouse and follow them.
Carefully approach guards standing next to the cliff. I strongly recommend not attacking them, especially that you can't push them as easily as previous enemies. So the best solution is to sneak past them, keeping on the right side of the stairs.
Move to the building edge shown on the above screen and press Interact key/button in order to "stick" to the wall. Move to the left and then lower down. You'll start the next part of the mission automatically (without entering the new location).
General objectives of the stage: Cliff is a third part of introductory Personal Contract mission. This stage is relatively short, but forces you to maintain certain precautions and encourages to exploring the area thoroughly in search of secret items.
Move successively to the left, passing two shutters on the way. After reaching the end of the edge, grab the upper one.
Keep moving to the left, stopping at the shutter, where you'll see the guard. If you're inpatient, then you can catch him and throw him out of the window, but it is better to wait until the guard finishes the phone talk and moves away from the window, Regardless of your choice, you have to go through the shutter.
Depending on how you behaved with the guard, who was staying at the shutter, you'll encounter here one or two characters. It would be best to wait until enemies walk away and then sneak past them. If you want to get rid of them, it is best to do this when they are standing next to railings (e.g. pushing them).
Use the door leading to the security room and spend some time to look around. You can find there evidence (secret) and mansion interior guard disguise, which will be useful in the next stage.
After taking care of all issues, interact with laptop in order to disable security system. Now you can head towards the door leading to the upper main of the mansion.
General objectives of the stage: Mansion ground floor is fourth and also most important part Personal Contract mission. The main goal of this stage is to obtain a keycard granting you an access to mansion. The keycard is in possession of the head of the security. This goal can be achieved of course in different ways.
First, let's talk about two vital issues. Your current target is the head of the security, shown on the above screen (he wears a black suit and sunglasses). This character stays in the main mansion room by default and your goal is to obtain a keycard he has. Unfortunately you can't rely on pickpocketing so you have to somehow stun or kill the head of the security.
Another important issue is the initial disguise. If, according to my suggestions, you've taken mansion interior guard disguise from the security room, you can continue on immediately. Otherwise you have to think, whether you want to risk with no disguise initially or get rid of one of nearby guards. If you choose the second option, I recommend neutralizing the guard standing on the upper balcony (screen above).
Mansion interior guard disguise is not the only available option, because you can also try to obtain chef disguise. You'd have to wait until the guard staying in the kitchen will be thrown out of it and then get rid of the cook. Depending on your preferences you can knock out this person (drop some sleeping pills into the soup pot - a place where to get them from is shown later in the text), stun or kill. Do not forget about hiding the body in the closet. The advantage of having chef disguise is that you can easily move around the ground floor.
Let's go to details. I strongly advice not to get into firefight with guards inside the mansion, because that would worsen your score and you could also be surrounded by them. Instead of that, it would be good to neutralize your main target in one of two ways. First method is to stun or kill the head of the security after he walks away from his subordinates. In order to implement this method, go to the upper floor, preferably using the stairs located to the left of the starting point (screen above).
Note a single guard patrolling the upper mansion balcony. If you're going to get rid of him, it is best to wait until he goes to the bathroom and stun him there or kill him, hiding his body in the box. If you want to only distract his attention, use any throwable item (e.g. statue bust on the table), forcing him to move away from the railing.
The reason why you want to get closer to the railing is the possibility to use the nearby window blinds system. Opening it will alarm the head of the security, forcing him to check the source of problem and going to the upper floor.
It is beast to get rid of the head of the security when he walks the stairs (screen above), but try to attack him so that he won't be able to defend himself. Depending on how many guards are still in the area, you can leave his body on the stairs or move it to the bathroom on the floor. Do not forget to take the keycard which will appear next to his body.
Another method of neutralizing the head of the security is to use sleeping pills. The first step in this case is of course to obtain them. Use the previously mentioned stairs, getting to the vicinity of the upper balcony. Go to the bathroom, finding sleeping pills as shown on the above screen.
The next step is to apply sleeping pills into a coffee, which the head of the security is drinking from time to time. A coffee mug can be found on the counter located on the ground floor, next to the mansion main room (screen above). The safest way is to approach it disguised as a chef. But if you're wearing guard disguise, approach the mansion main area from the kitchen and use Instinct or try to distract guards (e.g. with poker or radio taken from the kitchen), while you put sleeping pills into a coffee.
After that action you only have to wait until the head of the security drinks the coffee. He will then go to get some rest, sitting and falling asleep on the chair located next to the kitchen passage. Examine his body, looking for the keycard and then hide the body in a nearby closet.
Before you leave this place, you might look around for new evidence, located on the mansion ground floor, nearby the stairs more distant from the starting point. In order to use the keycard, you have to get to the door on the upper floor, shown on the above screen. If the local guard was not eliminated before, you might distract his attention somehow or wait until he goes to the bathroom. Use the keycard on the door scanner to load the next, last stage of this mission.
General objectives of the stage: Mansion second floor is the last, fifth stage of Personal Contract mission. In contrast to previous stage, you do not have to expect any problems here. Only meeting with Diana and elimination of several guards awaits you here. This will be the last part of the tutorial.
Follow a very linear path. You do not have to stop anywhere along your way, because you won't find any valuable items there. Eventually you have to reach the bathroom with Diana.
After resuming the gameplay, keep exploring the empty rooms. Stop after reaching the room with four guards. Hide behind the cover shown on the above screen and prepare to hold a practice of using Instinct for easy marking and killing enemies.
Start with holding Instinct key/button, and then activate instinct shooting mode. You have to mark all enemies here. It is best to aim at their heads, to make sure that each shot is deadly. After successful action go to the door of the room, where Victoria is located. Wait until Hitman opens the lock, thus completing the first mission of the game.
General objectives of the stage: Chinatown square is the only stage of second game mission titled The King of Chinatown. The square is an extensive area, so you can get rid of the main target in many different ways. As a result, the walkthrough is divided into several separate subsections, covering subsequent steps and available behavior options.
You start the mission in unattended alley. Follow the linear path until you reach the main part of the map, namely to the square. You do not have to sneak here, but be careful not to accidently jostle any policemen waling among the crowd, because that might force them to get interested with your character. Your target is a fenced area shown on the above screen, where the King of Chinatown stays, surrounded by bribed police officers.
Before you make any decisions, it is worth to take some time to familiarize yourself with "daily plan" of the King of Chinatown. He will make a phone call to dealer, with whom he will meet later in order to buy drugs. In between meetings, your target is walking around the square, each time visiting exact same places.
I suggest scrolling down to subsection which interests you more:
General assumptions: This subsection contains descriptions of all main ways of eliminating the King of Chinatown.
The most obvious way to eliminate the King of Chinatown is killing him while he stays in the fenced area. I definitely do not recommend this solution, because even if you use a gun with silencer or garrote, it is almost certain that you'll trigger an alarm and get the attention of all nearby policemen.
Far better idea is to kill the King of Chinatown in the side alley. If you play on Easy or Medium difficulty level, you just have to wait until two guards leave this area. If you play on higher difficulty level, you have to reckon with the fact that one guard permanently stays in the alley. So it would be good to get rid of this person earlier, stunning or killing him and then dropping the body into a container.
After the King of Chinatown stops in the side alley, make sure that he is not watched by anyone and only after that decide, how you want to get rid of him. Depending on your preferences you can use on him a garrote, a gun with silencer or shoot a chain of the platform above his head, leading to "an accident". Know, however, that the latter option will alert all nearby persons.
A few more ways of eliminating the King of Chinatown are associated with the use of explosives. Your target can be primarily killed by shooting one of the flammable tanks placed throughout the square. You can also find on the map a gasoline can, toss it near the fenced area and then detonate it with a shot.
Another possibility is to obtain remote explosives. These are located in a small weapon shed on the balcony near a luxury car belonging to the King of Chinatown. This place is guarded by a policeman (screen above), so you have to either distract him (by throwing a bottle for example) or wait until he starts a phone call. Then you can get him from behind with proper precautions.
After obtaining remote explosives, you can plant them in any location of your choice. The advantage of this method is that you can detonate them from a safe distance, thus reducing the risk of exposing Hitman.
Since we're talking about a side alley with a car of the King of Chinatown, parked there, an interesting option is activating a car alarm. It will force your target to go to this alley. Wait until the King of Chinatown approach the car and then shoot explosive barrels located behind the car.
A risky way of murdering the King of Chinatown is pushing him into a hole, specifically to into the one shown on the above screen (it is located near the booth at the other side of the square). You have to wait until the King of Chinatown approach the hole and push him (Interact key/button). Unfortunately, there is permanently at least one policeman in the area, so you have first to distract him or be aware of fighting him right after the main action.
The last of main ways of neutralizing the King of Chinatown is using a sniper rifle. This is unfortunately quite complicated process, because first you have to get to the apartment belonging to a dealer. A path leading to the proper building is located on the right of the fenced area and it is shown on the above screen. On lower difficulty levels, there is only one policeman stationing there, but on higher difficulty levels you'll encounter there at least three officers.
An access to dealer's apartment can be obtained in several different ways. If there is only one guard to be sneaked by, it is best to sabotage a right fuse box. Otherwise you might get Chicago policeman disguise (e.g. by eliminating a cop in the alley with the car) and then use Instinct to cover your face. You can also wear dealer disguise - a way to obtain it is described in the next subsection, associated with poisoning the King of Chinatown.
Regardless of your actions, after getting to the dealer's apartment, look around in search for Kazo TRG sniper rifle (should lie on the table). Then move to one of shutters (only the left one is open) and wait for the right moment to shoot. Note - using the sniper rifle will alert all nearby enemies, so hide inside the closet as fast as you can. Also keep in mind that reaching the evacuation point may require killing of at least several policemen.
General assumptions: This subsection contains descriptions of all variants of behavior associated with poisoning the King of Chinatown. That person will also die in this case but his death will be less spectacular.
If you plan to poison the King of Chinatown, first you have to obtain appropriate poison. Examine booths located on the right of the fenced area, stopping in place shown on the above screen.
A poison you're looking for is fugu fish and note that it is watched by one of market vendors. So you have to wait until mentioned person turns around. But this is not the only problem, because at least one policeman is looking there from time to time. Try to quickly pick up the fish and withdraw, so you won't be caught stealing.
Obtained poison can be used in several different places. A first variant is poisoning sushi. Go to the other end of the square and locate a booth with interactive food plate shown on the above screen. WAIT until the market vendor walks away (you can't get caught by him) and then decide to poison the food. Now you have only to wait until the King of Chinatown appears here, to taste the food.
Another variant is poisoning coffee and it is more complicated because a coffee mug is located in the fenced area. You have to obtain Chicago policeman disguise or dealer disguise (the way of obtaining it is described later on). Move to the mug (screen above), poison the coffee and wait for the King of Chinatown.
The last available variant is poisoning drugs, but in this case the death of the King of Chinatown can be caused in two ways. First method involves keeping alive the dealer, who sell drugs to your mission target. Look around the square and locate stairs shown on the above screen. Go down the stairs and use the fugu fish to poison drugs hidden next to containers.
Now you have to wait until the King of Chinatown meets the drug dealer twice. After the first meeting the dealer will go to get drugs poisoned by you. He will then return with poisoned drugs to the fenced area, meeting the King of Chinatown for the second time. After that meeting the King of Chinatown along with the dealer will go to a nearby building to check drugs. You do not have to follow them but only to wait until the King of Chinatown dies after taking drugs. The disadvantage of this method is that death of your target will alert the dealer.
Another method involves taking over the identity of the dealer and it is best to do it after the King of Chinatown and the dealer meet for the first time (you do not have to worry, that your target will be suspicious with the fact of meeting someone else). Wait until the dealer after the first meeting with the King of Chinatown goes to get drugs. Go down the stairs and depending on your preferences, stun or kill him. Hide the body in the container and put on dealer disguise.
Now go to the dealer's apartment, choosing the path shown on the above screen. You do not have to worry about policemen stationing there, because they won't stop you.
After getting inside the apartment, examine drugs shown on the above screen, located in the table next to the window. You have of course to poison them.
Return to the fenced area and wait for the King of Chinatown. Listen to the conversation, during which your target wants to check drugs. Move to the dealer's apartment, but do not rush, so the King of Chinatown won't be lost along the way. After reaching the apartment, wait until your target takes drugs poisoned earlier.
General assumptions: Leaving the mission location is required to complete it. You should have no problems with that, unless you've triggered alarm in the meantime.
Leaving the mission area should be of course done only after killing or poisoning the King of Chinatown. But before you do this, I suggest completing one more optional actions - obtaining evidence located in the fenced area. It can be safely obtained only after putting on Chicago policeman disguise (do not forget to use Instinct to cover your face) or dealer disguise (you do not have to hide).
The exit from the square is located on another end. This is a door at the end of alley, where the King of Chinatown was stopping from time to time. Open the door to officially end the mission.
General objectives of the stage: Terminus Hotel is the first stage of Terminus mission and its main goal is to get to one of elevators going to of the buildings. Before making any specific decisions, you should carefully familiarize yourself with the hotel, side alleys and its basement.
Move to the hotel. After reaching the destination, it turns out that of the building were rented by Blake Dexter and the entire area is guarded by Hope goons, who do not allow anyone to use the main elevator. It is worth noting, that even before entering the building you can activate an alarm on a car parked next to the entrance (screen above). It will lure out one of the enemies to investigate the problem and you'll be able to obtain Hope goon disguise. But I do not recommend this solution especially that the same disguise can be easily obtained without attacking anyone.
Enter the hotel and look around the lobby, remembering not to approach stairs leading to the elevator (unless you plan to fight enemies). On the left from the lobby you'll find toilets and this is also a good place to surprise armed enemy and take Hope goon disguise. But in this case make sure that none of hotel guests, who can appear in the toiled, will notice you.
On the right from the lobby you'll find apartments and other areas inaccessible to you initially. As a result it is best to explore them only after obtaining a good disguise.
I would recommend getting to the hotel's back in one of two ways. The first method is to use a ventilation shaft located in the toilet (screen above). The second method is to go to the corridor located left from toilets' entrance. In this case, after getting near a janitor and a thug it is best to use the open left shutter and then go along the side alley, reaching the door leading back to the building.
Both variants described above will lead you to a laundry room. You should mainly look around here for Hope goon disguise, shown in the above screen.
I recommend staying in the laundry room for few more moments because sooner or later a janitor will appear here (you do not have to hide from him). A good idea is to neutralize this person in order to obtain janitor disguise. If you play on one of higher difficulty levels then you should perform this action with proper precautions because the adjacent room should be in this case patrolled by a single goon and you should avoid being noticed by him.
Other rooms on the ground floor are not so important. The only exception is hotel manager's room shown on the above screen, because you can find there evidence. Collect it of course.
In addition to the hotel, you should also get interested in an alley shown on the above screen. It is located right from the hotel. If you do not have any disguise or you have Hope goon disguise, you have to be careful not to be caught. If you have janitor disguise then you can explore the alley with no problems. Regardless of your disguise, you should take a closer look at local electrician. You can wait for a good moment and get rid of him, obtaining electrician disguise. In my opinion however, it is far better moving around disguised as janitor.
General assumptions: Exploration of the basement is not required but highly recommended, because it will be the easiest way to get later to from here.
You can get inside the basement in several different ways. The first method is using the sewer descent shown on the above screen. It is located left from the main hotel door. The descent is not guarded by anyone but further part of sewers is patrolled by at least one goon, so either you have to avoid him or have a proper disguise (janitors and electricians have a full access to the basement).
Another basement entrance is located near the previously mentioned side alley, right from the hotel building (screen above). What's interesting, in order to get there you do not have to move through the area guarded by at least two goons, because you can also use the shutter in a flat (the one adjacent to the hotel lobby) and lower down after getting to the ledge.
Yet another option is to use the hole shown on the above screen, which is located in the laundry room (the one where you can get Hope goon disguise and eventually get rid of the janitor).
The last of available options to get into the basement is to locate main stairs leading down there, which can be found at the back of the hotel, on the ground floor.
During exploration of the basement you have to keep all possible precautions because you can be very easily exposed. There are many goons and electricians inside, with fewer janitors. So it would be good to obtain janitor disguise earlier, though, of course even then you have to watch out, carefully observing the surroundings before carrying out next steps.
General assumptions: Upper hotel floors can be reached only by using one of two elevators. Usage of each of them is of course described in details.
Hitman can use one of two elevators. More obvious solution is using elevator located in the main lobby. But unfortunately it is not a good idea, because this elevator is guarded by goons.
If, despite my warnings, you want to use this elevator, I suggest obtaining Hope goon disguise or electrician disguise (janitors are not allowed to get close to this elevator). This is not all of course, because you have to use Instinct to cover your face and wait few seconds for the elevator after pressing button. I recommend using this solution only when you play on lower difficulty levels, because on higher difficulty levels you'll probably have not enough Instinct to stay undetected for such long time.
Less obvious solution is using the elevator located in the basement (screen above). Also in this case you have to wait few seconds until the elevator comes down after pressing a button, so proper preparations are crucial.
The safest approach to the elevator located in the basement is janitor disguise. I also suggest using the hole located in the laundry room, because after reaching the basement, regardless of difficulty level, you'll encounter there only one other janitor, so it will be easy to avoid getting into his field of view.
If you do not have janitor disguise or you want to distract enemies in another way, you can also sabotage the fuse box located near the elevator (screen above). This behavior is strongly advised if you have electrician disguise, because one of them will come later to check the sabotaged box.
The most radical option to distract enemies has two parts. You have to start by finding a generator in the basement and start it. After that locate a lever shown on the above screen and pull it. Pulling the lever will result in giving a shock to characters in flooded part of the basement. Quite obvious disadvantage of this method is that you can kill other persons, with innocent victims among them (e.g. one of electricians).
General objectives of the stage: Upper floors is the second stage of Terminus mission, longer that the previous one. Exploration of new area starts on the seventh floor. In order to complete the mission, you have to find a way to get to the eighth floor and then reach the room 899.
Regardless of whether you enter the elevator in the main lobby or the one in the basement, you'll reach the seventh floor. If you're in janitor disguise or electrician disguise, you do not have to worry. But if you're using Hope goon disguise, you have to get out of sight of nearby bandits as fast as you can (use Instinct to cover your face). If you have no disguise at all, keep in mind that you can get attacked after leaving the elevator.
If Hitman needs a new (or better) disguise, I suggest getting to the storeroom left from the elevator. A maid stops often at the entrance to the storeroom, so wait until she walks away and only then get inside. If you do not want to wait for the maid, go to the nearby toilet and get inside the storeroom through a ventilation shaft.
Inside the above mentioned storeroom you can find janitor disguise on one of shelves. A big advantage of this disguise is that there are no other janitors on a seventh floor (maids are not in this group), so no one will expose you. There is also a movie reel inside the storeroom and although obtaining it is not required, it might be useful later in the mission (after getting to the eighth floor).
I suggest starting exploration of the seventh floor for good only after you make sure, that you have a disguise, which won't be recognized by anyone (janitor or electrician). Main corridors are accessible for everyone and you can encounter there maids and bandits. If you plan to get rid of Hope goons, pay attention to garbage chute located on the wall of one of the corridors (screen above). It is a good place to dispose of bodies, but only if do not mind killing enemies.
The seventh floor has a few inaccessible areas. It is a hotel room which is a crime scene (screen above). There is a maid inside and if she notices you, she will raise the alarm. The main goal of exploring this area is finding a switch which activates fire alarm and this is described in next section of this guide.
The area is also inhabited by hotel guests. Room 704 is the one with arguing couple (screen above). You can find there a keycard and it is best to obtain it after mentioned characters walk away (use Instinct to monitor their actions). It is also worth noting that you can reach this room also from outside through the open shutter, getting there from the ledge.
In the room 702 (screen above) stays a single man. He is alternately talking to the main and on the phone. Also in this room you can find a keycard. Same as previously, you can get inside through the door or from the shutter. The last of rooms reserved for guests is the one with music coming from and this is discussed in more details later in this guide.
You can reach the eighth hotel floor in three main ways. The first variant is using the main staircase. You can get there through the door sown on the above screen, but it requires a keycard. As for reminder: keycard can be found in rooms 702 and 704.
If you do not have a keycard and you do not want to waste time to obtain it, you can also use a shitter located on the left. In both cases you'll have to distract nearby guard and the easiest way to do it is to turn on the radio left in adjacent corridor. Note - if you play on higher difficulty level do not get spotted also by a maid roaming in the area.
Regardless of whether you've used a keycard or walked on the ledge, you'll find yourself in the staircase shown on the above screen. Go up the stairs to get to the eighth floor. Its exploration will start next to a corridor guarded by one or two opponents.
Another possible method of getting to the eighth floor is using the side staircase. It is shown on the above screen and it is guarded by a group of opponents. Do not try to get past them, unless you have Hope goon disguise and you play on one of lower difficulty levels, thus having a possibility to use Instinct to hide your identity for a longer time.
Much better idea is to distract bandits guarding the side staircase. So walk through the mentioned previously hotel room, which is a crime scene, avoiding the main on your way (you can stun her and hide the body in the closet). Eventually you have to get to the fire alarm switch shown on the above screen.
After using the switch, quickly leave the crime scene, because at least one guard will rush towards you. Go to the unguarded staircase, which will lead you to the eighth floor and specifically to the room with projector and two new enemies.
The last possible method is using the fire stairs. In this case you have to start from reaching the vicinity of hotel room, from which you can hear the music (screen above).
Do not enter the mentioned room, so you won't alert the person inside. Instead, sabotage speakers. Wait until the musician walks out his room and quickly sneak past his back, heading towards the open shutter. Walk over the ledge, reaching a metal construction.
Use the fire stairs in order to get to the eighth floor. Again walk over the ledge, stopping by the shutter shown on the above screen. It leads to the banquet hall.
Exploration of eighth floor can be different each time and it depends on your starting point. A corridor adjacent to the passage from the main staircase is patrolled by one or two guards, depending on the difficulty level. It is recommended to get rid of at least one of them, by surprising him from behind and hiding the body in a crate or by throwing him out of the window. It is worth noting, that there is Hope goon disguise lying on a nearby table and you should use it if you do not want to attack anyone.
The shutter mentioned earlier is a very good solution to getting close to the room 899. You'll have to perform some acrobatics here, but you should not be noticed by anyone during these actions.
Surroundings of the closed elevator on the eighth floor are guarded by at least 2-3 enemies. So you should stay away from them, use covers or wait until they split up.
A small projector room is occupied by two guards. One of them goes to the side staircase from time to time, which should make your life easier. The mentioned projector is interactive. If you have a movie reel (obtained on seventh floor), you can use it here, thus encouraging local guards to watch a movie. If you do not have a movie reel, you can find it in one of the banquet halls, but it is harder to obtain it while remaining unnoticed.
The side banquet halls are occupied by quite large groups of enemies and if you haven't distracted them with a projector, avoiding them might be problematic. Certain facilitation can be a fact, that you can throw enemies out of windows by surprising them from behind or waiting for them on ledges.
The door leading to room 899 should be guarded by a single enemy, regardless of the difficulty level. Depending on your preferences you can stun him, throw him out of the window or try to sneak past him. But keep in mind that opening the door, which is the main mission goal, is not immediate but takes a few seconds.
Before you use the door leading to room 899, you might explore first one more room located left from here (screen above), adjacent to one of banquet halls. Inside you'll find weapons storeroom guarded by at least one enemy, but more important is new evidence lying on the table.
Opening the room 899 door doesn't officially end the mission. The last thing you have to do is to enter the right ventilation shaft (screen above). When you get inside, crawl forwards until the last cut-scene is displayed.
General objectives of the stage: Burning hotel is the first of five stage of Run For Your Life mission. This stage is quite linear and its completion should not take long time, although bypassing policemen on hotel's rooftop can slow down a bit your actions.
This mission begins in a burning hotel room. Follow the linear path, ultimately reaching an open shutter shown on the above screen. Go through the window, reaching a ledge.
Move to the right, ignoring call from officers in a police helicopter. After reaching a ladder, continue climbing. Also in this case you do not have to worry about the big neon parts falling down, because you're all safe. After few moments you'll reach a hotel's rooftop and at this point things will get a bit complicated.
Depending on difficulty level there should be three or four policemen in the area. It would be good to follow game hint and use the advantage of the fact that the rooftop is filled with smoke and enemies have lowered vision here. I suggest from placing yourself behind a nearest cover (screen above).
It is worth to regularly use Instinct here, so you can see enemies better and plan next steps easier. I suggest using covers on the right side, progressively moving forwards. If you do not feel securely you can stun one of the officers and put on Chicago policeman disguise, but it shouldn't be necessary.
In the next part of your march you should reach small stairs and a passage, which is guarded by two or three enemies. It is best to find a nearby wrench and throw it skillfully to distract enemies' attention. You can also run past them but you won't stay unspotted. Regardless of chosen variant, you have to reach an exit indicated by the game.
General objectives of the stage: The Library is the second stage of Run For Your Life mission. This is quite large area, which in addition is occupied by a very large group of policemen, on almost all difficulty levels. Your goal is to reach the exit located on the opposite end of the library.
Go down to the balcony below you, because you can't do anything from the starting position. If you play on one of lower difficulty level, you can feel pretty safe here and carefully plan next steps. But if you play on higher difficulty levels, you should take into account that soon a single opponent will appear here (screen above). You can wait until he walks away, sneak past behind him or stun/kill him, thus easily obtaining Chicago policeman disguise.
A balcony where you've started this stage can be left in two ways. The most obvious solution is to choose right stairs (screen above), but you can also go left and locate a place where you can jump down from a balcony. In both cases it is worth to wait until nearby policemen end conversation and spread away. "Only" three officers should remain then in the area.
As I mentioned earlier, your goal is to reach the opposite side of the library, but I would advise not to rush with that, especially that policemen paths often intersect with each other. Anyway I recommend looking around the starting place, finding two power cords (a nice replacement for garrote). There are also many levers in the library, as one shown on the above screen. You can use them to release large chandeliers to kill enemies standing beneath them or to distract them.
After initial exploration of the area, move towards your actual goal. I suggest bypassing a single officer standing on the right (screen above). Depending on your preferences you can leave policemen alone or kill/stun them and hide bodies in crates.
During walk through the library you should notice that policemen successfully restored the power. Fortunately it is only a temporary situation because after few moments the power will be cut off again. You can speed up this process by interacting with a fuse box shown on the above screen. This is also another good method to distract enemies.
There are several different paths leading to the opposite part of the library. You can of course use one of the main passages on the ground floor (careen above), although there are many policemen in the area and even on lower difficulty levels it might be hard to avoid them.
A better idea to get to the other side of the library is to use upper balconies. Depending on your preferences you can locate one of places, where you can catch the upper ledge or use a small stairs shown on the above screen, leading to the right balcony.
General objectives: A second part of crossing the library is more challenging than a previous one, because many new enemies appear in the area and the building can be left with only one exit.
If you start exploration of the second part of the library on the ground floor, first of all you should skillfully use covers and keep an eye on actions of policemen in the area. It would be also good to look around and find evidence shown on the above screen, although getting them without policeman disguise can be difficult.
If, in turn, you start at the upper balcony, then you'll encounter one or two policemen on your way. You can eliminate them or try to sneak past them. In the latter case it is advisable to hide in closets and to climb on upper ledges, where Hitman can stay unspotted.
Regardless of the chosen path you should get close to one of the main areas of the library. It is worth to stop here for a moment and note the arrival a new large group of enemies. Some opponents will stay at the main stairs leading to the library exit and the rest will go to the already explored part of the building.
You can of course reach the library exit in many ways. If you're a fan of aggressive style of playing, you should get interested in a possibility of using the chandelier to eliminate a main group of policemen (you have to find a proper lever). This is connected of course with worse end result but opponents will become confused and there will be less of them to deal with.
But fortunately there are other ways to leave the library without killing anyone. To avoid detection you should stick to one of side walls of the building, slowly moving forwards and watching the actions of enemies. The exit is located on the first floor, so if you're still on the ground floor, you have to locate any side stairs leading to the upper floor.
Depending on the difficulty level you might encounter even 3-4 opponents in the near of the library exit (screen above). You can use the chandelier here to kill someone, use the throwable object do distract policemen or walk past them in disguise, activating Instinct to hide your face.
The end part of this stage is very simple. Walk around the damaged staircase, stopping at the place shown on the above screen and climbing on the upper ledge.
There is only one more thing to do - walking over a metal bean shown on the above screen. After completing this action, head to the library exit.
General objectives of the stage: Pigeon coop is a short stage within Run For Your Life mission. It is filled with action, because you'll have to avoid enemy helicopter and hostile policemen.
After regaining control over Hitman, walk to the edge and drop down landing on the lower roof. Note that a police helicopter set off towards you. So quickly head to the nearest building, (screen above) because after a while enemies will start shooting at you.
During walking through the building attacked by a helicopter it is worth to crouch and not rush too much, "allowing" the machine to clear a path for Hitman. Follow a very linear path until you reach a place where Agent 47 will perform an impressive jump towards the adjacent building. This is the end of this scene, but the enemy flying machine won't completely give up and you have to avoid it until you get to the next stage.
The next goal is to reach the door leading to the adjacent residential building but, if course, you'll encounter several policemen on your way. Regardless of the difficulty level, a single officer should rush towards you. If you want, you can of course stun or kill him, but it is best to do it without alarming anyone.
Getting rid of above mentioned opponent is not mandatory. You can also sneak past him or use the left ventilation shift entrance, shown on the above screen.
Eventually you should reach to the main part of the rooftop. On lower difficulty levels you will encounter here two policemen and on higher setting, there are three of them. In addition you must avoid entering areas illuminated by helicopter spotlight, so it is extremely important to hide behind covers.
Carefully move to the left, automatically jumping between adjacent covers. Remember also about avoiding helicopter.
After reaching the cover located closest to the entrance to the residential building, wait until officers end their conversion. You can now wait until they walk away or leave the cover and use Instinct to hide your identity (you must wear Chicago policeman disguise). Regardless of the chosen behavior variant, you have to walk through the previously mentioned door.
General objectives of the stage: Shangri-La is the fourth stage of Run For Your Life mission. It is clearly longer than the previous stage, forcing you to walk through the building during the manhunt for Hitman. The game will allow you this time for a bit more freedom when it comes to reaching the target point - the elevator.
Start exploring the building, learning quite quickly that its residents grow marijuana. Fortunately you do not have to worry of them, because your presence won't alert them (even if you're disguised as policeman). Follow quite linear path, stopping after reaching a fork shown on the above screen. To start with, I suggest looking into a nearby bathroom, obtaining some medicine.
Now you have to determine the way you want to avoid being caught and reach a further part of the building. A first variant is to choose a left passage. Hide behind the wall shown on the above screen and wait until policemen end conversation with junkies.
Make sure that cops are standing with their backs up to you and sneak to another area, finding valuable evidence on the way. Soon you'll reach another large area of the residential building.
The second option is to choose the right passage. In this case stop after getting to the "marijuana field" shown on the above screen.
Crossing the marijuana field might be a bit problematic. According to game suggestion you should stop from time to time, hoping that plants will hide Hitman. Unfortunately you can't count on this trick if the officer stands only few meters from you, so I suggest not to hurry and to keep an eye on opponents' actions. You can also reach the opposite side of the field disguised as a Chicago policeman (hide your identity in a critical situation.
After passing the marijuana field, turn left and stop at the place where you'll encounter two more cops (screen above). Do not lean out but wait until they start to move. Follow them, eventually reaching a second large area of the residential building.
General objectives: The primary objective of the second part of Shangri-La stage is getting to the elevator, thanks to which you will be able to reach the ground floor of the residential building. This goal can be achieved in several different ways.
Regardless of previously chosen passage you'll get to the new part of the building, consisting of several room connected by common corridors. On lower difficulty levels there corridors shouldn't be patrolled by anyone. On higher difficulty levels you might encounter some guards, so you have to stay focused. Fortunately there are many covers here and also a ventilation shaft.
Your current task is to gain an access to the elevator, which is guarded by a large group of policemen regardless of the difficulty level. The key to success is to distract them (I do not recommend using Instinct after putting on disguise, because after calling an elevator you have wait for it). A central room shown on the above screen can be ignored because there is nothing interesting inside, except for two cops.
The first way to distract policemen is opening a safe located on this floor. You have to reach two connected rooms shown on the above screen, located to the right from the elevator (so close to a path leading from the marijuana field).
Wait until local policeman leaves the room and look around for a notebook with a safe combination. Now move to the safe and interact with it, to open it. Inside you'll find remote explosives, which can be taken, armed or ignored.
Find a radio, switch it on and quickly retreat to the adjacent room. Wait until the same cop enters the room. He will notice after a while that the safe is open.
The mentioned cop will call for his colleagues. Depending on your preferences you can use the opportunity and move to the elevator or detonate previously armed explosives and kill a large group of policemen.
Another way to distract cops is switching on the tape player in the music room. In order to do this, you have to get to the room located left from the elevator, shown on the above screen. You'll know that you're in correct place, because when you first get there its locator will be arguing with an officer.
Walk to the tape player shown on the above screen and interact with it.
Hide behind the cover and wait for all nearby policemen appearing here. Now you have only to leave this room and also in this case I recommend using covers.
Both methods described above will allow you to ensure a safe access to the elevator. It is important to have several seconds to spare, because as I mentioned earlier, the elevator has to get here first. Entering the elevator will end this stage.
General objectives of the stage: Train station is the final stage of fourth mission, Run For Your Life. This is relatively long stage and the main objective is to gain an access to the train station, so you can safely escape from the area searched by police.
You start this stage at the elevator. I definitely not recommend choosing a door located in front of the elevator (screen above), unless you play on one of the higher difficulty levels and you have Chicago policeman disguise and full Instinct bar, so you can effectively hide your identity.
A much better idea is to head to the left door. A nearby corridor is patrolled by only one cop on all difficulty levels, so it is worth to hide behind a cover. If you do not have any disguise, I definitely advise to attack him, because soon you will need one. Otherwise wait until the policeman examines this place and carefully follow him.
Note that heavily armed SWAT members appear in the building, so you have to watch out and not to fight them. They will head to the elevator and if you've chosen a suggested side corridor, then you'll completely omit them. Notice - SWAT members can expose you if you're using Chicago policeman disguise so do not forget about using Instinct when needed.
If you have such possibility, I suggest exploring the lobby, which is full of enemies. The main goal of this action is obtaining evidence shown on the above screen.
Regardless of whether you took evidence or not, head to the left building exit (the one, where SWAT team appeared at). Pass by subsequent policemen, arriving on a train platform after few moments.
General objectives: A second part of the Train station stage focuses almost entirely on remaining hidden. The main goal of actions performed on the train station is restarting train signals, so you could stop the train.
Move to the end of the platform visible in a distance. You'll have to hide in a crowd, trying to avoid detection. Instinct will help you to find out in which group of people you currently are. Move between subsequent groups, watching carefully actions of policemen patrolling the platform.
The process of remaining hidden can be made easier in several different ways. First of all, it is good to have Chicago policeman disguise (or Chicago SWAT officer disguise), so you won't be immediately exposed. It is also good to turn your back on policemen passing by Hitman and hide your identity by interacting with gaming machines (screen above).
After reaching the opposite end of the platform, ignore the left stairs because they are well guarded. Instead of that, move to the right ledge shown on the above screen. Press Interact key/button, thus "sticking" Agent 47 to the wall. Start moving to the right, eventually reaching an open shutter. Go through it.
Pass by character on the ground floor room and locate a ladder shown on the above screen, thanks to which you can get to the upper building floor.
Move carefully to a control panel and interact with it, thus sending a signal to one of trains.
Now you have return to the train station platform. Depending on your preferences you can use the ladder again or walk through the nearby door without being spotted by a person staying there. In the latter case you would have to deal with new policemen (screen above), moving slowly towards stairs.
Do not count on the fact that the train will come to the platform right after you get back there. This event will take place after 60 seconds and you have to hide during this time. Remember about hiding methods mentioned previously - try to melt into crowd, to turn your back on policemen, to monitor enemies' actions or to use gaming machines.
Do not wait for the train next to the building you've just left, but move bit further, because the train will stop around the middle of the platform. Head to any door using your all Instinct when needed, in order to avoid detection by policemen standing along the train.
General objectives of the stage: Courtyard is the first of as many as seven stages Hunter and Hunted mission. The main objective of this stage is to pass the titled courtyard guarded by police officers in order to get to the Vixen club.
Start with the linear path, passing by a vagrant who is no threat for you. You can also look around for a bottle or a metal pipe. Stop only when you reach a corridor with two cops. Regardless of chosen difficulty level you should stay away from them because sneaking past them might be very risky.
If you play on one of lower difficulty levels, there will be one additional opponent in the area. You can find him inside a left room, behind some kind of a shrine.
On higher difficulty levels you have to expect one more policeman here, patrolling the corridor adjacent to the one with two cops mentioned earlier. I suggest neutralizing one of described officers, so you can obtain Chicago policeman disguise and make it easier not only in the rest of this stage, but also in the next one.
Ultimately you have to reach to the stairs shown on the above screen, leading to the courtyard. Note - on higher difficulty levels you might expect a single cop walking towards you. If this happened, hide in the side room and wait until he walks past you.
Move to the courtyard and spend some time to get to know with the situation. Also in this case, the selected difficulty level plays an important role - on lower difficulty levels there will be only few enemies in the area but on higher difficulty level you'll have to face a fairly large group of them. I suggest starting with moving to the police car parked on the left.
In the area you can find first evidence. It lies on the hood of the police car parked in the center of courtyard - the one with the engine off (screen above). In order to get to the mentioned secret you have to use a disguise and Instinct, but you can also throw a bottle or any other item to distract policemen.
Do not try walking to the passage guarded by a single policeman. Instead of this carefully move to the left, stopping at a small wall (screen above). Depending on the difficulty level, you'll see one or two cops in front of you.
Patiently wait until officers turn around, quickly jump over the wall and head straight ahead. Sneak past cops, reaching the edge shown on the above screen. Climb down as fast as you can, reaching a safe place near the stairs. Now you have only to unlock the passage to next stage.
General objectives of the stage: The Vixen Club is the second stage of Hunter and Hunted mission. It is much longer and more complicated than the previous one, focusing your attention on elimination of Dom Osmond. Before you start any concrete actions, you'll have to get inside the club.
It doesn't matter whether you choose a left or right exit from the building, because sooner or later you'll get to the Vixen club entrance. It is worth spending a few moments here to determine how you want to get inside. This can be done in three main ways.
The first option is to use the main club entrance. It is possible by default only if you have Chicago policemen disguise, and that's because officers have full access to the main area of the club.
If you do not have a proper disguise, you can obtain one. Wait until local policeman ends the conversation with bouncers and go to the near alley. You have to surprise him there by stunning/killing him. After that hide his body and put in his clothes.
The second method is walking through ventilation tunnels. In this case you have to start near the start place. Explore the building, looking for an entrance to the first shaft (screen above).
After leaving the tunnel go through another one (screen above), which will lead you to the security booth inside the club. Now you have to only carefully walk past local workers, without being spotted.
The third variant is reaching the open shitter located on the first floor. In order to get this plan into life, start on the left from the main club entrance, finding an interactive ledge. Climb it up.
Start moving to the right, stopping at the open shutter shown on the above screen.
Once you get inside, carefully explore the entire room. You can find here evidence, a keycard and silenced gun. You should especially get interested in two last items, because you might find them useful later in this stage.
All methods described above, will let you get to the main corridor leading inside the club. Use it, reaching your target after few moments.
General objectives of the stage: The second part of The Vixen Club stage is most important, because it concerns the way of eliminating Dom Osmond. As usual for this type of situation, the game will offer you several options for realizing this plan.
Dom Osmond can be found behind the bar by default (screen above), but it is not worth to attack him in a public place of course, because this will lead to a panic in the club plus all bodyguards will pay attention at Hitman. But fortunately Dom moves between club's different areas, what opens number of options to eliminate him without exposing the Agent 47.
The first opportunity to silently eliminate Dom appears after he meets with one of dancers. You have to use the passage shown on the above screen, leading to private booths. If you use Chicago policeman disguise, you can move further right away. Otherwise you have to try to sneak in or obtain strip club bouncer disguise. In this situation I would recommend knocking down a bouncer who is in the toilet.
Once you get to the new place, turn right. I do not recommend shooting Dom through covers. Instead of that you should get into a right booth shown on the above screen. You have to use here a keycard, obtained in the room on the floor or taken from one of neutralized bouncers.
Stand at the mirror but DO NOT ATTACK Dom yet. Wait until "the show" ends and the dancer leaves the booth. Your target should then make a call and only then I suggest attacking him. Try to use silenced gun (e.g. taken from the room on the floor), so you won't alert nearby characters. After the action you might hide Dom's body in the crate.
The second opportunity related with attacking Dom appears when he goes to the toilet. A corridor leading to toilets is located near the bar. You have to watch out here on higher difficulty levels because there will be two cops here then. One of them stands still but the other one walks from between toilet and a bar table from time to time.
After you get to the toilet, you'll encounter a single bouncer there. You have to think what to do with him now, because one Osmond appears here, the toilet will become inaccessible for anyone from the outside. As a result you can stun/kill the bouncer or hide in the nearby closet.
Wait until Dom appears in the toilet and attack him by a surprise. It is best to use garrote or silenced pistol. After the action you might hide his body in a closet.
The third opportunity to kill Dom is connected with faking an accident in the area with a bachelor party (screen above). This area is located left from the entrance to the main club area.
Use a keycard (obtained from the room on the floor or taken from one of the neutralized bouncers) on the right key-scanner. Do not get inside too early because the local corridor is patrolled by a bouncer.
You can get into back room only after you see Osmond appearing. Wait until your target place himself under the disco ball and press the button shown on the above screen. A ball should fall on Dom and kill him. Do not try to hide his body in this case but get out of the club as fast as possible.
General objectives of the stage: The last part of The Vixen Club stage in the Hunter and Hunted mission is very short. It completely focuses on getting out of the club after successful elimination of Dom Osmond.
In order to leave the club you have to get to the back room and you can achieve it in two different ways. First method is to use a locked door located left from the starting place (the area with bachelor's party). In order to unlock this door you need a keycard, which can be found on the first floor or by body of one of neutralized bouncers or Osmond.
After unlocking the door turn right, reaching a corridor patrolled by a single bouncer. It is best to sneak past this person, because it would be very hard to neutralize him without triggering an alarm. It is also good to explore the area, finding another silenced gun among other things.
The second method is to use the door located near private booths for guests. There is a single bouncer patrolling the area but you can neutralize him easily (leave his body here because no one else will appear in this place) or wait until he walks away.
Both paths described above will allow you to get closer to the stairs leading to the first floor of the club (screen above). Unfortunately these stairs are observed by a single guard. So you have to use strip club bouncer disguise and hide your identity or use a throwable object to distract him. Regardless of how you behave, at the end interact with a lock in the door on the floor, ending the stage after few moments.
General objectives of the stage: Dressing Rooms is the third out of seven stages of Hunter and Hunted mission. This stage is not particularly long, but completing it on higher difficulty levels might be a bit problematic. The main objective is getting to the office room located on the upper floor.
If you play on one of lower difficulty levels then you'll encounter only single bouncer in the area and he will stay at the pool table. On higher difficulty levels you'll have to be prepared to deal with two more enemies and in this case you should wait until they finish their conversation and walk away.
Your current objective is to get to the upper floor and this can be achieved in two ways. I do not recommend main stairs because you would have to hide your identity while being dressed in strip club bouncer disguise.
It is much better to get to the smaller staircase - the one which is patrolled by one of previously mentioned bouncers (on higher difficulty levels).
On lower difficulty levels you shouldn't encounter anyone on the floor. On higher difficulty levels you'll see here probably three guards. A good method to avoid them is walking through the bedroom shown on the above screen, but be careful because one of opponents might check it from time to time.
Your current target is a room shown on the above screen. If you play on higher difficulty levels you have to wait until it is not guarded or distract enemies with any throwable object.
After getting inside mentioned office room, head to the desk and interact with a phone there. Note - on higher difficulty levels you may encounter a single enemy in the room, so make sure that it is safe before you get inside.
General objectives of the stage: Derelict Building is a fourth stage of Hunter and Hunted mission. It is very similar to the previous one in terms of its length and complexity. This time your task is to cross the ruined building while avoiding police officers.
Start exploring the building, carefully approaching a place with largest group of enemies. Watch out if you play on higher difficulty levels because nearby corridors might be patrolled by additional cops with flashlights.
I do not recommend moving towards previously mentioned groups, unless you wear Chicago policeman disguise and play on one of lower difficulty levels. Otherwise it is best to use the alternative path described below.
Enter the small room on the right. You can encounter a single guard inside and in such case it is best to use the central wall to sneak past him safely. Regardless of whether you've met an enemy here or not, watch out also for cops from the main group, who could spot you through holes in the left wall.
After leaving the ruined room, go straight ahead and only after reaching the end of the corridor, turn left. Watch out also here, because the nearby corridor should be patrolled by at least one cop. Wait for the proper moment and move ahead, to the damaged staircase visible in a distance.
Place yourself at the left wall, grab the ledge and climb up. Move over to the right and use the only available passage. Start exploring the upper floor, trying to find a dead dancer shown on the above screen. Throw her body over the railing. The advantage of this action is fact, that the main group of cops would be interested in the body and not looking for Agent 47.
Move to the ledge shown on the above screen and wait until all policemen walk to examine dancer's body. Quickly climb down and use this moment to examine evidence lying nearby.
Choose a corridor leading to undamaged stairs. This place should be guarded by a single cop. You can walk past him dressed in Chicago policemen disguise, distract him (e.g. with a bottle) or wait until he walks down and sneak past his back. Note - on higher difficulty levels you have to watch your back. Once you see a policeman walking towards you, quickly hide in the left closet.
Use the previously mentioned stairs in order to get to one of upper floors. You'll have to walk over the ledge there and then interact with the door indicated by the game, thus finishing the stage.
General objectives of the stage: Convenience Store is fifth stage of Hunter and Hunted mission. Main objective of this stage it to cross the mentioned shop in order to get to the door leading to the next location. You might have here little more freedom of action than before.
You start this stage on the rooftop of the building adjacent to a convenience store. Before you start any actions, check the right rooftop visible in a distance (screen above). If it is patrolled by a cop, you have to watch out because he can easily spot you. Otherwise you can immediately get into action.
You can get to lower levels in two main ways. First of them is to locate an interactive edge (screen above) and climb down. Another method is using fire stairs. In this case you can go down to the very bottom or stop on your way and walk over the ledge.
If you've decided to walk over the ledge, you might stop at the shutter shown on the above screen. Inside this building you'll encounter a single cop and depending on your preferences you can ignore or attack him, in order to easily obtain Chicago policeman disguise.
Now let's focus on the main objective, which is getting into the convenience store. You can achieve you goal by choosing one of three main ways. First method is reaching the entrance at the back of the store. In this case you have to start with getting to the lowest floor. You can use either the staircase inside the building (screen above) or fire stairs.
Of course, you have to reckon with the fact that there will be a fairly group of enemies in the area, even on lower difficulty levels. I recommend getting store clerk disguise, e.g. by surprising a person which appears on the building's ground floor (the same one, where you've started the stage). If you're using Chicago policeman disguise or default Hitman's suit you'll have to pay more attention on avoiding enemies.
The entrance located on the back of the store is shown on the above screen. It is worth noting that cops have full access to this local so you do not have to worry about additional problems if you're using proper disguise.
Another variant relies on using the stairs leading to the store. In this case you have to reach the shutter shown on the above screen, first walking over the metal bar connecting small rooftops and then over the ledge. Of course you might have to wait until the clerk walks away from the window and get inside only after that.
After getting inside a small room, head to the stairs shown on the above screen. Also in this case you have to think about disguise you want to use (it is best to wear Chicago policeman disguise).
The last, third method is getting through the hatch over the shop's rooftop. This variant starts at the same place as the previous one, so you have to reach the open shutter on the first floor. The main difference is that instead of the stairs you should choose a right corridor leading to the rooftop (screen above).
Keep special precautions because as mentioned earlier, on higher difficulty levels this area might be patrolled by a single cop. So you have to wait until he walks past you, hide your identity or use store clerk disguise. After getting to the rooftop, locate the hatch and climb down the ladder.
General objectives of the stage: Getting inside the convenience store is just a half of your way. Your next goal is to cross the entire store, where you may encounter clerks, clients and cops.
Regardless of the method you used to get inside, you start at the back of the store, specifically in the kitchen, the storeroom or in a small cold store. If you're wearing Chicago policeman disguise, you are safe for now. Otherwise (no disguise at all or store clerk disguise) you have to avoid nearby characters.
At the back of the store you can find many items, e.g. throwable objects or melee weapons. You can also find there prepared store clerk disguise, but wearing it is not required. Locate one of passages leading to the main store area. You have to be careful there because you'll start encountering more and more policemen.
Theoretically you could attempt to leave the store without any additional preparations, but that would be very risky, regardless of disguise you have. So it is much better to complete some actions in order to distract people in the area. Start with locating the valve shown on the above screen. Turn it.
That's not all because you have to ignite fireworks yet and it is best to use ones located in the main storeroom (screen above). After completing both described above actions, the fire alarm will start and all rooms will be covered in smoke. This will end in evacuating the entire store and limited vision of all nearby characters.
Only now I advise moving to the area reserved for clients of convenience store. Do not hurry because a number of officers will probably stay in the area and you can get exposed by them if you get too close. Be sure to examine the shop cash desk before you leave the building, finding evidence there.
After leaving the convenience store turn right. If you have started the alarm, it will be easier now because cops should be busy with evacuating store staff and clients. Otherwise plan your moves carefully, using Instinct to hide your identity. Eventually you have to reach the door leading to the next area.
General objectives of the stage: Loading Area is one of stages of Hunter and Hunted mission. This stage is very similar to Derelict Building stage, because your task is to walk through the small location guarded by cops.
Carefully approach the loading area and plan your further steps. If you have Chicago policeman disguise, you can immediately continue on. Otherwise you have to decide whether you want to stun one of the policemen, distract them with throwable object (e.g. bottles) or just try to run to the exit (it is rather possible on lower difficulty levels).
By default, the area is fairly well lit, but you can change it by sabotaging a fuse box shown on the above screen. One of officers will be assigned to investigate the problem and you can use the opportunity to quickly move further or attack this person.
There are several paths leading inside a building visible in a distance. Definitely a better idea is to choose the left one (screen above), because not only you'll be able to effectively move between covers but also when you enter the building, you'll find yourself in the room with evidence.
Take your time at the end, especially that on higher difficulty levels you will encounter a single guard in the last room. Use Instinct to hide your face or again use throwable object, looking for opportunity to get to the indicated door. You should know that after reaching the door, Agent 47 must also unlock it, so make sure not to be caught by anyone in the meantime.
General objectives of the stage: Chinese New Year is the last and by far the longest and most demanding stage of Hunter and Hunted mission. There are three targets here to be eliminated, which travel at a fairly large area. The important information is fact that each target can be eliminated in several ways.
Go to the main area of Chinatown and spend some time to learn about current situation. There are three persons to be eliminated: Bill Dole and Larry Clay initially stand close to each other and Frank Owens can be found a bit further. These characters will spread after a while and it will remain so until the end of the mission. It is worth knowing that important events connected with each target will start only after you get closer to particular person. So you do not need to hurry and you have a complete freedom as it comes to order of elimination of Wade's people. More details on each "contract" can be found in following subchapters of this guide.
But first let's talk about disguises. It is definitely best to move in Chinatown having Chicago policeman disguise on. Although there are other cops in the area but there are only few of them and besides you can easily melt into a crowd. If you want to get policeman disguise, it is best to attack a cop guarding one of side alleys on the other side of Chinatown (screen above).
Another possibility is store clerk disguise. What's interesting, you do not have to attack anyone in this case, because you can examine all stalls finding ready-made clothes (screen above). The last variant is to stay in default Hitman's suit. In this case you have to be more careful in places where you can encounter policemen.
General objectives of the stage: It is best to eliminate Frank Owens as first and that's because in his case it is very easy to make a mistake and it would be unnecessary to repeat other fragments of this stage.
The best place to attack Frank Owens is a fenced area located in front of the starting place (screen above). If you have Chicago policeman disguise you should use Instinct to hide your identity.
If you're using the default suit of Agent 47 or have store clerk disguise, it would be best to go through the left shitter (screen above) BUT only when local clerk leaves that area. Regardless of your behavior you have to be very careful because strangers do not have an access to this alley.
Once you get inside the fenced area, you have to think about how you want to kill Frank Owens. The most obvious solution is to sneak up on him and kill him with a gun (preferably with silencer).
Much better way than the standard execution is to murder Owens in an arranged accident. To do it, interact with a gas pump shown on the above screen, thus spilling gasoline in the area.
Depending on your preferences you can wait for Owens and shoot at gasoline pool, when he stops there or prematurely leave this place and wait until he dies after throwing a cigarette. The latter case is better of course, because you can safely walk away from the scene of the accident, thus reducing chances of linking Hitman with Frank Owens' death.
An alternative way to get rid of Owens is poisoning his food. In this case you have to examine stalls located left from the starting place, finding rat poison on one of them.
Return to the fenced area and locate a stall where your target stops from time to time. Use the poison on sushi plate and quickly withdraw, because you actions will alert local clerk. Now you have only wait until Owens returns to this area and gets poisoned.
General objectives of the stage: Bill Dole can be eliminated in many ways, with brutal solution or while ignoring them. This person should be your second target, after murdering Owens.
The best way to eliminate Bill Dole is to frame him so he gets killed by a policeman. Begin at the starting place and go left. Stop at the stairs shown on the above screen. Go down the stairs and enter a ventilation shaft.
Go through the shaft, reaching a basement in one of the buildings. CAREFULLY walk to the cover shown on the above screen and steel Birdie's file without being spotted.
Depending on your preferences you can wait in this place and witness the shootout, in which Dole dies or leave this place immediately and let the events take place without you (Bill will be dead also in this case).
An alternative method to eliminate Dole is attacking him after he walks to some secluded place. You should opt for this variant if you have missed a meeting in the basement for some reason. Places where you can attack Dole can be found around previously mentioned stairs (screen 1) and an arbor (screen 2). In the latter case, make sure that there are no cops in the area.
Yet another way to eliminate the target is performing an attack when Dole goes to the side alley for his need (screen above).
What's interesting, in addition to a standard attack in a side alley, Bill can be murdered in more sophisticated method, namely by rigging a power cord to trike truck and pulling a lever in a proper moment (screen above).
General objectives of the stage: Larry Clay is not as easy target as Bill Dole, but you should have no big problems with him. It is best to eliminate him when he goes to unwatched alley.
The best place to attack Larry Clay is a side alley located at the other end of Chinatown. When following your target, you should notice that Clay meets with one of clerks and orders him to go to the secluded place together.
Do not follow Larry directly now, because you'll encounter a single policeman there and you would have to use Instinct unnecessarily to walk past him. Instead of that, go to the right alley shown on the above screen. Once you get there, turn left and use the stairs.
While waiting for Larry and a clerk, depending on your preferences, you can stay on the upper balcony (screen above) or jump down and hide inside a container.
Larry will start interrogating a clerk and you should step into action only after he knocks civilian on the ground, preparing to murder him. Now you can eliminate your target by shooting him (screen 1), using a garrote or by pulling him into the hole (screen 2).
An alternative way to eliminate Clay is crushing him with a heavy load. One of these loads can be found in a side alley, where Larry meets a clerk (screen above).
Wait for a right moment and shoot a chain holding the load. A successful action should result in Clay's death.
General objectives of the stage: Leaving the mission's area is just a formality, unless your actions somehow alerted local policemen.
You'll be allowed to leave Chinatown only after successful elimination of all three targets. But before you exit the area, you should perform one additional action - find evidence. In order to do it, go to the side alley where Larry was planning to murder a clerk (screen above).
The exit from Chinatown is located in front of the starting place, near the fenced area where you could murder Frank Owens.
General objectives of the stage: Victoria's Ward is the first and by far the shortest stage of Rosewood mission. Completing it should not take more that few dozen seconds.
Start moving on very linear path, crossing subsequent corridors and rooms of orphanage. Along your way you won't find any interactive items nor will you encounter any people.
The only moment when you have to watch out is when you approach the elevator. Quickly hide behind curtains located on the left. Wait until two bandits walk out the elevator - they should walk past you without initiating an alarm.
After the bandits walk away, go to the elevator and wait for a cut-scene.
General objectives of the stage: Orphanage Halls is the name of the second stage of Rosewood mission. This is the most extensive stage of mentioned mission - there are two floors of the orphanage to explore, fully occupied by armed and watchful bandits. Before taking any actions you should take a look at layout of rooms in the orphanage, starting with a smaller first floor of the building.
Start with getting to the elevator's roof. Now grab the other edge but do not climb up until local bandits walk away (on higher difficulty levels watch out also for an enemy appearing at the right passage).
A good idea is to obtain henchman disguise, by eliminating a person who stops in front of you or an opponent who will walk towards the right stairs (leading to the ground floor). An advantage of this solution is that you'll be able to use Instinct to hide your identity in emergency situations.
In the room located at the end of the corridor in front of the elevator, bandits are torturing one of captured guards. You could, of course, save this person, but it isn't connected with any bonuses further in the stage (the only reward is completion of a challenge).
Much better idea is to use this opportunity to sneak past bandits (screen above), especially since they should not walk away until they finish torturing the guy, thereby making it easier for you to further explore the building.
You can get to the ground floor of the orphanage in two main ways. If you've sneaked past bandits torturing the guard, it is worth to cross the right room, because the left corridor is usually patrolled by one of enemies. Near the stairs, regardless of the difficulty level, you should encounter one more bandit (screen above) and depending on your preferences you can eliminate or sneak past him (e.g. when he leans back against the railing).
Another method of getting to the orphanage ground floor is to use the staircase located right from the starting place (the elevator shaft). On lower difficulty levels you won't encounter here anyone. On higher difficulty levels the staircase will be guarded by a single enemy, so you should take care of him.
General objectives of the stage: The orphanage ground floor is more complex than first floor of the building. You'll encounter here far more bandits, so you have to be very careful.
If you've reached the ground floor with the stairs located on the opposite end of the first floor (the one behind a room with tortured guard), then you'll start next to relatively safe corridor adjacent to the chapel and canteen. You should examine a ventilation shaft shown on the above screen, because thanks to that you can bypass an adjacent corridor.
If you've reached the ground floor with the stairs located near the elevator shaft (close to the starting place), then you'll find yourself in a small area, where you won't initially encounter anyone. If you go to the left, you'll reach the reception (and exit point) and if you go to the right, you'll reach the chapel.
The main room on the ground floor is previously mentioned canteen. When you get here for the first time, a leader of bandits occupying the orphanage will convene a meeting. This is the best opportunity to get to less accessible areas, because the meeting will last at least dozen of seconds and most bandits will participate in it.
A chapel is a place which is occupied by maximum three bandits, depending on circumstances and on difficulty level. Notice well hidden passage connecting stairs with the canteen and a shotgun next to the altar, which can help you in elimination of bandits, if you prefer more aggressive style of playing.
There are several smaller room and corridor around the canteen. You should especially pay attention on the room with toys shown on the above screen, with container full of colorful balls in the center. Inside this container you can hide up to five bodies.
Behind the canteen you can find a medicine office, which on higher difficulty levels is occupied by a large group of enemies. So you should be very careful here and skillfully choose paths and use covers.
Last two rooms are changing-room and reception. Close examination of reception is very hard, because a large group of enemies is stationing here. So I suggest distracting them with throwable objects, especially that next to the main desk you can find evidence.
Note - in the next subsections of the guide you'll find information on locations of fuses, which has to be found to complete the stage. Locations of fuses depend on the difficulty level:
General objectives of the stage: While playing on lower difficulty levels it is much easier to get all four fuses, because they are left in places which are not hard guarded.
The first fuse can be found on the first floor, namely in a small room adjacent to the room with tortured guard. Obtaining it should not be a problem.
The second fuse can be found on the ground floor, on the counter near the canteen. It is best to get there through the ventilation shaft mentioned earlier and use the opportunity when bandits go to the meeting in the canteen.
The third fuse can be found in a medicine office on the ground floor. You should watch out there, because even on lower difficulty levels there should be at least 2-3 bandits in the area.
The fourth fuse can be found in a small area on the ground floor adjacent to the staircase (the one located near the starting place), between reception and chapel. On lower difficulty levels this place shouldn't be guarded by anyone.
General objectives of the stage: While playing on higher difficulty levels obtaining at least two fuses from the ground floor may be very problematic, because they are located in places with many enemies.
The first fuse can be found on the first floor, in a small room adjacent to the room with tortured guard. Obtaining it shouldn't be problematic.
The second fuse can be found on the ground floor, in the toy room adjacent to the canteen. There will be at least two guards inside the room. It is best to wait until they turn around and quickly get inside to get the fuse.
The third fuse can be found in medicine office on the ground floor (screen 1). The main difference comparing with lower difficulty levels is that it lies in a very inaccessible place, with many enemies around. Depending on your preference you can try to eliminate some of bandits in the area (e.g. by attacking them in a place shown on the screen 2) or enter medicine office from the canteen, trying to get your target as fast as possible and using Instinct.
The fourth fuse can be found in the reception on the ground floor. It is best to approach this room from the stairs (those located closer to starting place). After that it would be good to distract enemies in the reception with any throwable item and quickly move to the reception desk, using it as a cover.
General objectives of the stage: Using the retrieved fuses is the last step required to complete Orphanage Halls stage. Fortunately, even on higher difficulty levels you shouldn't have any problems with that.
Make sure that you have all four fuses (and evidence, if possible). Go to the ground floor and choose a corridor shown on the above screen, located left from the reception and stairs (those located closer to the starting place).
Stop at the place shown on the above screen and place fuses into right holes. The only thing left is to pull the lever.
General objectives of the stage: Central Heating is the last, third stage of Rosewood mission. It consists of two main part and first of them focuses on crossing several rooms occupied by new bandits. The objective of these actions is getting to the area where Wade stays.
In the first room of central heating you'll encounter two guards on lower difficulty levels and in this case it is easy to sneak past them or eliminate them after they walk away. On higher difficulty levels you'll encounter a third person next to the passage to the next area. If you do not have henchman disguise or you do not want to use Instinct, you may use a throwable object to distract him.
Also in the next area of this location you'll encounter two or three persons, depending on the difficulty level. I suggest starting with throwing a bottle or another item, so you can safely reach evidence shown on the above screen.
I do not recommend attacking local enemies, but just sneaking past them. My advice is to move back a bit and choose a right corridor in right moment. When you get to the place shown on the above screen, decide to get to the upper balcony.
Watch out during crossing the upper balcony, because you can get spotted there. So you should focus on observing opponent's actions and using covers next to railings. On higher difficulty levels the balcony is in addition patrolled by a single enemy, so try to avoid him.
Your task is to get to the door at the bottom, while avoiding local enemies. Regardless of difficulty level I recommend getting to the end of the balcony and climbing down in the place shown on the above screen.
The last step is to wait for the right moment to use an exit from the room occupied by enemies. Depending on your preferences you can carefully lean out or use Instinct (in this case you have to wear henchman disguise of course). Locate a blue door, thus reaching the last area in central heating. You'll find Wade there.
General objectives of the stage: The second part of Central Heating stage focuses entirely on eliminating Wade. The game allows you to choose a way in which Hitman will get rid of mentioned character.
You can eliminate Wade in two main ways. First method is to confront him in an open fight. Go down the stairs and choose a passage shown on the above screen, leading to the area where Wade hides.
After a while the game will automatically switch to point shooting mode. You have to very quickly mark three bandits and Wade to be eliminated. After marking all targets, activate the mentioned mode. It must be done before Wade can end his throw and shot.
Another method is eliminating Wade without an open confrontation. This is much better idea, because you won't risk the life of Agent 47. Go down the stairs and turn right, finding a valve shown on the above screen.
After turning the valve, go inside the ventilation shaft located on the right. Go to the other end.
After leaving the shaft, start sneaking. You have to interact with another valve shown on the above screen. Regardless of what you've done, Wade will be eliminated and you'll advance to the next mission.
General objectives of the stage: Great Balls of Fire is the only stage of seventh game mission, Welcome to Hope. The main objective is to cross the bar in order to get to a person with information on Lenny. This task can be obtained in two main ways and one of them is avoiding of upsetting local guests.
If you want to get to the bartender without a fight then your first task is to figure out how to get to the largest bar room. Keep away from two main entrances because they are watched by bouncers. Instead of that use the side passage to toilets shown on the above screen.
After getting to the toilets, you have to decide how to behave there. One possible method is to neutralize a cop in order to get Hope police officer disguise. Watch out on higher difficulty levels because you might encounter two persons instead of one in the toilets. In such case try to stun both policemen especially that there is no cabinet or crate around, where you could hide a body of first of them.
When you have Hope police officer disguise, you can return to the starting room and then enter the main bar area with no problems, not worrying that someone may identify you.
Another method is using the ventilation shaft shown on the above screen. Its entrance is located in the toilet.
The ventilation shaft will lead you to a small room, where you have to look around carefully finding evidence. Now you can go to the door leading to the main bar area.
If you do not use any disguise, prepare for much more difficult situation, because you have to avoid not only policemen but also bouncers and truck drivers. If you have Hope police officer disguise, you have to only watch out for other cops. Look out for two policemen standing next to the stairs leading to the bar. You can try to distract them by throwing bottles or sneak past them using Instinct.
But that's not the end yet, because in the last part of the bar you'll encounter more persons which should be avoided, including two officers sitting at one of the tables. Try to reach the bartender as fast as possible and press interact key/button to question this character.
General assumptions: Another way of completing the Great Balls of Fire stage is starting the fight in the bar. The advantage of this method is that access restrictions of other areas in the bar will be removed. The disadvantage is that on your way you can be challenged by other local guests to a fist fight.
The first step is, of course, starting the fight in the bar. You can do this in two main ways. The first is to attack any of the local quests, for example Kane on his guest appearance. It is best to do this by attacking another person with a bottle or other item found in the area, so right from the start you'll gain an advantage.
Another method of starting the fight begins with going to the toilet. After you get there, check the entrance area and pull the lever shown on the above screen.
After starting the fight in the bar you'll have to decide how you want to behave. More obvious solution is a slow walk towards the bar. On your way there you'll be regularly attacked by hostile characters and each time you have to complete a simple mini-game bases on pressing keys/button accordingly to on-screen instructions. If you make a mistake, Agent 47 will lose some HP and in such case you should look around inside side rooms for medical cabinets hanging on walls.
Taking part in fights is not mandatory, because you can also reach the main bar area through the ventilation shaft described in previous subchapter (the one inside toilets). Additional advantage of this solution is reaching the room with evidence. It is worth noting that if you do not want to use the ventilation shaft then in order to get an access to the room with mentioned secret you would have to use a keycard taken from one of defeated bouncers.
Keep walking towards the bar. After getting into the main bar room you should stay close to the right wall, because at some point its fragment will be destroyed and you'll be able to cross another toilet, avoiding a large group of enemies.
Regardless of whether you took part in fights or you avoided them, you have to reach a place where you can find the bartender. Press interact key/button to start questioning him.
General objectives of the stage: Gun Shop is the only stage of Birdie's Gift mission. The main objective of this stage is retrieving Hitman's Silverballers and it can be done by winning the shooting range contest or by stealing them from a cabinet.
At the very beginning of the mission you'll meet a gun shop owner, who will inform you that in order to get back Silverballers you have to win firing shooting range contest. But fortunately it is not the only way to obtain them.
Before you make any concrete decisions, it would be good to look around the area. The main gun shop room is accessible for all. What's more, you can get other weapons in the area without worrying about being accused of stealing.
The shooting range is also open access place, but you can't approach a building guarded by one of security guards or enter the shooting area.
It's time to decide how you want to recover Agent's 47 pistols. These are available options of your behavior:
General assumptions: At the beginning, winning the shooting range contest may seem as a difficult task but thanks to using the Instinct, gaining the required number of points should not be particularly demanding.
Start with getting to the shooting range with one of available passages, for example the one located near the starting place (screen above).
After reaching the destination, approach Lilly, current shooting range champion. After the conversation go to any free stand and interact with it. You could have, of course, swapped weapons earlier (to use a machine gun for example), but the record can be beaten with no problems with a regular pistol you started the struggle with.
In order to win the contest you have to gain at least 471 points in 2 minutes. First of all, try not to hurry but carefully shoot each target, aiming at the head. Each headshot is rewarded with 20 points.
Gaining 471 points is not possible in a standard way, so you have to use Instinct from time to time. Activate point shooting mode each time you see more targets appearing at the same time. After activating point shooting mode try to aim as many targets as you can, aiming at heads. Successful completion of this action may result even with 100 points and more.
Keep shooting, helping yourself with point shooting each time you see several targets. Beating Lilly's result should be a piece of cake.
General assumptions: Stealing Silverballers is a better idea if you are not good at the shooting range, especially that retrieving Hitman's pistols is possible to achieve without attacking local people.
In order to steal Silverballers you have to obtain a key to the cabinet. It is stored in the gun shop owner's safe. The only way to open the safe is obtaining a notebook with right safe combination and you can do it in two ways. The first method is finding a notebook in the survival bunker. Start with going to the right. Look around in the main gun shop room, finding a fuse box shown on the above screen. Sabotage the box when no one looks at you.
Return now to the starting place, but do not run not to attract unnecessary attention. Wait until the guard standing next to the counter will go to check the fuse box.
When playing on lower difficulty levels you can go behind the counter right away and take a keycard. On higher difficulty levels you may encounter a second guard there, so it is better to wait until he leaves this place.
The next step is using the right door leading to the back of the gun store. If you play on higher difficulty levels you have to watch out for another guard and in this case you should wait until he goes upstairs. When you get to the back of the store, select the right corridor and locate the door shown on the above screen.
Crouch and turn left, getting into trenches. Follow the linear path here, stopping only after reaching a bunker shown on the above screen. Use the recently acquired keycard to unlock the door.
Inside the bunker you'll find first of all a notebook with the safe combination. Look around to find also evidence. After picking up both these items return to the door leading to the back of the gun shop, but do not use it yet.
Go to the left, sneaking near sandbags, at which persons on shooting range stand. Stop at the place shown on the above screen. On lower difficulty levels you can just jump between covers to reach the left building. On higher difficulty levels you can be exposed in this way so it is better to wait until a guard visible in a distance leaves his stand (he will try to reprimand Lynch).
Regardless of how you get close to gun shop owner's office, use the shutter shown on the above screen, but first make sure that the room is empty. The only thing left now is walking to the safe and opening it.
The second option is to take away the notebook from the gun shop owner. I strongly advise not to attacking this person in public place, because you would alert all local characters. Instead of that, go to the right. Use the side passage leading to the shooting range (screen above).
Stop at the place, where few policemen shoot ducks and examine the right wall in order to find an entrance to the ventilation shaft (screen above).
Go through the tunnel to find yourself in the office. Hide in the closet and wait until the gun shop owner comes in. Do not leave the closet until he stops at the desk, turning back to you.
Only now exit the closet. Carefully approach the gun shop owner and depending on your preferences stun or kill him. Hide the body and look around for the notebook lying on the floor. Now go to the nearby safe and open it.
Regardless of your behavior, you have to open the safe and take a keycard to the cabinet out of it. It is the safest to leave the office by the ventilation shaft you used to get here.
General assumptions: Acquiring Silverballers belonging to Agent 47 is the last step that must be done before leaving the gun shop.
If you won shooting range contest, you only have to watch a short cut-scene, during which you'll get back Silverballers.
If you stole a safe keycard then after getting to the main shop room locate a fuse box and sabotage it, doing this when no one looks at your side.
Go to the display case with Silverballers, but do not run to not draw attention on Agent 47. Make sure that there are no guards behind the counter and open the case.
In order to end the mission you have to go to the door shown on the above screen.
General objectives of the stage: Streets of Hope is the first of two stages of Shaving Lenny mission. The main objective of this stage is to eliminate three out of five of Lenny's gang members. Before making any actions it is worth to look around the entire town especially that this is quite broad location.
Initially Gavin LeBlond and Landon Metcalf are stationing in front of the starting place and Tyler Colvin can be found near the garage. I strongly advise not to eliminate these persons in a public place, because you may draw attention of all local policemen and cowboys. What's more, you wouldn't be able to quickly escape from this location, because the exit to the next stage is located on the other side of the map. So it is best to use the same tactics as in the recent mission in Chinatown, first exploring the area and then eliminating your targets, without informing enemy about your intentions.
The entrance to the barbershop is not accessible and that's because you can visit this place only in the next stage of ninth mission. The main street is patrolled by single cops, but you can also encounter here armed cowboys and civilians. It is worth noting cars parked in the area. By activating car alarms you can distract all nearby people, whether in order to reach inaccessible area or attack them to obtain new disguises.
Left from the alley, where you start the mission, you can find a convenience store. There is nothing interesting on the ground floor and the first floor is inaccessible for other people. If you want to get there, locate a radio on the ground floor, turn it on and then safely walk past the store employee. The first floor is visited mainly for murdering Tyler Colvin, so more detailed on that can be found in the subchapter Streets of Hope - Murdering Tyler Colvin.
Left from the alley, where you start the mission, you can find a Cherry Donuts store. A ground floor is accessible for everyone, except the area behind the corner. A passage to the first floor is guarded by a single guard. If you do not want to trigger an alarm, it would be best to get to the first floor after the guard goes there and attacking him by a surprise. You can also throw a bottle in a side alley, aiming at the wall, distracting him.
The most important finding on the first floor of donut shop is a sniper rifle Ilyon R700. Note - if you distracter a guard watching the stairs by throwing a bottle, then probably you won't make it to return to the ground floor. In such case you might hide in the closet and wait for the guard, until he gets to the first floor.
Left from the barbershop you can find a car garage. You can access the square in front of that with no problems but do not try to enter the garage, because only authorized persons have an access to that (policemen, mechanics, and plumbers).
Between the garage and the barbershop you can find an alley shown on the above screen. It is a good way to get to one of the back entrance to the garage and to the end point of this stage. But do not move to far, because you might enter inaccessible area quite unexpectedly (more or less at the second parked car) and you'll be immediately spotted by characters standing on the right.
Right from the inaccessible barbershop you'll find an entrance to the scrapyard. On lower difficulty levels it is guarded only by one cop, but on higher difficulty levels there are at least two persons. So you might distract them by triggering alarms in cars parked nearby. The scrapyard itself is of course inaccessible for you, so stay alert.
At the end a few words on disguises, thanks to which exploring the town can become a lot easier. The most useful in my opinion is Hope policeman disguise, especially that cops have full access to the car garage and the scrapyard. On lower difficulty levels it is easiest to get such disguise by attacking a policeman stationing in the side ally between barbershop and the garage. On higher difficulty levels I recommend attacking one of cops at the entrance to the scrapyard or one of persons patrolling upper garage floors.
Other available clothes are mechanic disguise and Hope plumber disguise. In both cases it is best to attack one of single characters in the garage.
If you really want to get mechanic disguise but you do not want to attack anyone, you can look around the garage to pick up a keycard. This keycard can be then used to open a basement shown on the above screen, located under the main entrance to the scrapyard. In the basement you'll find a ready-to-wear mechanic disguise.
General assumptions: It is best to murder Tyler Colvin as a first victim especially that he doesn't walk to locations where you should be more careful while staying hidden.
Tyler Colvin travels between two points on the map and the first place visited by him is a first floor of the convenience store (a building located left from the starting place). As mentioned earlier, unauthorized persons do not have an access to the first floor, so it would be best to distract a store employee by turning on a radio. Before getting to the first floor make sure that Tyler is not currently there.
After getting to the first floor, you have to decide how to get rid of Colvin. The least original way is to shoot him or strangle him after he gets into a room. In this case you should hide behind the door or inside the closet and wait for the right moment.
Another method of killing Tyler is using a gas stove and shooting it to make an explosion. Start with turning on the stove. After that, hide in the closet and wait until your target starts walking to the stairs leading to the ground floor. Quickly exit the closet and shoot the oven. If you did everything according to the plan, explosion will be big enough to execute your target.
Another way of getting rid of Tyler is using the remote explosives locate on the first floor. Arm explosives and carefully leave the building. Wait until Tyler enters the building and gets to the first floor. Only after that detonate explosives (screen above).
Another place visited by Tyler is a square located in front of the car garage. Also in this case I do not recommend attacking directly your target, but using a trick. The plan is to eliminate Colvin in a gas pump explosion. Start with locating a gas pump shown on the above screen. Make sure that no one look at you and interact with the pump to spill the gasoline.
Wait until Tyler gets here and stops in the gasoline puddle. If you play on lower difficulty levels, it is enough to place yourself behind one of nearby parked cars and shoot at the right moment (you might use a silencer).
If you play on higher difficulty levels, the safer solution is to shot from the upper balcony shown on the above screen. But unfortunately it is connected with getting to the first floor of the garage, so you have either to sneak silently or use the proper disguise (e.g. Hope policeman). It is worth noting here that gas pump explosion will start a series of other explosions, so you have to quickly walk away.
A complete different way of execution of your target is shooting Tyler with a sniper rifle. As for reminder, a sniper rifle Ilyon R700 can be found on the first floor of donuts shop and in order to get there you have to distract or remove a guard watching the stairs.
The best place to shoot a sniper rifle is a balcony of the car garage (screen above), especially that a successful action is connected with completing one of additional challenges. Aim one of the shutters of convenience store and wait until Tyler appears there (in the meantime watch out for other characters who can appear on the balcony). After killing your target, holster the weapon and leave the balcony.
General assumptions: Landon Metcalf stays in the car garage and it is best to eliminate him after murdering Tyler Colvin.
Landon Metcalf walks around the car garage, which is located left from the inaccessible barbershop. The first step is to get inside the garage. This location is closed for unauthorized persons. I definitely do not advise to use the main entrance, because there are many people around and even in disguise it would be hard to stay undetected. So I suggest getting to the alley located on the right from a garage (screen above).
The best way to get into a car garage is using the side door shown on the above screen. But be careful not to be noticed by people standing on the right. After using the mentioned door, you'll find yourself in a corridor leading to the main part of the garage, which shouldn't be watched by anyone even on higher difficulty levels.
A third possible entrance to the car garage is located on its back, in a small garage with a car on a lift. Getting to this place is unfortunately connected with the need to eliminate nearby characters or eliminate them. It is worth noting, that cars parked in the alley can be helpful because you can trigger their alarms.
If you start exploring the car garage in the ground floor, then start locating the stairs shown on the above screen as fast as you can. You have to watch out, because both on the ground floor of the garage, as well as on its first floor you may encounter many people. On lower difficulty levels it is best to use Hope policeman disguise. On higher difficulty levels you should wear mechanic disguise or Hope plumber disguise, because the garage is guarded by more cops in this case.
After getting to the garage first floor you have to decide how you want to get rid of Landon Metcalf. The least original method is shooting or strangling him. An advantage of the car garage is fact that Landon goes to unwatched places very often. One of these locations is office room shown on the above screen.
Other areas of the garage, where you can perform surprise attacks are the balcony and a small storage room (screen above), where your target makes a phone call. While playing on higher difficulty levels I suggest choosing the latter option, because it is harder to find yourself alone with Landon.
An alternative method to get rid of Metcalf is killing him within explosion of a gas stove, which is located in the office room on the floor. Turn on the stove and then hide in the closet or wait in one of side corridors. Once your target gets close to the stove, shoot it. If everything was done according to the plan, the explosion will be enough to kill Landon.
A completely different way of murdering Landon Metcalf is shooting him with a sniper rifle. As for reminder a sniper rifle Ilyon R700 can be found on the first floor of donuts shop and in order to get there you have to distract or remove a guard watching the stairs.
The best place to make a sniper shot is first floor of the convenience store (screen above), especially that a successful action is connected with completing one of additional challenges. Aim the outer balcony of the car garage and wait until Landon appears there. Note - if you haven't killed Tyler Colvin yet, watch out not be caught by him. After killing your target, holster the weapon, hide in the closet and wait until the situation in the area has been settled.
General assumptions: Gavin LeBlond walks mostly in the scrapyard area. You should eliminate this person as last target especially that he is in the area with door leading to the next stage of ninth game mission.
As already said, the scrapyard is the favorite place of Gavin LeBlond to be. You get there in two main ways. The more obvious method is to use the main entrance (screen above), located right from the inaccessible barbershop. On lower difficulty levels only one cop guards the entrance, but on higher difficulty levels you'll encounter here at least two persons.
A good idea to distract policemen is to trigger an alarm in one of cars parked nearby. After this action you can take the advantage of confusion or eliminate cops. In case of person standing next to the shutter it would be good to attack him from behind. Note - the nearest container is away from the scrapyard entrance so make sure that all your actions are done in right moments, so you have enough time to hide bodies.
Less obvious way to get to the scrapyard is crossing by the garage located at back of the barbershop. Start with going to the alley located between a barber ship and the car garage (screen above).
Ultimately, you have to get to the passage shown on the above screen. Depending on your preferences, you can get to the scrapyard by neutralizing persons standing here, distracting them with a car alarm or sneaking past them (using Instinct to hide your identity).
When it comes to the scrapyard, it is inaccessible for unauthorized persons, so it is strongly advised to use disguise. My recommendation is Hope policeman disguise. Depending on the difficulty level you have to watch out here for two or three other cops - one or two persons are patrolling main part of the scrapyard and a single cop stand at the fence located at the back of the scrapyard (screen above), near the passage from the car garage.
Once you get to the scrapyard you have to decide how you want to get rid of Gavin LeBlond. The least original method is shooting or strangling him. The attack should be carried definitely somewhere near the previously mentioned fence, of course, after exploring and securing the area first.
A much better idea is to eliminate LeBlond in some kind of arranged accident and in this case you have as many as three solutions. First of them is throwing Gavin into oil tank. The oil tank is located next to the main scrapyard entrance, so you should first deal with local policemen. Wait until LeBlond stops at the railing and push him (screen above).
Another method to murder LeBlond on the scrapyard involves electrocuting him. In order to do this, you have to get to the previously mentioned fence at the back of the scrapyard. Start with connecting the power supply to the fence. You have to wait until Gavin appears at the fence and pull the lever in the last moment (screen above).
The third variant is connected with a car garage, the area connecting the scrapyard with a side alley. The plan is to crush your target with a car located on the lift. Unfortunately, its realization is not easy and we start with eliminating all persons in the garage and around area.
But that's not all, because you must also encourage LeBlond to stop under the car on the lift and in order to do this it is best to use throwable items. After your target find him in the right place, quickly pull the lever shown on the above screen.
A completely different way of murdering Gavin LeBlond is shooting him with a sniper rifle. As for reminder a sniper rifle Ilyon R700 can be found on the first floor of donuts shop and in order to get there you have to distract or remove a guard watching the stairs.
Stay in the room, where you've found a sniper rifle and place yourself at the first shutter from the right. Aim at the main entrance to the scrapyard. It is best to shoot when Gavin stops near the oil tank (screen above). After the successful assassination holster the weapon, hide in the closet near the stairs and wait until the situation in the area has settled.
General assumptions: You should decide to leave the town only after eliminating three main targets. Getting to the door of the barbershop unfortunately is not easy, especially if Hitman was sneaking so far and didn't use disguises.
Traditionally, before you make a decision about advancing to the next stage, you should spend few moments to find evidence. You can find it on the floor of the car garage, near the stairs and a toilet (screen above).
As for the current mission objective, the place you have to reach is the door shown on the above screen. It is located at the back of the barbershop, inaccessible in a current stage, between the scrapyard and a garage adjacent to the alley with several parked cars.
You can get to the mentioned door in two ways. The first method is to cross the garage, where you can encounter at least two persons. Tips how to avoid them can be found in the Streets of Hope - Murdering Gavin LeBlond subchapter. As for reminder - the best way is to distract opponents with car alarm and use your Instinct to hide identity.
Another method is to cross the scrapyard. Also in this case I suggest reading hints in the Murdering Gavin LeBlond subchapter. Especially watch out for the single cop standing next to the fence.
Regardless of the chosen path, you have to approach the door and start unlocking it. This process takes few seconds, so make sure that no one will notice you during this action. If you want to make beginning of next stage easier, I suggest putting on Hope policeman disguise, so after getting near the barbershop you won't have to carefully move between covers.
General objectives of the stage: Barbershop is the second and last stage of Shaving Lenny mission. This stage is slightly shorter than the previous one, but it doesn't mean that it is less demanding. Contrary, staying in hiding might be more problematic because of the smaller map. Two tasks to be done in this location are getting rid of new gang members and subduing Lenny.
Same as in the previous stage, it is good to spend some time to familiarize with a new location. You start this stage in the courtyard in front of the barbershop. If you have Hope policeman disguise, then you can feel a little more freely. Otherwise almost immediately you have to start using covers, because you can be easily exposed by nearby cowboys, cops and Lenny's gang members.
You can get inside the barbershop in three ways. The first method is using the door shown on the above screen, located at the barbecue, where Mason McCready usually stands (one of new mission objectives). Choosing this passage is a good idea only if you have Hope policeman disguise and even then you have to use Instinct, because regardless of the difficulty level you may encounter a single cop here.
Another variant is to use the entrance to the building's basement. On lower difficulty levels a single policeman is stationing here but on higher difficulty levels prepare to encounter at least two cops here. Same as above use Instinct or distract them with any throwable item.
The last variant is to get to open shutters on the floor. This is the best method in my opinion, especially if you do not have Hope policeman disguise. You have to start climbing in a place shown on the above screen - a small alley left from the entrance to the basement. What's interesting, after crossing on few ledges you do not have to go through the first found shutter, because you may as well skip it and use the next one.
The barbershop's basement is not guarded by anyone, but from time to time one of cowboys might walk in here, searching for hot sauce. Important information is fact that on higher difficulty levels the stairs leading from the basement to the barbershop ground floor are guarded by at least one person.
During exploring the basement you should look around for a fuse box (screen above). By sabotaging it you'll turn off the TV set in the main room on the ground floor. As a result a cop will come to the basement, thanks to that you can easily get his disguise. If you're already wearing this disguise, you can use this opportunity and collect evidence lying on the TV set.
The barbershop ground floor consists mainly of main room, where Luke Wheeley and Lenny reside (new mission objectives). You should watch out here, because even on lower difficulty levels you can encounter here a single policeman. Other cops gather around the pool table on the landing.
The furthest room from the start place on the ground floor is a hair salon, where depending on the difficulty level you might encounter a single cop or no one. The most important thing which you can find here is ready-to-wear barber disguise. If you put it on you'll gain an access to almost all rooms in this location, and in addition no one will be able to expose you. What's more, you'll be able to subdue Lenny in the most peaceful way (more on this can be found in Barbershop - Neutralizing Lenny subsection).
The first floor of the barbershop consists of two small room and several corridors. In side rooms you encounter no one. Corridors on the floor on higher difficulty levels are patrolled by two cops. So it would be good to sneak past them or lure at least one of them to a side room (to eliminate him or obtaining his clothes).
General assumptions: It would be best to eliminate Mason as a first victim, especially that he stands all the time on the courtyard near the starting place.
Mason McCready spends most of the time standing next to the barbecue located near the main entrance to the barbershop. As he us surrounded by other characters, attacking him directly is not recommended. But you should consider shooting a nearby gas cylinder. A more obvious place to shoot is the area near the starting place.
If you want to reduce the risk of detection, then a better place to shoot the gas cylinder is one of rooms on the building's floor (screen above).
Fortunately you can also get rid of Mason without risking exposing Agent 47. The first possibility in this case is swapping hot sauce. This is a multi-stage process and its consecutive steps must be done in a specific order. Start with exploring a corridor on the ground floor (the one near the main door), finding lighter fuel.
Now go to the basement and swap the hot sauce shown on the above screen with recently obtained lighter fuel.
Now just wait until McCready send one of his men for the sauce (for the first time or again). What's interesting, you do not have to do anything, just wait until using the lighter fuel will result in Mason's death. Moreover, it would be best in this case to be away from the "accident" place, to reduce the risk of detecting Agent 47 by enemies alarmed by death of their colleague.
Another option to silently eliminate Mason is electrocuting him. Explore a small alley located near the entrance to the basement (the one with interactive ledge). Pick up the wrench and detach a wire shown on the above screen. Note - decide to perform this action after making sure that no one watches you (distract enemies if needed), because you can get exposed.
After detaching the wire, approach the lever shown on the above screen and wait for Mason, who will come here to urinate. Pull it in the right moment, killing your target. After the action hide in the container or quickly walk away from this place, so you won't get exposed.
General assumptions: It would be good to eliminate Luke Wheeley after killing Mason, especially that he can be found in the near of Lenny - a person who should be eliminated at the end.
Luke Wheeley spends most of the time on the barbershop ground floor. Do not try to attack him when he is surrounded by other armed characters. You can make your move once he gets to the corridor near the main entrance (screen above).
If you want to get rid of Wheeley in more original way, you can kill him using the explosion of gas stove. The gas stove is located on the ground floor and no one will react if you try to turn it on.
After turning it on, it is best to withdraw to the corridor located at the main entrance to the building. Wait until Wheeley approaches the stove and shoot it with the pistol. If you've done everything according to the plan, your target should die because of the explosion.
The least obvious and not recommended way of murdering Luke is waiting until he gets to the courtyard and stops at the barbecue. You can them aim the gas cylinder. It is best to do this from one of the rooms of the barbershop first floor, reducing the risk of exposing Agent 47.
General assumptions: You should kill Lenny as your last target, because a successful elimination of this character results in finishing the entire mission.
Before we get into further details, remember that you have only to subdue Lenny. So do not try to kill him and make sure that he won't die in an accident explosion, because this will mean failure of current mission. Your target spends most of the time in the main room of a barbershop (screen above) but from time to time he walks also to other places.
By far the best way to neutralize Lenny is using barber disguise. As for reminder, a ready-to-wear barber disguise can be found in the last room on the ground floor, in the salon (screen above).
After putting on barber disguise, just approach Lenny. You won't alert him in this way. What's more, you'll encourage Lenny to go to the room where you've obtained the disguise. Note - if you still have to eliminate any of Lenny gang members, do it right now.
Go to the back of the salon, wait until Lenny sits on one of chairs and then approach him from behind and press interaction key/button, thus ending this stage. It is worth noting that even if there is a single cop in the area, you do not have to get rid of him or be afraid that he will expose you.
An alternative way to end this stage is dragging Lenny's body to one of exits. This is not recommended by me, because opponents won't stay neutral seeing you dragging unconscious Lenny. If you want to try it anyway, then it is best to surprise Lenny in a corridor near the main entrance to the barbershop (screen above).
You can also neutralize Lenny by adding sleeping pills to a pizza. Sleeping pills can be found in one of room on the floor. Pizza is lying on the kitchen counter in the ground floor. Unfortunately it is carefully watched by at least two persons, so you should skillfully distract/kill them first.
Regardless of the way you subdued Lenny, you have to drag his body to the exit. Fortunately you have a choice, whether you want to return with the body to the starting place, or get to the door in the last room on the ground floor (barber salon).
General objectives of the stage: End of the Road is the very short mission, in which you have to decide what to do with kidnapped Lenny.
The least aggressive way to solve this situation is going to Hitman's car right after beginning of the mission. As the result Lenny will be left on the desert.
If you want to murder Lenny, you can beat him in a melee fight.
Another idea is using firearm. In this case you can use Agent's 47 Silverballers or one of weapons taken from the car - M590 12GA shotgun, Aries Charging Ram revolver, STG 58 rifle or Ilyon R700 sniper rifle.
If you want to be more creative, you can use melee weapons. Here is a list of available weapons:
After the successful action you should additionally examine Lenny's body, finding Swiss Derringer. Regardless of how you eliminated Lenny, you have to interact with Agent's 47 vehicle in order to leave this location.
General objectives of the stage: Dead End is the first of four stages of Dexter Industries mission. This stage consists of two main parts and at the beginning you have to disable security systems - both, primary and backup.
You start the mission at the entrance to the Dexter Industries complex and this is the only place where you do not have to sneak. If you want, you can make your further gameplay easier by obtaining factory guard disguise. The easiest way to do it is to trigger the alarm in one of cars parked near. Notice - on lower difficulty levels guards may ignore the alarm and in this case you can obtain the disguise later on.
Regardless of whether you decided to obtain a new disguise right away or stay in default Hitman's suit, your first step should be getting inside the first post shown on the above screen. Regardless of the difficulty level, there should be two persons in the area. Wait until they turn around/walk away and go through the shutter. After you get inside, interact with primary security system console.
Now you have to decide how you want to approach sawmill visible in a distance - a second post with backup security system can found be near there. On lower difficulty levels it is best to go through the second shutter (screen above), because the main road to sawmill shouldn't be guarded by anyone.
On higher difficulty levels the mentioned road is guarded by at least one person. So it is best to return to the starting place and then head left. Locate a shutter shown on the above screen, but before you go further, make sure that no one looks at this side.
If you decide to walk near the main road, you have to watch out enemies located on the left side. Use subsequent parked cars and other objects as covers.
If you move through the area left from the main road, you should stop at the cabin shown on the above screen. You can perform two actions here: easily obtain factory guard disguise (wait until one of guards enters the cabin) and take a keycard lying on the table inside the cabin.
A keycard found in the cabin unlocks the access to a storage room located on the other side of the road, between first and second post (screen above). Inside the storage room you can find proximity mines, AH 74U submachinegun and factory guard disguise (you might take it if you haven't attacked anyone yet).
Your current target is a second post shown on the above screen, located to the right from sawmill. Watch out guards staying in the area, using covers and Instinct. There are plenty of containers in the area, where you can hide bodies, so you can decide to eliminate single enemies.
After approaching the second post, place yourself at its shutter but do not go inside until local guards end the conversation and walk away. Only then carefully go inside the building and interact with backup security system console.
General assumptions: Disabling both security systems doesn't end first stage of eleventh game mission, because you still have to get inside sawmill. This task is not easy because even on lower difficulty levels there are many enemies in the area.
If you play on one of lower difficulty levels then you can try to get to the main sawmill entrance shown on the above screen, although you would have to use then Instinct regularly to hide your identity.
On higher difficulty levels you should completely ignore the main entrance or use it as a last resort to distract enemies by shooting an explosive barrel, hoping that enemies will be confused after the explosion.
A much better idea is going towards the left barn shown on the above screen. Regardless of the difficulty level you should encounter on your way only a single guard. It would be good to get rid of this person, so you won't have to worry about being spotted once you get inside the barn. But if you decide to do it, make sure that other guards gathered around the main entrance to sawmill won't spot you.
After crossing the barn approach the side entrance to sawmill shown on the above screen. Even on lower difficulty levels you should encounter here at least two enemies. Depending on your preferences you can try to sneak past them or use any throwable object and force them to go to the barn in order to safely eliminate them.
After getting inside the side room focus mainly on monitoring actions of at least one guard patrolling an adjacent corridor. You can also look around in order to find evidence shown on the above screen.
Regardless whether you have chosen the main or side entrance to sawmill, you have to reach the door shown on the above screen. The opponent mentioned before may be omitted or eliminated in a safe spot. You can also use Instinct to hide your identity. As for the door itself, opening it takes several second so make sure that no one will spot you during this action.
General objectives of the stage: Old Mill is the second stage of Dexter Industries mission and it is definitely shorter than the previous one. Your main objective is to cross the titled sawmill, where you can encounter only few enemies or a large bunch of them, depending on the difficulty level.
Use the stairs and carefully approach the main mill room. On higher difficulty levels you'll encounter here a first enemy (screen above) and in this situation it would be good to eliminate him, especially that there is a container and a closet nearby, where you can hide up to four bodies.
Regardless of whether you eliminated the mentioned guard or not, you should get interested in a fuse box shown on the above screen. After you sabotage it, another guard will come here, so you'll be able to neutralize him easily. If you do not want to eliminate anyone, you can skip this step or use the opportunity to sneak past the guard, when he checks the fuse box.
After getting into mill main room, collect the evidence lying on the TV set (if you have sabotaged the fuse box according to my suggestions, you should have no problems now). Now you have to decide how you want to get to the exit. First of all you can use nearby objects to distract subsequent guards luring them towards the starting point and them eliminating them safely. On higher difficulty levels you will have to do it with at least two persons.
If you prefer to avoid confrontation, you have to choose the method of reaching other end of mill. First option is to grab a right edge shown on the above screen and walk over the ledge, Unfortunately you can get spotted easily, but on the other hand you could stop on a small balcony which can be used to distant attacks (e.g. with usage of Silverballers).
The second option is much more interesting and it involves choosing a passage located left from the console where guards were playing (screen above).
After getting to the end part of the main mill room, you'll encounter one or two new enemies. The easiest way to resolve this situation is to use Instinct to reach the stairs as fast as possible. You could also get them from behind and stun them, kill them from a distance or use throwable object to distract them. Take this opportunity to look for a key card lying near the stairs (unless you have one already.
Regardless of whether you acted with the last group of enemies, go up the stairs to the upper level. Cross the empty room and then walk over the ledge, Before you use the door leading to the next location, it would be good to collect AH 74U submachine gun lying nearby.
General objectives of the stage: Descent is the third out of four stages of Dexter Industries mission. The main objective of this stage is reaching the elevator, but before you can be able to do it, you must find a passage leading to the main complex of mines. On the way there Agent 47 has to watch out for enemies of course.
Follow the very linear path, descending and reaching a ladder after few moments. Use it to descend to the lower level. After getting to the place shown on the above screen, "glue" to the wall and start moving to the left. Stop after reaching the first shutter because you'll be forced here to choose a method to reach the main part of mines complex.
The first option is to go through the shutter. There is an enemy standing by it by default and it would be easy to push him out of the window. If you do not want to have any casualties, you have to wait until the guard walks away from the shutter and then stun him or quickly walk past him, using Instinct if needed.
Do not hurry, because you'll encounter one or two new guards left from the shutter, depending on the difficulty level. You can kill these persons using the proximity mine found in the area, walk past them using Instinct or follow them, keeping a safe distance. The last method is the best one, because guards should turn left after a while, so you can avoid them easily.
Move a bit further, approaching wooden bridge with a metal gate. I suggest hiding at the computer terminal shown on the above screen (it is possible only if you have a disguise) and carefully check the situation. The bridge is constantly patrolled by a single guard, but a second person may appear here from time to time, checking the entire area.
Wait until it gets safe here and only after that start your actions, heading towards the bridge. You can act here in two main ways. If you want to open the gate, you have to have a key card. In that case you have also to hurry up, so the guard on the bridge won't spot you (I do not recommend pushing him because that would alarm enemies stationing in the mines).
If you do not have a key card or you do not want to risk too much, a better idea is to move towards the edge of the bridge, descend and then move to the left or right in order to omit the gate.
Both methods described above will allow you to get to the area occupied by three (probably) guards. Walk past the enemy near the railing (he may go towards the bridge, making your plan easier), using Instinct or throwable objects to distract him. It is best to walk past the rest two guards before they finish their conversation and walk away.
The second option is to omit the shutter and in order to do it you have to wait until the nearby guard walks away or push him. After that move further to the left and after reaching the place shown on the above screen, descend in order to reach a lower balcony.
Head towards the stairs, reaching an interactive ledge after few moments. Walk over the ledge and drop down again. Your target is a passage shown on the above screen.
Regardless of the difficulty level you must recon with the fact that there are three persons in the near area. Two of them are standing on the right and the third guard is visible in the distance, leaning against the railing. It is best to use Instinct to walk past enemies.
If you do not have Instinct and/or disguise, then the better solution is to use throwable objects (e.g. bottles or canisters) found in the area. In such situation wait until enemies on the right end their conversation and walk away. Make a noise right from the passage near you and wait until guard appears here (screen above). Depending on your preferences you can throw him over the railing, stun him or sneak past him. Avoiding the rest of enemies should be easier, because they will walk away from this place.
Regardless of the way you act, you should get near the passage leading to the main mine complex (screen above). Before you use it, I recommend exploring the area guarded by two security guards, because you can find there evidence.
General objectives of the stage: Crossing mines is quite demanding, although it is somehow non-linear. Your main objectives are to restore the power and to use the elevator in order to get to the factory building.
Go down the stairs to the lower level. Stop at the place shown on the above screen and wait until local guards end their conversation. Same as previously you have to decide how you want to reach further part of mines.
First option is to use a metal gate, through which guards mentioned previously will walk. If you have a key card, then it is best to wait until your enemies walk away and then use it.
If you do not have a key card then you have to keep a short distance from guard, so you can walk through the gate until it closes. This is of course more risky, but after walking through the gate you can stop for a moment.
The second method involves going right (screen above). Using this passage is a good idea only if you do not have a key card and you didn't make it to go through the gate, because there are several new enemies in the area. You can easily omit the first guard, because he should stand leaning against the railing.
Approach the hut shown on the above screen. There are two guards on the ground floor. But more important is upper floor, because on higher difficulty levels you can encounter there one more enemy. You will have to wait until he walks away from the shutter and then stun him or quickly walk past him.
Use the ladder inside the hut, getting to the upper floor and thus omitting local guards. Now choose one of two entrances to the mines (notice - if you want to carefully explore the area, you should look around for proximity mines and STG 58 Elite assault rifle).
Regardless of your behavior you should reach the mine, where a briefing takes place (screen above). If you do not have anything against eliminating enemies, you can shoot an explosive barrel or throw a proximity mine. If you're lucky, you can eliminate all enemies or at least most of them.
Personally I recommend waiting until the briefing is over, because enemies will walk away then and only few of them will stay in the area. Spend some moment to get into the current situation. I do not advise hiding in small room on the left, because one of enemies may look inside from time to time. Get interested in new computer terminal located in the central part of the mine, allowing you to successfully remain in hiding (only in disguise of course).
It is best to wait until all local guards reach their posts, leaving only their leader guarding the passage to the further part of the mines. Depending on your preferences you can distract him (throwable object or radio found in the area), kill him or get past him, using Instinct of course.
After reaching a new part of the mines you'll almost immediately encounter two or three enemies, depending on the difficulty level. Wait until guards end first part of their conversation and follow them. During the walk try to keep a safe distance from other enemies in the area, using nearby pillars or other such objects as covers.
All three enemies should stop at the place shown on the above screen. Do not wait for end of their conversation, but quickly go towards the left stairs. Only after reaching your target, stop for a moment. Wait until guards leave this place.
Return to the place where guards were talking and locate a lever shown on the above screen. When you pull it, the power will be restored in this part of the mines. Notice - if the lever is guarded by someone all the time then use throwable object to distract guards.
Quickly head towards the stairs again and go down. You have to reckon with the fact that unfortunately at least one guard may quickly appear here. In such situation hide behind one of the walls (screen above) and wait until he leaves the place or neutralize him (there are no other enemies in the area).
Regardless of the course of events locate a button which starts the generator. Wait for the elevator, enter it and press another button, thus ending the third stage.
General objectives of the stage: Factory Compound is the last stage of eleventh game mission. It is also by far longest stage and with the highest level of freedom. Your objective is getting inside the factory compound, but first you will have to safely get closer to main complex of Dexter Industries.
Go up the stairs and head towards the mines' exit. You'll encounter an enemy there and you can act in two main ways: let him go away and focus only on getting to the compound or eliminate him. In the latter case I recommend attacking him when he stops by the tree or he gets close to the container where you can hide his body.
Near the mines' exit you can find very valuable weapon - Kazo TRG sniper rifle (screen above). I recommend collecting this weapon, unless you do not plan to eliminate local enemies silently.
If you've picked up the sniper rifle, it is worth to place yourself at the observation point shown on the above screen. It is a good idea to eliminate all enemies stationing on the nearby bridge, but wait until enemies split up. Look for targets standing at the edge, so you'll automatically get rid of their bodies. Elimination of more distant targets is up to you - you can take out a guard patrolling factory rooftop among others.
Regardless of how you were acting, you have to go towards the bridge leading to the factory compound. If the area is clear, you can keep moving. Otherwise you have to start avoiding enemies here.
Depending on your preferences you can try to use covers together with Instinct or approach one of edges and drop down. In the latter case it is very important to know, that you are not safe because if the guard stops above you, he will spot you even on lower difficulty levels. So you have to move slowly in that position, waiting until guards turn around and walk away from their posts.
After reaching the other side of the bridge, make sure that the guard who may appear here won't spot you. I recommend staying longer at this place and planning your further actions.
General objectives of the stage: Getting inside the factory compound is the next important step and this is not very easy to achieve, because even on lower difficulty levels there are many security guards and other characters in the area, which can easily expose Agent 47.
There are several ways to get inside the factory compound. First of them is getting to the rooftop. In order to do this, go to the left, using the narrow ledge shown on the above screen.
Carefully walk past machinery, which should be occupied by a single guard and a single truck driver. Eventually you should reach a shutter shown on the above screen. You should watch out here, because this area is patrolled by a single guard, who can occasionally stop just here.
After getting through the shutter you'll find yourself in the area guarded by two guards. One of them constantly moves and another stands at the set place, neat the dog cage. If you plan to eliminate local enemies, then start with killing the guard patrolling the area and then distract the second opponent, e.g. using the radio. In case of more peaceful gameplay you might use Instinct to quickly move past those characters.
If there is such opportunity, you should look into a storage located on the left - you need a key card to open it (more on finding the card is written later on). Inside the storage you'll find proximity mines, STG 58 Elite assault rifle and unique Chipmunk costume (when wearing it you have same access level as truck drivers).
In order to get to the factory's rooftop, you have to start climbing at the place shown on the above screen. Grab subsequent edges and move over narrow ledges. You should not have big problems with that and you won't get spotted during these actions.
The factory's rooftop is patrolled by a single person regardless of the difficulty level. You can sneak past the guard or eliminate him. It is also worth to explore the room on the rooftop - you'll find remote explosives and one more Kazo TRG sniper rifle there. Ultimately you have to locate a ladder shown on the above screen.
Another way of getting inside the factory building is using the main entrance. In order to do this, you have to reach the stairs shown on the above screen, leading to the upper door.
As the square in front on the factory compound is patrolled by many security guards, it is worth to consider obtaining truck driver disguise. But you should know that it will be more difficult to stay in hiding once you get inside the factory, while wearing this disguise. If you want to try it anyway, then I recommend neutralizing a civilian on the parking lot or one of persons visiting the canteen toilet (you can get inside the toilet by walking over a ledge and then using the open shutter).
The third method to get inside the factory is using the side entrance for staff and special guests. But first you have to get there and in order to do this it is best to use a ventilation shaft shown on the above screen, located at the canteen (this is a building closest to the bridge).
After exiting the shaft, move to the right, using vehicles and other objects as covers. A side entrance to the factory building is shown on the above screen. I do not recommend getting there disguised as a security guard, because you may be exposed even on lower difficulty levels. It would be also difficult to distract both guards guarding the passage.
The best method to guarantee the safest access to the factory building is obtaining arms dealer disguise. Explore the square right from the factory, finding the proper person (arms dealer is wearing a suit and can be found near the red sport car).
Since the arms dealer keeps standing on the square, you have to lure him to some secluded place. A good spot to attack him is a warehouse shown on the above screen. You can also explore this area, finding there a key card among other things (you can use it to open a storage mentioned earlier, located left from the main entrance to the factory).
Start with eliminating enemies inside the warehouse and then start alarms in cars parked nearby. At the beginning only security guards will be lured by that by after a while arms dealer also will come to check it out.
After obtaining arms dealer disguise, you can go to the main entrance or to the side entrance for staff and guests mentioned earlier (screen above). By the way - arms dealer disguise has two huge advantages: you have full access to all areas and no one can expose you.
General objectives of the stage: Getting into the lobby of main building aims to approaching the elevator, which is the ultimate goal of this mission. Depending on your disguise and ways chosen previously, this can be very easy or very difficult to achieve.
If you got into the factory building through the rooftop or the main entrance, then you'll find yourself at the reception shown on the above screen. Depending on your disguise it might be necessary to avoid local security guards (you might "glue" to the counter) or truck drivers (it is best to wait until one of them ends the conversation with receptionist).
If you have arms dealer disguise, you can go through the reception right away, because you won't get stopped by anyone. If you have other disguise (or you do not use them at all), then try to reach toilets located right from the reception as fast as possible.
After reaching the toilets, locate an entrance to the ventilation shaft shown on the above screen. Go through the shaft but before you exit it, make sure that no one is looking at. Carefully sneak past receptionist's back and at least one security guard.
Carefully move through the corridor connecting reception with lobby, reaching the place shown on the above screen. Before you perform any further actions, wait until another worker ends a conversation with one of security guards.
If you get inside the factory building using the side entrance for staff and special guests, then you will have to walk through not long corridor. I assume of course that you have arms dealer disguise, because otherwise you should keep sneaking and using Instinct to hide true identity of Agent 47.
General objectives of the stage: The last objective in eleventh campaign mission is to get to another side of the lobby and access the elevator.
If you do not have to sneak in the lobby (arms dealer disguise), then you can go to the elevator visible in a distance right away.
If you have to avoid being spotted or exposed, then I recommend using glass cases in the lobby as covers, jumping between adjacent cases, thus shortening the time of being exposed.
An interesting idea to distract enemies and eliminate at least few of them is using proximity mines found in this area. After that you could use the confusion and quickly go to the elevator.
Fortunately using the proximity mines is not required in this case. If you want to stay hidden in the lobby, you should choose a side corridor shown on the above screen. In the meantime try to avoid guards, which are busy with patrolling the area.
Before leaving this location it would be worth to obtain evidence shown on the above screen, lying on the desk in a central part of the lobby. This is very easy if you're using arms dealer disguise. Otherwise you might have to distract guards or use Instinct.
Your current goal is the elevator shown on the above screen. Press the button to call the elevator and hide near it because a single guard may also use the elevator. If that happens, patiently wait until he exits the elevator and walks away. Entering the elevator will end this mission.
General objectives of the stage: Test Facility is the first of three stages of Death Factory mission. Main objectives of this stage are to eliminate Dr. Marcus Green and disable security systems, but before it becomes possible, first you have to enter the main part of the facility.
Move straight ahead. After reaching the fork choose the right corridor and enter the left room. You should see guards questioning a scientist in an adjacent room. You do not have to worry about them because you're standing in front of one-way mirror, so no one can see you. But you have to figure out how to get inside that room and recover stolen files.
The most aggressive option involves using Silverballers to deal with security guards. If you plan to act like this, I recommend using point shooting. After the successful action go through the damaged shutter and collect stolen files.
If you do not want to kill anyone then take a keycard from the room you're in and return to the previous corridor. Use the keycard to unlock the passage shown on the above screen.
Now you can act in two ways. First option is to wait until guards break interrogation for few moments. One of them will appear here (screen above). You have to stun/kill him and put on factory guard disguise. Now enter the interrogation room and collect stolen files, using Instinct when needed.
Another option is to distract guards and this is a better idea because you will not risk too much nor use Instinct. Locate a fire alarm switch shown on the above screen and use it.
Quickly move to a spot shown on the above screen - a counter near the room with guards. Wait until one of them comes out to check the alarm and then quickly enter the room. Collect the stolen files and return behind the cover (another guard should face other direction).
Once you have stolen files, return to the room where you earlier found a keycard. Interact with a computer terminal shown on the above screen in order to unlock a passage to test facility.
Before you leave this area, I suggest obtaining any disguise (unless you do not want to attack anyone). It is best to obtain factory guard disguise, but if you do not have anything against aggressive gameplay, you can eliminate an interrogated person and obtain scientist disguise right now. Regardless of your choice, head to the newly unlocked passage (screen above), reaching an elevator which will take you to the test facility.
General assumptions: Test Facility is quite vast and in addition two-level location. It would be good to explore it carefully, obtaining new equipment and disguises and getting familiar with areas regularly visited by Dr. Green.
A main part of the test facility (careen above) is a place, where you can encounter both scientists and security guards, although on lower difficulty levels there are fewer guards. You can freely move on the entire square, but you should now that local minefields are activated from time to time. Fortunately Dr. Green informs about that fact in advance, giving local characters enough time to avoid an accident.
A corridor located left from the main area (screen above) is not easily accessible, because you should get to the door one mock-up building. If you want to avoid guards standing next to the elevator then jump over a fence instead of walking past them.
A corridor located right from the main area (screen above) is occupied mainly by security guards so if you do not have scientist disguise, it would be good to keep away or use much Instinct. There are two keycards to be found in the area.
At the end of the right corridor you can find a storage shown on the above screen. It would be best to examine it after obtaining scientist disguise and that's because elimination of a local guard could be easily spotted and because scientists have full access to the storage room, so you won't be stopped. Inside the storage you can find remote explosives, which can be used to murder Dr. Green.
I do not recommend reaching buildings located on the other side of the test facility with main stairs, because on your way there you may encounter both scientists and factory guards, so you could be easily exposed. Instead of that I suggest using upper balconies that can be reached with several ladders. The easiest way there is a ladder located left from the starting place (screen above), especially if you do not have any disguise or use factory guard disguise.
Depending on difficulty level you can encounter three or four guards on upper balconies. I do not recommend eliminating them or pushing them down, unless you need disguise. It is beast to sneak past security guards, moving along the right wall of the test facility.
The main room in previously mentioned buildings in the test facility is a control room shown on the above screen. There should be three scientists and two or three security guards in the area, so you have to carefully plan your moves, observe actions of people who can expose you and use Instinct when needed.
The control room can be reached not only with main corridors but also with other ways - through shutters for example. Look around the area if possible, because you can find there evidence shown on the above screen.
Directly under the control room you can find two smaller rooms. In one of them you'll encounter guards and it would be best to wait until they split up. There is also a ready-to-wear factory guard disguise inside and several proximity mines. In another room you'll encounter a single facility worker (screen above) and this is an ideal candidate to obtain scientist disguise, especially that there is a container nearby, where you can hide his body.
The last important areas in the test facility are balconies located behind buildings (screen above). You can explore there two levels of balconies, occupied mainly by factory guards, so it would be best to do it while wearing scientist disguise. Good news is that you can easily push enemies over railings, thus removing their bodies.
General assumptions: Dr. Marcus Green walks along the entire test facility, but he regularly visits same places, which greatly facilitates planning his elimination.
You can get rid of Dr. Marcus Green in several ways and the least original is shooting him. You can shoot him while exploring upper balconies, waiting until Green reaches the main area of the test facility in order to talk to scientists.
Another aggressive way to eliminate Green is detonating proximity mine. In order to do this you may use one of mines found under the main control room, arming it or placing it on stairs shown on the above screen.
Proximity mines are not only explosive objects available in the test facility because you may also use remote explosives. As a reminder - remote explosives are stored in a storage room on the ground floor, at the end of the right corridor (screen above). In order to safely obtain them it is best to wear scientist disguise. Additionally you need a keycard (there are two of them in the area). After picking up one of explosives place it anywhere along Marcus route and then detonate it in a proper moment.
A good idea is to silently murder Green and get rid of his body. This action should be carried out when the scientist appears in one of rooms under the main control room (screen above). After silent execution drag his body to the closet.
You can also drop the body to a waste tank located behind main buildings. Stop at the place shown on the above screen and wait for Marcus. Get rid of the scientist in any way (with garrote for example), pick up his body and throw it over the railing.
All other methods of eliminating Dr. Green are connected with arranged accidents. First of all you can tear him to pieces by activating a mine field in the main room of the test facility. In this case start with getting to the control room shown on the above screen (I recommend using factory guard disguise).
Wait, until Green gets to the bottom and ends the briefing with other scientists. Your target should then place himself in the middle of one of minefields and in this very moment you must perform your actions. Interact with button which releases test pigs (screen above). Notice - pressing the button may be spotted by nearby people and considered aggressive. In such case you must quickly leave the control room or eliminate/distract those persons earlier.
Another arranged accident during which Dr. Green might get killed is an accidental explosion of proximity mine constructed by him. Start with getting to rooms located under the main control room. In the room with several guards and a security system terminal look for a proximity detector (screen above).
Take it and move to the other room, connecting the detector to the proximity mine shown on the above screen. Now you only have to wait for Green, who will die in explosion. Notice: if you do not want a scientist to die in the explosion too, stun him and remove his body before arming the mine. After connecting the detector to proximity mine, do not approach it because you may cause the explosion and die.
The last of arranged accidents is to break a glass floor in the main control room. Stay at the ground floor, placing yourself in the left corridor for example, where you can see the control room and its glass floor (screen above).
Wait, until Marcus appears at the mine activation button and then begin your actions. You have shoot the floor with Silverballers three times until it breaks, so make sure that there are no enemies in the area or eliminate them first.
General assumptions: At the end of your visit in the test facility you'll have to disable local security system. It is not difficult to accomplish and shouldn't take much time.
Security system terminal can be found in one of rooms under the main security rooms. By default you should encounter two guards there (screen above).
You may act here in two main ways. First method is to sabotage fuse box in an adjacent room and then attack each guard by a surprise. Another option is to wait until guards leave this area. The latter one is better of course especially that you do not have to worry that guards will return to the terminal room.
Now there is only one thing left - accessing the door leading to the decontamination. In order to do this, return to the starting place (the elevator). Decontamination door can be found on the right (screen above).
General objectives of the stage: Decontamination is the second and at the same time the shortest stage of Death Factory mission. Your main objective is accessing the door leading to silo and as you've probably guessed, it is very well guarded.
Follow characters visible in front of you. Move past the room where one of the guards walks in - there is nothing interesting inside except more hostile characters. Stop after reaching the main area of explored location - a locker room.
In the locker room you can encounter both factory guards and scientists, so you have to watch out not to be exposed. During the exploration of the area ignore the right door, because it leads to the canteen, where a party takes place (this area is connected with one of challenges). It is worth noting that near one of closets you can find ready-to-wear scientist disguise (screen above) and it can be helpful while obtaining a secret described later.
If, for a change, you would like to obtain factory guard disguise, the safest way to do it is to enter the shower room located on the left. Find a valve shown on the above screen and turn it thus "encouraging" one of guards to check the problem. Use the advantage of very limited range of view of your enemies and kill or stun the guard, getting rid of his body in a nearby chute.
Before leaving the decontamination you have to disable one more security system and in order to do this you have to get into the right room, with several guards watching TV. Regardless of the difficulty level I recommend using the shutter to get inside, thus avoiding the guard watching the entrance.
A computer terminal you're looking for is shown on the above screen - during hacking you won't be luckily exposed by characters gathered here. But this simplification doesn't apply to evidence lying on the table. In order to safely collect this secret it would be best to use scientist disguise or (after stunning one of persons wearing blue clothes) researcher disguise.
If you play on lower difficulty levels then you can reach silo with the main passage shown on the above screen. But in this situation you have to wear factory guard disguise (scientist disguise is not enough) and use Instinct so none of guards can expose you.
A safest way to get to your target is a ventilation shaft. Its entrance is located in the toilet adjacent to the room with guards watching TV (screen above). After exiting the shaft turn left. Regardless of your actions, you need to access the door leading to the silo (R&D).
General objectives of the stage: R&D is the third stage of Death Factory mission. Most important objectives in this stage are murdering two new scientists - Dr. Raymond Valentine and Dr. Edward Ashford. Due to the unique vertical design of the map and the presence of large number of personnel in the area, these objectives are not easy to achieve.
Exploration of the silo starts on its highest level and your task is to get to its lower levels, eliminating Dr. Valentine first (he walks between several levels) and then Dr. Ashford (he stays on the silo's lowest level).
Important information about the research department is that the main stairs even on lower levels are guarded by many factory guards. You have to react somehow to that fact. First solution is, of course, using the side stairs located in the conference room, close to the starting points. If you choose these stairs, you'll be able to avoid most of patrols.
The second, a much better option in my opinion, is obtaining researcher disguise (if you already have it, you can skip this step). Also in this case I recommend going to the conference room. Locate a radio, turn it on and wait until one of researchers comes to turn it off. Attack this person, preferably by stunning him and hiding his body in the closet.
When you reach the lowest floor, after eliminating Dr. Valentine (the walkthrough can be found in the next subchapter), you'll find factory guard disguise more helpful. In this case you can return to the top and get the disguise left there or attack one of single guards, for example the enemy at the previously mentioned side stairs (screen above).
Notice - I do not recommend exploring the lower part of the silo (where Dr. Ashford stays), until you murder Dr. Valentine, because otherwise you would have to unnecessarily return to upper levels.
General assumptions: Dr. Raymond Valentine should die first, because he walks in locations near the starting points. As always, the game will offer you several methods of eliminating him.
The least original way to eliminate Dr. Valentine is shooting him when he walks between silo's levels. So place yourself near the railing, where guards can't spot you (you can neutralize enemies if there are any). I personally do not recommend this solution, because there is a high risk of being exposed and you will unnecessarily alarm persons in other parts of the location.
Another aggressive method is using a proximity mine or remote explosives. Both objects can be found in a test facility. After obtaining a mine or remote explosives it is enough to plant them on Raymond's route and wait for him to come (try to avoid unnecessary casualties to not lower your score too much).
Personally I recommend arranging one of three possible accidents to kill Raymond. First option is to imprison him in a bomb chamber. Start with using the main staircase and locate a test chamber entrance located on one of upper silo's levels (screen above).
Once you get inside the new room, you'll find yourself accompanied by one factory guards and two scientists, so you have to start using covers right away. You can act here in two ways. If you want to eliminate all characters here then use the computer terminal shown on the above screen to start on a robotic arm. Stun or kill the person who will appear here and then take care of others (if you want, you can leave alone the scientist, who never moves out of his place).
If you do not want to eliminate anyone and just stay in hiding, then distracts people here by activating a radio shown on the above screen. You should decide to do it only after Dr. Valentine comes here, so the radio won't be turned off to early.
Regardless of your behavior you have to wait until Raymond gets inside the bomb chamber. After that, quickly use the chamber terminal shown on the above screen, thus eliminating the scientist. What's interesting - his death will be unnoticed so you do not have to worry about panic among local characters.
Another accident in which Raymond can die, is swapping fire paste for hair restorer. Start with using the main staircase and locating one of two entrances to a chemical lab, located in the middle part of the silo (screen above).
There are two scientists inside the lab, but you do not have to kill him, because they should be busy with work. An exception is a situation, when Dr. Valentine appears in the lab, but in such case you can hide behind one of the lab devices. This plan of murdering Valentine consists of two parts. Start with exploring an empty lab room, collecting fire paste there (screen above).
Now return to the room with two scientists and spike the paste with baldness cure (screen above).
Now wait until Dr. Valentine appears and test the product. The scientist will die in a rather spectacular way, but his death shouldn't alarm Dr. Ashford and other people stationing at the bottom of the silo.
The last possible arranged accident assumes using the mega-taser. In order to do this, you have to go to the special weapons room. You can get there from the main staircase (screen above) or stairs from the side of conference room on the top level of the silo.
Once you get there, start with walking to the records room. You can find there Ashford's notebook and more important - safety codes (screen above).
Return to special weapons room. There are two scientists and one guard inside. Since one of scientists walks over the room, you should think about eliminating him, as well as a guard. After that go to the computer terminal shown on the above screen and turn off the mega-taser.
Wait, until Dr. Valentine appears and gets close to mannequins. Now use the computer terminal again to turn on the mega-taser. If you did everything according to the plan, the scientist will be electrocuted. I recommend leaving the room quickly, because his death may be noticed by nearby characters.
General assumptions: It would be best to take care of Dr. Edward Ashford only after murdering Dr. Valentine, because he stays in the area close to your mission end point. Elimination of this person might be a bit more difficult, because Ashford is surrounded by scientists and factory guards.
In order to get to the place where Dr. Edward Ashford stays, you have to get to the lowest silo's level (screen above). If you play on lower difficulty levels, then you can try to stay in researcher disguise. Otherwise I suggest obtaining factory guard disguise, attacking a guard near the special weapons room for example.
After reaching your destination, ignore Dr. Ashford for now and head to the opposite end of the oval area, finding a valve shown on the above screen. After turning it, steam will appear, which remains here for 30 seconds, effectively blinding nearby characters.
Now you can act in two main ways. If you want to quickly finish the mission, it is a good opportunity to shoot Ashford with a gun with silencer of course. But such action may alarm guards, even before steam disappears. The same is with detonating remote explosives, which could additionally result in unnecessary casualties.
A much better idea is eliminating the scientist in an arranged accident connected with sample robot. After turning the mentioned valve, quickly choose a left passage, sneaking past single enemy and looking for evidence shown on the above screen.
Now you have to reach a lab room shown on the above screen, located directly under the stairs, which you've used to get to the lower part of the silo.
Once you get inside a new room, stand at the left computer terminal and do not move. Wait, until Dr. Ashford comes here and sits in the chair after a moment. Now you can activate sample robot, thus eliminating the scientist.
The only thing left is to leave the room. Activate Instinct and exit the lab, because you'll have to walk past at least two guards on your way. Keep using Instinct until you move away from them.
General assumptions: Destroying Ashford's research is the last objective of twelfth game mission. The most problematic might be a safely evacuation from murder place of Dr. Ashford.
Go again to an interactive valve and turn it to "blind" your enemies again for 30 seconds and making your evacuation easier. Turn around and move to the bridge control panel shown on the above screen, which becomes active only after eliminating both scientists. Interact with the panel and wait for the bridge. If enemies are alerted because of Ashford's death, make sure to stay hidden behind any cover.
Walk over the bridge, reaching Dr. Ashford's room. Start with playing the recording.
Finally sabotage two fuse boxes and use the only available passage, thanks to which you'll leave the test facility.
General objectives of the stage: Patriot's Hangar is the first of two Fight Night mission stages. The hangar itself is not big, but you should spend some time to explore it. It would be also good to decide how to get to Sanchez, because decision made in the hanger will influence the second stage actions.
Except Patriot there are members of his team and factory guards inside the hangar. The presence of guards is very annoying on higher difficulty levels, but also on lower settings you'll have to watch out not to be spotted.
Quite important is fact, that shortly after the mission begins, a group of at least three guards will head towards you, looking for a backstage card lost by one of them. Make sure that they won't spot you, using the parked truck and containers and crates as covers.
A good idea is to explore the other side of the hangar. You'll have of course to sneak past Patriot and his people, and it would be good to move close to the right wall of the hangar, jumping between adjacent covers.
The back part of the hangar should be patrolled by two or three enemies. Particularly I recommend getting interested in the right corner of the hangar, shown on the above screen. You can find there a ready-to-wear factory guard disguise, remote explosives and evidence. If you do not have any disguise, you may distract the guard with a throwable object. Otherwise you can pick up mentioned items (The Patriot or Patriot's entourage disguise) or use Instinct (factory guard disguise).
Now you have to decide how you want to get to Sanchez and get information about where Victoria is kept. These are available options:
General assumptions: Using a keycard is one of options to get to the arena, where fights take place. Finding the card and using it are relatively simple steps, which in addition are not time consuming.
If you want to get to the next location in a traditional way, without showing up on the ring disguised as Patriot, you have to find a keycard, lost by one of the guards. In order to do it, go to the other end of the hangar, behind the trailer, where Patriot and his men are stationing. The keycard lies on the ground in a place shown on the above screen and you have to watch out, because this area, depending on the difficulty level, is patrolled by one or two guards.
Before you leave the hangar, I would suggest obtaining disguise. Once you proceed to the second stage of this mission, the most useful will be Patriot's entourage disguise, allowing you to freely explore most areas of the arena. This disguise can be easily obtained. Start with sabotaging a generator located at the back of the trailer (screen above).
Wait, until one of Patriot's men appears here and then attack him. Hide his body in the container behind your back and put on his clothes. Return now to the starting place and head to the left door shown on the above screen, unlocking them with previously found keycard.
Enter the unguarded room, climb down and use the ventilation shaft shown on the above screen. Listen to a conversation with Sanchez, learning that Victoria is being held by a sheriff in a local prison. Exit the shaft and open the door leading to the vicinity of the arena.
Note - I recommend now reading The Arena - Exploring the arena and The Arena - Murdering Sanchez in traditional way subchapters, connected with this method of behavior.
General assumptions: Using Patriot's clothes is one of options of getting to the arena. This option will result in meeting Sanchez on the ring in the next stage of mission. Elimination of Patriot in order to obtain his disguise may initially seem difficult but fortunately, in fact, it is not complicated process.
If you want to get to the next location disguised as Patriot, so you can fight with Sanchez in the ring, you have first to obtain the proper disguise. Place yourself at covers right from the trailer, where Patriot is training. Turn right (screen above) and throw any object ahead.
A falling object should lure out one of Patriot's men. Wait, until this character goes to secluded place and then attack him and hide his body in the container.
Repeat actions described above: thrown any object and hide behind crates near the trailer. This time your actions should distract Patriot himself (screen above). Notice - if the plan didn't work then stun another regular enemy and try again after hiding his body.
Same as with "regular" enemy, it would be best to wait, until Patriot goes to some secluded place. Stun or kill him, hide his body and wear The Patriot disguise.
Now return to the starting place and approach the right door shown on the above screen. Knock and wait until you are allowed to get inside.
Note - I recommend now reading The Arena - Fighting with Sanchez on the ring subchapter, connected with this method of behavior.
General objectives of the stage: The Arena is the second stage of thirteenth game mission and it can have a different course, depending on your decisions made in the Patriot's Hangar stage. Regardless of course of events it is worth to carefully explore this area, finding some valuable items.
Note - if you've used a keycard to get to the area, you can start exploring the location right away. If you intend to fight with Sanchez on the ring, you'll be able to explore the arena only after defeating him (this is also optional, because after the fight you can go to the exit).
There is nothing interesting on the lower level of the arena, so sooner or later you'll have to get to its upper levels. In order to do this, you may use one of passages shown on the above screen. If you have any disguise, then no one should stop you. Otherwise you will have to distract enemies guarding those passages, for example by throwing a bottle found at the bar.
On the upper level of this location you may encounter many security guards, regardless of the difficulty settings. So if you do not have any disguise or use factory guard disguise, then you have to remember about observing opponent's moves and stay hidden. If you have Patriot's entourage disguise (or The Patriot disguise), you can freely move over entire area, except VIP box described below and areas unlocked with a keycard.
A good idea to obtain factory guard disguise (if you need one), is getting to the fenced armory - there are two gates leading inside. You need a keycard to open those gates (the same one, which you have found during exploration of the hangar).
Regardless of the difficulty setting, there is a single enemy in each armory room. The person from the left room can be easily stunned from behind.
The person in the right room sits on the couch, so it is best to distract him with a throwable object. In both cases try to quickly hide bodies in the box in the armory, so they won't be spotted by a guard patrolling a nearby corridor. Except obtaining disguise you may look around the armory, finding remote explosives, C4 bricks, Ilyon R700 sniper rifle and Worn M590 12Ga shotgun.
The last of interesting rooms on the upper level is a VIP box, which can be entered from the balconies' side. This place is occupied mainly by Patriot's men, so I do not recommend their disguise. Unfortunately, using factory guard disguise is also not 100% safe, because on all difficulty levels there is a single guard in the area. So you should distract him somehow, thus getting an access to the VIP box in order to collect evidence left there.
General assumptions: Accessing the arena through the door unlocked with a keycard equals with the need to eliminate Sanchez in more traditional way. The game, of course, offers several different options on the implementation of this plan.
The most obvious method to eliminate Sanchez is to shoot him with a pistol or other standard weapon. I do not recommend this solution, because despite completing your objective, you'll get the attention of nearby characters and many of them have firearms.
Slightly better idea is using a sniper rifle and in order to do this, you have to get into the armory described in previous subchapter (screen above). As for reminder, the armory is located on the upper level of the arena and you can get inside through two locked gates (you have to use a keycard to unlock them).
Ilyon R700 sniper rifle can be found in the right room, with a guard sitting on the couch. So you should use Instinct or eliminate nearby factory guards.
Once you get the sniper rifle, you have to find a suitable point to shoot. The best choice is the side room, shown on the above screen. You can get inside through the door, which must be unlocked with a keycard.
Once you get there, approach the shutter and shoot the Sanchez in the right moment. Note - if you want to decrease the risk of detection after the shot, first eliminate all guards on the upper floor of the arena. It is also worth to hide inside the closet after successful action, to wait until the situation calms down.
Another method of eliminating Sanchez is using explosives. If you have remote explosives obtained in the previous stage, you can skip to the next step. Otherwise go to the left room in the armory (screen above). You'll find there remote explosives and C4 bricks. The main difference between them is that C4 bricks explode automatically few seconds after planting them. I personally recommend using remote explosives, so you can precisely set the moment of explosion.
Once you have explosives, go to the upper balconies. I recommend placing yourself at the place shown on the above screen - near the railing next to the VIP box entrance.
Throw the remote explosive or C4 bricks inside the cage, where Sanchez fights with Patriot. Depending on the explosive material, you have to use the detonator or wait for the explosion. If you use remote explosives, make sure that Sanchez is close enough to the charge.
The least aggressive method of eliminating Sanchez is arranging an accident with the arena lights. In order to do this, you have to get to balconies located at the top of the arena. This is the area, which only factory guards can access. One of passages leading to the arena rooftop is shown on the above screen. On higher difficulty levels it is observed by one of guards, so it would be best to distract him with a throwable object. You also have to have a keycard.
Use the stairs, but stop on the landing. Depending on the difficulty settings there are two or three guards in the area. I recommend distracting them and then using Instinct (you need to wear factory guard disguise).
Another passage leading to the arena rooftop is located in the VIP box. The entrance to the room is shown on the above screen.
It is best to get inside the VIP box wearing factory guard disguise. Additionally you have to use Instinct, so you won't get exposed by a single guard standing on the left. Eventually you have to reach the door shown on the above screen and unlock it with a keycard.
After reaching the most upper balconies, watch out, because depending on the difficulty setting these are patrolled by one or two guards. You can wait until guards walk away or eliminate them one by one, hiding their bodies in the crate or in the closet.
Your current target is a mechanism shown on the above screen, which lowers the lighting boom. Pull the lever, thus killing Sanchez (and Patriot).
After a successful action you have to leave this area as fast as possible, because local guards are already alerted by your actions. It would be best to use the passage leafing to the VIP box mentioned earlier. After getting there look around for ready-to-wear Patriot's entourage disguise (screen above) and use Instinct to safely leave this place.
Note - you can now scroll down to the The Arena - Exiting the arena subchapter, describing how you can end current mission.
General assumptions: Accessing the arena dressed as Patriot equals with fighting with Sanchez in the ring. Defeating him is fortunately not very difficult, and the mission will be finished faster.
Follow the linear path, reaching a passage to the arena after few moments (screen above). Go straight ahead and enter the ring, where you'll find Sanchez.
A fight with Sanchez consists of several QTE scenes. That means that you have to QUICKLY press keys/buttons according to on-screen instructions.
After the first group of QTE scenes, Agent 47 will get from Sanchez information about Victoria, learning that she is being held by a sheriff in a local prison.
Prepare for more QTE scenes, which are almost the same as previous ones. At the end you'll murder Sanchez. Now you can exit the cage.
Note - you can now scroll down to the The Arena - Exiting the arena subchapter, describing how you can end current mission.
General assumptions: You can exit the arena only after defeating Sanchez, regardless of whether you killed him in a traditional way or by beating him on the ring.
The arena exit is located on the lowest level, at the place shown on the above screen.
If you've murder Sanchez in a classic way then watch out or a single guard guarding the exit. You can try to distract him or run to the exit door, however more safe solution is to use Patriot's entourage disguise (if you do not have it, you can obtain one in the VIP box on the upper level).
If you have defeated Sanchez on the ring, start with collecting your Silverballers. Before you decide to exit the arena, you can explore it carefully first. In this case you should obtain evidence from the VIP box.
General objectives of the stage: Parking is the first out of three stages of the fourteenth mission of the campaign, entitled Attack of the Saints. The main objective of this mission is to eliminate seven Saints - high skilled female assassins dressed as nuns. Your first target on the list is Jennifer Paxton, because she's the one who will show up in the motel's destroyed room to verify if Agent 47 has been successfully neutralized.
The beginning of the mission is very linear. Continue through the tunnel until you've found an exit. Leave the tunnel and move to your right. Press the interaction key/button to squeeze through a tight spot. Eventually you should make your way to a destroyed hotel room (screen above). Take your time here to find Agent 47's suit and an iron that will soon come in handy in distracting enemy units.
You can now act in two different ways. If you don't have anything against playing aggressively, then consider taking cover near a damaged wall and waiting for Jennifer Paxton and her two bodyguards to arrive. Once they do use Hitman's Silverballers to eliminate all hostiles.
A much better idea is to make some preparations so that the main character will be able to surprise enemy units. In order to achieve this you must exit the hotel room as soon as possible. Turn left and make a stop once you've reached a corner (screen above). Hide inside the crate and stay there until Jennifer and Agency soldiers get to the motel room where you've found Hitman's suit.
Exit the crate once you've made sure it's safe and take cover behind a nearby pillar (screen above). Wait for one of the Agency soldiers to show up here, carefully approach him without being seen and eliminate him. I recommend dragging his body to the crate you've used to hide not so long ago.
Carefully return to the hotel room with Jennifer and the remaining Agency guard. You can use instinct mode here to shoot both targets at the same time or throw an iron to distract enemies and then kill each person with a silent melee attack.
General objectives: You shouldn't go after Heather if you didn't eliminate Jennifer, because otherwise you would have to return to the start area. Heather McCarthy can be found on the motel's parking lot when you start the mission, however later she travels to a local amusement park and that's where you should attack her.
An interesting thing to know about Heather McCarthy is that the game allows you to murder her at the very beginning of the mission, because that's when she'll be briefing her men at the parking lot (screen above). I strongly advise NOT to pursue this course of action, because shooting her will alarm all Agency soldiers and you would be forced to fight them in an open combat scenario.
I recommend that you acquire Agency's soldier disguise from one of the attacked enemies before heading to the next area. Once you have the disguise go to the opposite end of the motel's upper balconies. Your goal is to reach a staircase leading to the ground floor (screen above).
Start using small brick walls for cover and make sure you're doing that even before reaching the ground floor so you won't be noticed. I recommend that you use the opportunity that enemy soldiers are taking part in a briefing and quickly explore nearby motel corridors. Move between covers, searching for interactive objects along the way. The most important object in my opinion is the rat poison found in one of the corners (screen above). You can't use this item right away, however it will come in handy later on when you'll start thinking about possible ways of eliminating Heather McCarthy.
The rat poison mentioned above isn't the only important thing you can uncover here. New evidence is in the area and you can find this collectible in the middle on the parking lot, on some crates near parked cars (screen above). The best way to safely obtain this item is to use instinct to hide Hitman's true identity, however you can also use throwable objects or activate car alarms in nearby cars to distract Agency's soldiers.
Your next task is to safely get to the other side of the parking lot and obviously it's not easy, because the area is swarming with Agency soldiers. There are two ways of reaching your goal. The first possibility is to circle the middle of the parking lot from the left side, using nearby vehicles for cover (screen above) and moving between them when it's safe.
If you've decided to hide behind cars, then eventually you'll get to a much bigger bus (screen above). You shouldn't encounter anyone here if you're playing on lower difficulty settings, however if you've chosen one of the pro difficulty levels then you'll most likely find a single guard here. Eliminate this guard or avoid him while trying to stay away from his line of sight. Inspect this area if you have the chance, because you can find remote explosives here.
In order to leave the parking lot safely you must avoid one more Agency soldier and he can be seen on the screen above. The best way to do that is to move as close to the left fence as possible so that he won't notice Hitman sneaking behind his back.
The second method of getting to the other end of the parking lot is to circle it from the right side (screen above). In this case you should make your move before the briefing is over.
Use instinct if necessary, heading towards a small passageway displayed on the screen above. It doesn't matter what difficulty level you're playing on, because this exit from the parking lot shouldn't be guarded by anyone.
Both paths described earlier in the text will allow you to reach a small minigolf course with an Agency soldier and an innocent civilian. You can act in two different ways here - save the civilian or wait until he's murdered before making a move to eliminate or avoid the guard. If you plan on killing the Agency soldier, then I recommend strangling him (preferably with a fiber wire).
General objectives: Eliminating Heather McCarthy is your last order of business in the Parking stage. Killing the nun can be quite tricky, because she's patrolling an amusement park guarded by a lot of Agency soldiers.
The area where Heather McCarthy can be found was mentioned several times on the previous pages and it's the amusement park (screen above). You will reach this location soon after dealing with the situation with the captured civilian. Heather is moving between two bars located in the far corners of the park. She stops for a while near each bar and then heads to the other one.
The least subtle way of getting rid of the nun is to use remote explosives you may have found near the bus at the parking lot. You would have to throw the explosives towards one of the bars, wait for the assassin nun to get there and then detonate the charge. The explosion would of course alarm the guards and also bystanders could die, effectively lowering your points score.
If you don't want to (or simply can't) use the remote explosives, then you should take some time to familiarize yourself with the area patrolled by Heather. On the higher difficulty levels it's best to proceed towards the left bar.
On the lower difficulty levels on the other hand it's best to use a small wooden bridge as seen on the screen above, heading towards the right bar. Don't cross the bridge right away, because there are some guards nearby and it's recommended to wait for them to end their conversation.
The left bar offers much less opportunities when it comes to eliminating the nun. It's best to attack Heather when she stops close to the bar (screen above) and QUICKLY hide her body in a box afterwards . You can also use the same chest to hide while waiting for her to show up, however taking cover behind the counter should also work.
The right bar grants an alternative way of getting rid of Heather. You can use the rat poison you've located on the ground floor of the motel on a coffee mug found on the bar's counter (screen above). It's important to know that you shouldn't interact with the mug if someone is looking your way, because it'll trigger an alarm. Once you've poisoned the coffee you must hide or leave this area, because the nun's death will be noticed by Agency's soldiers.
It doesn't matter how you've eliminated Heather McCarthy, because the end of this stage will remain the same. Your job is to interact with a door (screen above) located between two of the bars described earlier in the walkthrough. It's worth mentioning that opening this door will take Agent 47 a few seconds, so make sure that no one is heading your way before interacting with it (throwing an object is also a good idea to distract enemy units).
General objectives of the stage: Reception is the second stage of the Attack of the Saints mission. This stage has a more open structure, giving you a chance to move more freely around the area. You should use this opportunity and explore your surroundings before attacking two new nuns.
You begin the exploration of the reception in a safe area. Use this opportunity and interact with a medical station to regenerate Agent 47's health bar (he's lost some health during the attack on the motel at the beginning of the mission). The main area of the reception is occupied by a guard and Dijana Radoncic when you begin this stage, however they'll soon leave and go different ways.
If you're playing on lower difficulty settings, then the game will allow you to explore the reception without having to worry about being spotted. On higher difficulty levels it's a more complex situation, because there are additional guards in the area. One of them will occupy a side room (screen above) and at least one more will occassionally enter the building.
You should be able to notice a second captured civilian (motel's owner) near the reception. This person is being taken to a side area where the assassination will take place. If you plan on saving this civilian, then you must follow him and the Agency soldier. Make your move (fiber wire is my recommendation) when you'll get to the area seen on the screen above. Important - Saving the civilian may be very difficult on pro settings, because there will be additional guards nearby. If you don't want to risk of being spotted don't go for a direct takedown, but try to kill the Agency soldier from afar (preferably with a Silverballer).
The area where the Agency soldier planned on killing the civilian (screen above) is important to your current primary objective, because you can use it to get closer to the gas station and to assassinate both nuns at the same time. If you're playing on lower difficulty settings, then you'll most likely encounter a single stationary guard. On higher settings an additional soldier will be patrolling the area and he should die in the first place. You can use throwable objects or a nearby radio to distract enemies and to eliminate them when they're alone.
The main square in front of the station is always occupied by Agnija Radoncic and it's difficult to explore to this area, even if you're using a proper disguise. I recommend using all the gathered instinct and/or to distract enemies by activating car alarms. Checking this square has a single purpose and that is to collect new evidence (screen above).
The last important area of the map is the one to the right of the reception building (screen above). It's much more difficult to explore it on the pro settings, because you'll have to deal with at least one extra guard. Just as before you should consider using interactive objects and car alarms to distract enemy units.
General objectives: It may seem that eliminating Dijana at the beginning of the mission is a good idea, because you encounter her almost right away. The best option however is to kill both nuns at the same time by using objects from the environment to your favor.
Dijana Radoncic is patrolling the entire area. You will encounter her standing close to the reception when you start the stage (screen above). Naturally you can use this opportunity to get rid of her right away. One of the possibilities in this case is using instinct mode, however you must make sure that a guard standing next to her dies as well so he won't be able to raise an alarm.
An even better way of neutralizing Dijana is by "outsmarting" the game's mechanics. Take cover behind the reception's counter, get closer to the nun and perform a silent takedown by dragging her over the counter (screen above). This action (rather unexpectedly) shouldn't be noticed by the guard Dijana was talking to.
If you didn't make it in time to take care of Dijana or if you've chosen to remain unnoticed, then she will begin travelling between the reception and a gas station seen in the distance. You should move towards the gas station either way, because Agnija Radoncic can be found there. She's the second target and if you'll make some preparations you'll have a chance to kill both nuns with a single action. The safest way to get closer to the gas station is to choose a path to the left of it (screen above). It's the same place where you could intervene and prevent one of the Agency soldiers from assassinating the captured motel owner.
Be careful here, because the area separating you from the gas station (depending on the difficulty level) will be guarded by one or two enemy units. If you have to deal with two soldiers, then start by attacking the one that's on the move (don't forget to use a nearby radio and throwable objects to your advantage).
Eventually you should be able to reach a point displayed on the screen above. You can see Agnija Radoncic from here. If she's the only target left, then you may use a Silverballer to shoot her, however you must make sure that no one is looking your way so your cover won't be blown.
Another idea for getting rid of only Agnija is to turn on the radio found in the recently secured area of the map. This should convince the nun to inspect the problem (screen above), allowing you to surprise her in a safe place.
The best idea by far is to get rid of both nuns at the same time. Start off by making sure that you're stationed to the left of the gas station. Wait for a good moment to leave cover and proceed towards a single gas pump (as displayed on the screen above). Interact with the fuel distributor so that gasoline will start pouring out of it.
Return to the recently secured area and wait for Dijana to arrive so that both nuns will be standing close to the gas station. Use the silenced pistol and shoot at the pool of gasoline, causing an enormous explosion (screen above). Important - Don't worry if one of the nuns doesn't die instantly, because your action will trigger additional explosions of cars parked nearby and sooner or later she'll go down as well.
General objectives: You will be allowed to leave the motel only after you've dealt with Dijana and Agnija Radoncic. Depending on the tactic you've chosen and current difficulty level getting to the exit may prove to be very easy or quite challenging.
The door leading to the next stage can be found to the right of the gas station (screen above). Sadly you can't use the exit right away, because Agent 47 will have to unlock the door first and just as in the previous stage he will become vulnerable for a few seconds.
The biggest threat comes from enemy units occupying a nearby square (screen above). If you're playing on lower difficulty settings then none of them should be facing the door you're planning to get to. Sadly on higher difficulty levels it's not that easy and the door will be inspected from time to time.
The solution to the problem described above is to eliminate all guards that are looking at the exit door. A nearby alley (displayed on the screen above) may come in handy, especially since you'll be allowed to easily hide bodies there. You should also consider using the alley to your advantage if enemy units are in alarmed state (as a result of the gas station explosion or finding someone else's body) or if you don't want for the situation to calm down on its own.
General objectives of the stage: Cornfield is the final third stage of the Attack of the Saints mission. This is a very large map, however you should be eliminating the remaining assassin nuns in a very specific order so that you won't have to backtrack to previous area. The first person on your hitlist should be Louisa Cain, because she's the closest target.
The game will give you an opportunity to murder Louisa Cain at the very beginning of the stage, however you should restrain yourself from killing her, because your action would result in Hitman being attacked by nearby guards. It's a much better idea to wait for the conversation between the nun and her bodyguards to end so that all characters will eventually resume their duties. Depending on your current difficulty level one or two guards will remain here and it's best to leave them alone unless you desperately need a disguise.
Ignore the main entrance to the farm and proceed towards the nearest cornfield. This area works in a similiar way to the marihuana field from one of the previous missions of the campaign and this means you can use it to move undetected. Make sure that Agent 47 is maintaining a crouching stance and consider positioning the camera a little higher so it'll be easier for you to spot the guards patrolling the cornfield. Don't forget that you aren't totally invisible. You can be recognized if you move too close to the enemy units.
A smart way of increasing your chances of avoiding detection is to check the right side of the cornfield. The area displayed on the screen above contains a scarecrow and you can interact with it in order to obtain a scarecrow disguise. The main advantage of this costume is that you can remain unseen if you're standing still. Additionally you can blend in to the environment by interacting with scarecrow stands found throughout the entire map.
You can spend some time exploring the area, however it's optional. The only interesting place in the first part of the cornfield is a small hut seen on the screen above. This hut can be found near the asphalt road and it contains a machine which can be used to dispose of the bodies of killed enemy units.
Your current primary objective is a bigger hut (screen above) with a vehicle parked in front of it. I wouldn't recommend attacking Candy when she's in the open, because even on lower difficulty levels there will be several guards in the area. The only exception is a very precise shot done with a Silverballer, assuming of course you don't mind alarming the Agency soldiers about the nun's death.
The best moment to act in my opinion is when the nun enters the hut. A more obvious way of getting rid of her is to carefully approach her from the back and use a fiber wire to strangle her. Once she's gone take some additional time to hide her body.
A less obvious (and much safer) way of killing the main target is about using the environment to your advantage. Circle around the hut and locate a generator seen on the screen above. Attach the power cable to the water pipe and pull the lever (you can do it right away, without having to wait for the nun to enter the hut). You can now proceed to the location of the second nun, because the generator will not shut down prematurely. The only exception is if you want to dispose of Louisa's body after she's been electrocuted.
General objectives: Jaqueline should be the second person to die. Getting rid of this nun is by far the easiest, because she's patrolling one of the cornfields. This means that you don't have to worry about being spotted while trying to kill her.
Proceed towards a large farmhouse seen in the distance, however make a stop near a trailer displayed on the screen above, because this is where Jaqueline Moorhead can be found.
Just as before, I wouldn't recommend going for a direct attack, because at least three Agency guards are stationed here. You should however take some time to explore the area near the trailer in order to find new evidence (screen above). Important notice - If you have difficulties obtaining the collectible while wearing the scarecrow costume, then consider switching back to Agency's soldier disguise, especially since you should have plenty of instinct at your disposal and you could use it after dressing as an Agency operative.
As I've mentioned before the best way to get rid of Jaqueline is to attack her when she's patrolling the cornfield. I recommend approaching her from the back and using a fiber wire to strangle her so that your attack will be fast and quiet. Once she's gone you should consider dragging her body to the outer edges of the farm so she won't be found by Agency soldiers that are also sweeping the cornfield in the search for Agent 47.
General objectives: LaSandra should be the last person to die and she's guarding the main farmhouse where the mission ends. Killing her is not going to be easy, because the farm buildings are being guarded by plenty of Agency soldiers.
The last person you need to kill is occupying the main farmhouse seen on the screen above. It's best to approach your current destination from the left side, using a smaller cornfield to avoid being seen by enemy units.
There are two recommended ways of eliminating LaSandra Dixon. If you don't want to raise an alarm, then you should start by taking cover in the area seen on the screen above (between two farm buildings).
Wait for the nun to make a stop close to the cornfield and shoot her with a silenced weapon. Immediately approach LaSandra's body and start dragging her. You can hide the body in the cornfield or in a nearby toilet (just make sure that it won't be found by any of the guards).
The second recommended method of neutralizing LaSandra Dixon is to stage an accident involving the nun. In this case you must begin by heading towards a large barn seen on the screen above. There's a single guard nearby, however you can easily sneak past him.
If you're playing on lower difficulty settings, then you can enter the barn right away and immediately interact with a ladder (screen above). On higher difficulty levels this isn't possible, because the ladder is being guarded by an additional person. You can try to kill the guard or distract him with a throwable object (in this case the best course of action is to convince the guard to leave the barn and make his way to the cornfield).
Once you've used the ladder you'll find yourself standing in front of a crane. Wait for LaSandra to stop under a heavy load and shoot at the chain in order to go through with the unfortunate accident scenario.
General objectives: Getting to the command post is the last thing you need to do as part of the fourteenth mission of the game. Sadly this isn't an easy task, especially if Agency soldiers were alarmed by LaSandra's recent death.
The command post is located in the middle of the main farmhouse area (screen above) so it's in the same place where you've found LaSandra Dixon.
The easiest way to get to the command post is to use all of the remaining instinct, however you would also have to be wearing the Agency's soldier disguise. Thankfully this isn't the only possible course of action, because there are also other ways of reaching your goal. I recommend going towards a nearby building (screen above). Once you're there start using walls and other objects for cover.
Once you've made your way to the command post quickly locate a cell phone seen on the screen above. Interact with the phone in order to end the mission (you don't have to worry about the remaining guards in the farmhouse area).
General objectives of the stage: Courthouse is first of three stages of Skurky's Law, the fifteenth game mission. The main objective of this stage is to reach a passage leading to the holding cells and as always, before making any final decisions, you should closely examine the area.
The mission starts in the courthouse. Do not try to enter the inaccessible area without a disguise, because you'll be exposed right away. You can gain access by using court security guard disguise or court usher disguise, although even then you can't feel safe because you can get easily exposed. So I recommend reading proper subchapters about obtaining disguises and alternative ways of leaving the courthouse.
Right from the place where the judge resides, you can find an evidence room with many types of weapons and a ventilation shaft which can be used to bypass the door leading to the cells. Also this area should be explored in a disguise (I recommend court security guard disguise or court usher disguise).
The ground floor is accessible for everyone. Of course you can't run with visible gun and you have to watch out while using court security guard disguise, because you can encounter here many such characters (especially on higher difficulty levels).
The room at the end of the corridor, right from the courthouse entrance is occupied by a single guard, regardless of the difficulty settings. So it is a good place to obtain court security guard disguise (use throwable objects, turn on a radio or just kill the mentioned man).
Rooms located on the other side of the corridor are hardly accessible and good guarded. In the main security room you can encounter a large group of court security guards and you might explore it only after obtaining judge disguise, thanks to which you can easily collect evidence left on one of the desks there.
Left from the building entrance you can find toilets. At the beginning there is nothing interesting inside, but you should remember this place, because it can be used in one of methods of getting to the holding cells.
On the courthouse floor you should get interested in the balcony, from which you can see a courtroom. There is also a computer terminal which can be used to distract characters on the courtroom (more on this can be found in next subchapters of this guide).
An interesting place is a small storage shown on the above screen, where you can find a big crate. So you can use this place to obtain a disguise by throwing any object and attacking by a surprise person who will appear in the storage.
A library is a place which can be accessed only by authorized persons, so it would be best to use court security guard disguise. You might visit this place if you want to obtain court usher disguise. Wait, until only one of them stays in the library and distract him. After successful action hide his body in the closet.
A door shown on the above screen leads to the back of the courthouse. The door is located at the end of the corridor left from the main entrance.
Once you get to the back of the courthouse, note the shutter leading to the upper balcony and the archive room shown on the above screen. Inside the archive room you'll encounter a single guard, which can by bypasses or attacked in order to obtain court security guard disguise.
A parking lot located at the back of the courthouse is inaccessible. If you want to explore this area, think about obtaining court security guard disguise. It is also important to skillfully jump between cars and walls, avoiding detection by local guards. The purpose of exploration of this area is reaching one of two shutters leading to the private judge chambers (more on this can be found in next subchapters of this guide).
At the very end of the parking lot you can find a small storage shown on the above screen. The most important object which can be found inside is a ready-to-wear court security guard disguise. If you do not want to attack anyone, you can get it from here.
So much for the exploration - let's go to the subject of reaching the goal. This task can be accomplished in three main ways:
General assumptions: First possible way to get to the cells is obtaining judge disguise. This is by far the best idea, but the implementation of it can be a bit time-consuming.
I strongly advise not attacking judge when he stays in the main courtroom, because all nearby characters would notice that right away. Instead of that it would be better to get to private judge's chambers. Start with heading to the exit door located on the ground floor.
After exiting the building, turn right, stopping after reaching the archive room shown on the above screen. I recommend stunning the guard inside, hiding his body and putting on court security guard disguise. This is of course not required, but will make easier your further actions.
Head to the parking lot, which is patrolled by many guards, even on lower difficulty levels.
Keep moving forwards, using vehicles and small walls (screen above) as covers. You can also try to distract enemies by throwing objects and turning on car alarms. This is particularly useful on higher difficulty settings, because some enemies (e.g. those standing by the bus) are very hard to be bypassed safely.
You can get inside judge's chambers through one of two shutters. I do not recommend the shutter shown on the screen 1, unless you play on lower difficulty level. It is much better to get to the shutter shown on the screen 2, because even on higher difficulty levels it shouldn't be observed. Regardless of your choice, you have to grab the ledge, climb up and finally get inside the building.
The next step is to make the judge to return to his private chambers. You can accomplish that in two main ways. More obvious solution is to use throwable objects, to cause a noise in the chambers.
Less obvious solution is to use a computer terminal, located in the small right room (screen above). The terminal becomes active only after few moments, when people on the trial want to watch the video evidence.
Regardless of your behavior, wait for the judge. If you're using a court security guard disguise, then you do not have to hide. Otherwise hide in the closet or return to the ledge. Sneak on the judge from behind and stun or kill him. Note - If you've used a computer terminal, then the court usher will appear there. So in such situation make sure that this person won't notice your attack on the judge.
After stunning or murdering the judge, examine his body to find a keycard and then hide his body. Put on judge disguise and return to the courtroom (right door). Now you can start exploring the courthouse (I suggest getting to the security room on the ground floor and collecting evidence found there) or focus on the main mission objective right now. In the latter case, you should use the keycard at the door shown on the above screen. Go to the next door and wait until Hitman opens it.
General assumptions: Another way to get to the holding cells is the smartest, because you'll take over the identity of defendant in a current court hearing. Choosing this method will allow you to leave the courthouse very quickly but you want able to explore the building closely.
The person, whose identity you can still is Timothy Hawke and you can find him in the courtroom (screen above). Of course I do not advise attacking him immediately, because it won't get any good. Instead of that, you have to somehow break the hearing, so you can eliminate Hawke in some secluded place and take his clothes.
Theoretically the trial can be stopped by disguising as the judge and considering Hawke innocent, but this is bad idea, because you'll lose the time unnecessary (once you get judge disguise, you can leave the courthouse anyway) and as the result of this decision, Hawke will stay in public places later on the mission. Incomparably better solution is to stop the video, which will be displayed as material evidence during the hearing.
First place, from which you can stop the video, is a balcony on courthouse floor, shown on the above screen. This place is accessible for everyone, so you do not have to sneak here.
A computer terminal to interact with is located left from the entrance to the balcony. This area is inaccessible for unauthorized persons, so you have to stay unnoticed. What's more, on higher difficulty levels, the computer terminal is guarded by an additional guard. So try to distract all policemen on the balcony. It is worth noting, that you can also reach this terminal from the nearby shutter (in order to get there, go to the courthouse back), but it shouldn't be necessary.
If you have safely got to the computer terminal, interact with it. The very important information is fact that the terminal becomes active only after few dozen seconds from the mission start, specifically at the moment, when both sides in the trial agree to watch the video evidence.
Do not worry, if you haven't managed to get to the terminal computer on the balcony, because there is another one in the area. In order to reach it, you have to get to the judge's chambers. Start with heading to the exit door, located on the ground floor. Once you leave the building, turn right, stopping after getting to the archive room shown on the above screen. I recommend stunning the guard inside, hiding his body and putting on court security guard disguise. This is of course not required, but will make easier your further actions.
Head to the parking lot, which is patrolled by many guards, even on lower difficulty levels. Start bypassing them, using vehicles and small walls (screen above) as covers. You can also try to distract enemies by throwing objects and turning on car alarms.
You can get inside judge's chambers through one of two shutters. I do not recommend the shutter shown on the screen 1, unless you play on lower difficulty level. It is much better to get to the shutter shown on the screen 2, because even on higher difficulty levels it shouldn't be observed. Regardless of your choice, you have to grab the ledge, climb up and finally get inside the building.
Explore a small right room in judge's chambers. A computer terminal you're looking for is shown on the above screen. Also this one will become active in a particular moment during the trial.
Regardless of whether computer terminal you have used, you'll stop the trail. Timothy Hawke will go to the toilet and this is the best place to attack him. If you hurry up, then you can get there (men's room) before him. Otherwise go to the women's room and use the ventilation shaft shown on the above screen.
You can wait for Timothy inside the shaft or in the closet located in the toilet. Leave your hideout in the proper moment, surprise your victim from behind and stun or kill him. Now you can put on Tin Foil Hat Man disguise.
Exit the toilet and return to the courtroom accompanied by a guard. Place yourself in the spot shown on the above screen and wait for the judgment.
Now you can head to the door leading to the holding cells. It is located on the right side (screen above). No one will stop you in the meantime, but make sure that you do not accidentally enter the evidence room - you do not have an access to be there.
General assumptions: The last possibility is to ignore both judge and defendant disguises. This is not recommended variant, because even if you put on court security guard disguise or court usher disguise, you could be easily exposed.
You can get to the holding cells in three main ways. The first option is to use court security guard disguise. The best way to obtain such disguise is attacking a guard in the office room on the ground floor (screen above) or in the storage on the floor or in the archive room in the building adjacent to the courthouse. After obtaining disguise you should get back to the courtroom and then bypass characters that can expose Hitman by using Instinct or throwable objects.
Another method is to use court usher disguise. This disguise can be easily obtained by attacking a janitor in the library on the floor of the courthouse (screen above). I recommend using radio or throwable objects to distract nearby guards and then perform the action. After obtaining disguise you should get back to the courtroom and then bypass characters that can expose Hitman by using Instinct or throwable objects. Staying unexposed is bit easier in this case.
The third way involves staying in the default Hitman's suit. You can try to run to the exit (screen above) or use point shooting mode for example and quickly eliminate guards in the courtroom.
All variants described above will get you to the two doors shown on the above screen. If you got a keycard taken from the security room located on the ground floor, you can open the left door. Otherwise choose the right door, leading to the evidence room.
In the evidence room you may encounter at least two court security guards, so you have to be very careful. Locate a ventilation shaft shown on the above screen and get inside, thus bypassing the locked door. Finally approach another door, which directly leads to the holding cells and wait until Agent 47 unlocks it.
General objectives of the stage: Holding cells is the second of three stages of the Skurky's Law mission. It is short stage, but depending on previously chosen disguise (or default Hitman's suit), its course can differ.
If you use judge disguise, then you can reach the main area of this location without problems. Depending on your preferences you can allow one of guards to accompany you there or get there alone.
If you use Tin Foil Hat Man disguise, then the course of actions is similar to previous one. No one will stop you or bother you until you reach the room with two empty cells. The problem appears when you reach the exit door. So I recommend overtaking the guard accompanying Hitman and get there as fast as possible or using the previously mentioned ventilation shaft.
If you use court security guard/court usher disguise or you do not have any disguise at all, you have to start sneaking. In the start section of this location you'll encounter two or three guards, depending on the difficulty settings. Try to eliminate them or distract them with throwable objects.
A good way to safely reach the exit point is choosing a right corridor shown on the above screen, leading to the small basement.
Stay focused, because you may encounter someone in the basement, depending on your difficulty settings. Try to stun this person (you can easily hide the body), or pass by the enemy. Regardless of your actions, locate the entrance to the ventilation shaft shown on the above screen.
The ultimate goal of your walk is a room adjacent to two empty cells. First of all, you can find evidence there, shown on the above screen.
In order to exit this location you have to unlock the door shown on the above screen. NOTE - This action will be considered as aggressive even if you use judge disguise. So wait until the court security guard, who watches the door from time to time, leaves his place (stay in the area or hide in the ventilation shaft). Once he walks away, quickly move to the door and unlock it.
General objectives of the stage: Prison is the third, last stage of the fifteenth game mission. This location is a bit bigger that the previous one and it would be best to stay hidden all the time. The main objective of this stage is to reach a place where Victoria is being kept and as you can guess, in order to locate the girl you have to go through virtually the entire prison.
Stop after reaching the first group of enemies - Hope policemen. You have to stay hidden, because ANY disguise (even judge disguise) can't guarantee you safety. I suggest staying hidden in the whole stage, but if you necessarily need Hope police officer disguise, then you can attack the opponent who will walk away from the main group after a while. It would be best to stun him when he gets close to the closet, so you can quickly hide his body.
There are policemen bullying one of prisoners - it would be best to walk past them. But if you would like to save the prisoner, you might use point shooting. As a reward for saving prisoner's life, you'll learn safe code to the safe in a nearby room (wait for proper information on the screen before you leave the cell).
Regardless of you behavior, carefully approach a guard-room shown on the above screen. You can ignore the enemy standing on the right because he won't change his position.
Quickly move towards the guard-room, crouching all the time. I suggest stopping at the place shown on the above screen - a cover near the entrance to the guard-room.
Do not hurry and do not enter the guard-room prematurely. You have to wait until two local guards turn back (you can also distract them with a throwable item) and then start your actions. If you have a safe code, then you can unlock it now. Unfortunately, inside the safe you'll find only STG 58. More important is to interact with button to open the gate to another part of the prison.
Exit the guard-room and quickly move to the newly unlocked passage, trying to do this before enemies return to their posts.
Again, I do not advise to hurry, because there is a single enemy in a side room you're passing by and he could notice you. It would be good to eliminate this person in order to obtain evidence left in the room. If you do not want o risk, wait until he turns around and only after that move ahead.
Carefully approach the largest area in the prison, where policemen organize illegal prisoners' fights. Regardless of the difficulty setting I recommend using the right ladder shown on the above screen. It allows you to reach upper balconies. Move over balconies to omit all policemen.
A long an unguarded corridor leads to the last prison room. After a while you'll reach a locked gate. Your goal can be reached in two ways. First method is destroying the lock (screen above), using Silverballers for example.
An alternative way to go past the gate is entering the left cell and using a tunnel shown on the above screen. Opening the last door ends the mission.
General objectives of the stage: County jail is the first of five stages of the Operation Sledgehammer mission. The main objective is to escape the county jail, where Agent 47 was held. You should have no problems with that, although in order to avoid being detected you should complete all successive steps carefully and faultless.
Start with pressing a key/button shown on the screen, to free yourself. After successful action go to the fire alarm switch in front of you and activate it.
Return to the chair, sit down and wait for the guard. Depending on your preferences you can stun/kill him (in such case you might consider using Hope police officer disguise) or use the situation when he is busy with fire alarm switch and quickly escape the guard-room.
Turn left and head to the stairs. Stop after reaching the storeroom shown on the above screen. Get interested in a power cord here, which will act as garrote later on. As for a new cop, same as previously - you can stun/kill him or sneak past him. In the latter case, wait until he turns around or use Instinct. I propose to take the opportunity and use first aid box here, since Hitman is weakened due to recent tortures.
You can reach the main area of the county jail in two main ways. First method is getting to the door shown on the above screen.
I do not recommend this variant, because you'd be forced to walk through almost entire county jail. It would be also harder to get to Hitman's Silverballers which must be retrieved before leaving this location. But if you want to try it out anyway, start using desks and pillars as covers, monitoring enemies' actions all the time.
The second method is more interesting and is based on using the ventilation shaft shown on the above screen.
Once you reach its end, stop for few moments and wait until the cop in the room turns around and walks to the left. Depending on your preferences you can stun/kill him or try to sneak past him, using the desk in the central spot of the room as cover.
As mentioned earlier, you have to retrieve Silverballers before you can leave the county jail. These are left in the area shown on the above screen and you can get there easier if you've followed my instructions and used the ventilation shaft. In such situation you have to reach the adjacent room. Otherwise you have to find some alternative route there.
It is very important not to being noticed by a cop, who walks between desks, stopping alternatively at the one with Silverballers and one located on the right (it happens regardless of difficulty setting). Wait until he walks away from pistols and then quickly retrieve them.
The exit from the county jail can be reached in two main ways: moving along the counter shown on the screen 1 to the right or heading to the door shown on the screen 2 (wait until recently bypassed cop walks to the left desk).
Before you leave this location, I would suggest looking for evidence. In order to do this, head to the back of the main room (it would be best to use another moving door). Wait until nearby guards walk away (or distract them with a throwable item) and quickly get the secret shown on the above screen.
The exit from the county jail is located near the place, where you've found your pistols (it is shown on the above screen).
General objectives of the stage: Outgunned is the second stage of the Operation Sledgehammer mission. Starting from this place the game will force you to evade Agency soldiers hunting Hitman. This stage consists of quite large area adjacent to the police station, though which you have to pass as safe as possible.
Spend few moments to get familiar with a current situation. A square in front of the police station is patrolled by Agency soldiers and you can't feel safe even if you use Hope police officer disguise, because they have been ordered to eliminate all persons they encounter. So you have to act staying hidden or obtain Agency grunt disguise and use Instinct regularly.
Your current goal is located on the other side of the map, near the gas tank in flames visible in the distance (right from the starting place). You can get there in two main ways. First variant assumes that you get to the left ladder shown on the above screen. There are at least three Agency grunts in the area. It would be good to kill them all (point shooting or single headshots while hiding) or lure at least one of them to the secluded place in order to attack him by a surprise.
Second variant assumes going to the right. In this situation I suggest jumping between closest walls, so enemies visible in the distance won't notice you (this is required only on higher difficulty levels). Stop after approaching the van shown on the above screen, where one of Agency soldiers stops from time to time.
Before you go any further, it would be good to use a throwable item to lure out one of the enemies in order to obtain Agency grunt disguise. This will allow you to explore a command center located on the square in front of the police station. You will also be able to collect evidence shown on the above screen.
If you have chosen a left path, then use the previously mentioned ladder. After getting to the upper balcony you could safely attack enemies at the square but if you want to stay hidden, then locate and interactive edge shown on the above screen and drop down.
Once you get to one of main city streets, carefully sneak past enemies here, using boxes and parked cars as covers.
Eventually you should reach buildings located on the left side. Start moving ahead, watching out for guards patrolling area on your right. Often use covers and use Instinct when needed. You may also use throwable objects to distract enemies.
If you have chosen a right path, then after getting to the previously mentioned van turn right, reaching the area with several containers. Locate and interactive edge shown on the above screen and climb up to the upper balcony.
On lower difficulty levels the balcony is patrolled by only one guard, so you can easily eliminate or avoid him. On higher difficulty levels there are two Agency soldier on the balcony (screen above). In this case I suggest using throwable objects (e.g. brick) or point shooting.
Locate the stairs shown on the above screen and carefully approach two new guards. Also in this case you might use a throwable object (e.g. bottle), but you can also use Instinct to walk past them safely.
Regardless of chosen variant you'll approach 4 Agency soldiers standing near the flaming cistern. If you have chosen the left path, stop at the car shown on the screen 1. If you've chosen the right path, stop at the spot shown on the screen 2, so you won't be spotted by enemies you've recently bypassed.
In both cases described above you have to wait until soldiers decide to leave the area, heading towards the command center located on the square in front of the police station. Head to the warehouse entrance shown on the above screen. Once you get inside, locate the door leading to the next location.
General objectives of the stage: Burn is the third stage of the sixteenth game mission. It's entirely focused on avoiding Agency soldiers patrolling the smoky building. Depending on the difficulty setting, remaining hidden may be more or less demanding task.
The initial part of this stage is very linear and despite numerous explosions in the area, you have nothing to fear. I advise to take any throwable item with you along your way (e.g. screwdriver or hammer), because you may find this useful after few moments. Proper struggle begins after reaching the door shown on the above screen, leading to the smoky part of the warehouse.
Two Agency heavy troopers will soon enter the first warehouse room. If you intend to attack them, wait until they split and only then start your actions. I recommend using a power cable (found in the area or taken from the county jail) as a garrote, so your opponent won't alarm his colleagues.
Personally I would advise to avoid both soldiers, especially that elimination of them won't gain you nothing (Agency heavy trooper disguise has the same risk level of detection as Agency grunt disguise). Regardless of how you've acted, choose the passage shown on the above screen, leading to the main part of the warehouse.
You have to be more careful here, because even on lower difficulty levels you'll encounter in this area 5-6 Agency heavy troopers. Theoretically you could lure them out to the previous area and eliminate one by one but avoiding them is safer. The best way to avoid first group of enemy is to use the balcony shown on the above screen.
You can shorten your way and directly go to the left platform shown on the above screen. On higher difficulty levels you would need to use Instinct and/or throwable objects to distract enemies. This platform is also reached from the previously mentioned balcony.
The second part of the main part of the warehouse is occupied by large group of enemies. The easiest way to avoid them is to walk over the central platform and climbing down at the place shown on the above screen.
If you don't want to use the central platform, you can go also to the right, reaching two smaller balconies shown on the above screen.
Current area of the warehouse can be left in two main ways. The main passage is weakly guarded on lower difficulty levels, but on higher difficulty levels you will encounter here additional enemies, so it is difficult to remain hidden. You can find here also evidence, which can be obtained with usage of Instinct or throwable items.
The alternative passage is the door shown on the above screen, located in one of warehouse's corners. The door should be guarded by anyone, but you have to watch out along your way there.
The last area of the warehouse is not guarded on lower difficulty levels and on higher difficulty levels you'll encounter here a single enemy, who fortunately can be easily avoided or eliminated. Exit the warehouse (screen above).
Finally go through several linear locations, where you won't encounter any soldiers. Reaching the door leading to the market and opening it automatically transfer you to the next stage.
General objectives of the stage: Hope Fair is the fourth stage of the Operation Sledgehammer mission. This stage is the longest and by far most challenging, because its main objective is to cross the Hope market, full of enemies. A purpose of reaching the other side of the market is to get the wounded sheriff Skurky.
You start exploring the new location in on the bar floor. Notice the sniper standing next to the window. It would be good to eliminate him, especially if you plan to stay in the area longer and not try to get to the exit as fast as possible. Try to hide the body in some secluded place, so it won't be found by enemies that can appear here after few minutes.
I suggest using the catwalk leading to the adjacent room on the floor. You will find there Black Kazo TRG sniper rifle shown on the above screen and also proximity mines and remote explosives.
It would be good now to decide how you want to get to the door located on the other end of the market. The first method assumes using the sniper rifle. In such situation I recommend some early preparations. A good idea is to plant mines in the area, so you won't have to worry about enemies after starting the alarm. I suggest planting the first mine on the stairs, near the starting place (screen 1) and another in the right corridor leading to the fire staircase (screen 2).
The best spot to place yourself with the sniper rifle is the place shown on the above screen. Start with eliminating a sniper on the rooftop of the left building and then kill the rest of enemies. On higher difficulty levels your actions will be noticed quite early, even if you eliminate single targets. In such situation try to shoot on the longer distance from the damaged building wall and listen for your mines explosions, so enemies won't surprise you.
When you run out of sniper rifle ammo, it would be good to return to the place where you've killed the sniper and continue shooting using one of assault rifles. You can also get down and start more open fights with the rest of enemies.
Another method of behavior assumes getting to the exit point without alerting enemies. If you play on one of lower difficulty levels then you can choose a corridor located right from the place where you've found a sniper rifle and explosives, leading to the fire staircase. Once you get down, move straight ahead, staying close to right buildings (screen above).
If you play on one of higher difficulty setting then return to the place, where you've encounter a sniper earlier and go down the stairs. Exit the bar and turn left, crossing the empty stage (screen above).
I recommend doing a first stop at the place shown on the above screen. On higher difficulty levels there are more enemies in the area and you should especially watch out for e heavy trooper walking among the crowd.
The second stop should be made at the cover shown on the above screen. On higher difficulty levels you can't hide here for too long, because you might be noticed by enemies you've bypassed earlier. In such situation you can use throwable object to distract them for few seconds.
The last stop should be done at the counter shown on the above screen, regardless of the path you've chosen (left at the buildings or right from the main street). You'll recognize this place easily because of two talking enemies.
It would be good now to decide about your next steps. Right from your current position you can find evidence (screen 1). The best way to get there is to use Instinct or distract enemies. In the latter case I recommend using remote explosives obtained at the beginning of the mission (screen 2). An additional advantage of this method is that explosions of vehicles will kill at least several Agency soldiers.
Regardless of whether you've got the secret or not, you have to reach the door shown on the above screen. I advise here using covers skillfully and move in the right moments. This is particularly important on higher difficulty levels, because there are at least two additional Agency heavy troopers in the area. As a last resort you can try to run to the door, because Hitman won't have to lose precious seconds to unlock it.
General objectives of the stage: Outskirts is very short, last stage of the Operation Sledgehammer mission, which is not event listed on the selectable list of stages in the game main menu. The main objective of this stage is to get sheriff Skurky to eliminate him.
Once you regain control over Agent 47, head to the church visible in a distance, where sheriff Skurky is hiding in. There are no other objects in the area so enter the church right away.
Prepare yourself, because you'll face a scene familiar to the confrontation with Wade in one of previous game mission. Quickly mark Skurky for elimination and start the point shooting mode to murder him, thus ending the mission.
General objectives of the stage: One of a Kind is the name of very short mission which resembles End of the Road in many aspects. You do not have to perform any complicated operations, because this is only a short chapter in which you buy a new suit for Agent 47.
Once you get inside the tailor shop of Tommy Clemenza, go to the dressing room shown on the above screen and interact with the suit prepared for Hitman.
Theoretically you can leave now this location, but before you do it, I recommend finding the door leading to the basement shown on the above screen. Inside you'll find evidence and disguises - bird costume, hot sauce factory chef, ice cream truck driver and sewer worker. Exit the shop to end the mission.
General objectives of the stage: Blackwater Park is the first of two stages of the eighteenth game mission. It is very long and very challenging stage. The beginning part is definitely the most difficult part and thus I suggest familiarize well with the area around the main residential building.
You start the mission standing on the driveway in front of the residential building. The entrance shown on the above screen can be used only after obtaining a disguise (plumber or Blackwater custodian - details are available later on), because otherwise you would be stopped right after getting to the lobby. So it would be better for now to ignore it.
Not far from the main entrance you'll encounter two or three bodyguards. This is a good spot for obtaining Blackwater Park exterior guard disguise. I recommend starting a car alarm in first of vehicles parked here, wait until one of guards comes here and then kill or stun him. Try to do it while remaining hidden. Unfortunately this tactics has one major drawback, because you are not able to hide guard's body, so you have to try to eliminate all enemies here or reckon with the fact that this body can be found by someone later in this mission.
If you go to the right, you'll reach vicinity of gardens and this area is restricted for unauthorized persons, so you have to stay hidden all the time or use Blackwater Park exterior guard disguise. I do not recommend a left passage shown on the screen 1, because you probably do not have any throwable item to distract the first guard and in addition you would encounter more guards along your way, which could be easily bypassed. So it would be best to try to bypass the group shown on the screen 2 on their right side.
If you've chosen the right passage, stay alerted because on higher difficulty levels a single guard with a flashlight will suddenly rush towards you (screen above). You can use Instinct to walk past him or quickly withdraw and wait until he turns around.
The best way to get to the back of the residential building is a path shown on the screen 1, but you do not have to hurry. You should also watch out for enemies appearing at left passages. I do not recommend getting close to the area shown on the screen 2. There are at least 2 guards there (plus janitor), which can be hardly bypassed, even on lower difficulty levels.
If you've kept on the main road, then you'll get to the parking lot shown on the above screen. On lower difficulty levels you'll encounter here only two enemies guarding the building entrance visible in a distance. On higher difficulty levels the parking lot is patrolled by one additional person. It would be best to eliminate this character, using a car alarm to lure him out into some secluded place.
After few moments a plumber will appear on the parking lot and I strongly recommend getting interested in this person, because by obtaining his disguise you'll get an access to the entire location (except the security room inside the building). The plumber will stop at one of vehicles and it would be good to lure him out then into some secluded place by activating a car alarm. On higher difficulty levels watch out for the guard patrolling the adjacent street. Wait until he walks away and then deal with the plumber.
A guard mentioned above is patrolling a road leading to the partially flooded parking lot. The most interesting thing there is a waterpump. By turning it off you'll force one of janitors to check the problem and as result you'll be able to obtain Blackwater custodian disguise (after successful action I suggest dumping the body into the hole).
The last important area is the guardhouse shown on the above screen. Regardless of the difficulty settings, you should encounter inside one Blackwater Park interior guard and one Blackwater Park exterior guard. There is also evidence to be found inside - it would be best to collect them while wearing plumber or Blackwater custodian disguise (you can also distract guards by throwing some objects or activating car alarm).
General assumptions: The next step, after exploration of area around the residential building, is getting inside. The game offers in this case several possibilities, however the most important thing is to have the best possible disguise.
You can get inside the residential building in three main ways. The first variant is to use the main entrance door, the one located near the mission starting point.
As mentioned earlier, the lobby is restricted for unauthorized persons and you can't count on sneaking past the guards, so you need some disguise. Personally I recommend using plumber disguise or Blackwater custodian disguise. In case of having one of guards' disguises you would have to keep using Instinct to hide your identity.
The second method is using the side entrance door, located at the building's back. As for reminder, this door is located near the parking lot guarded by two or three enemies (screen above).
After using the mentioned door, you'll find yourself in the corridor inside the building's basement (screen above). In this case it would be best to use plumber disguise, because later you may encounter both Blackwater guards and janitors on your way.
The third possibility to get inside the building is crossing the ventilation shaft. The entrance is also located at the building's back. You have to get to the guardhouse located near the partially flooded underground parking lot (screen above).
The shaft entrance can be found in one of rooms adjacent to the guardhouse and is shown on the above screen. If you're using Blackwater custodian disguise (or you do not have any), then you have to watch out, because there are many janitors in the area.
After crossing the shaft you'll also find yourself in the basement, but behind the counter shown on the above screen. As result, you can try to sneak to the stairs leading to the building's lobby (unless you have plumber disguise, because in this case you do not have to sneak) or attack a guard patrolling this area to obtain Blackwater Park interior guard disguise.
General assumptions: Getting inside the residential building gets you a little closer to the end of the mission, but also in this case it is advisable that you carefully get to know the layout of rooms in the buildings and possibilities of actions.
Lobby is the most important part of the building. First of all, you should pay attention to actions of the security woman shown on the above screen. Remember that person, because she is the only one who can unlock the left to the next main location.
The second important place is a security room, located near lobby and shown on the above screen. Do not get inside the room unprepared if you're using "civilian" disguise (plumber, janitor, manager, receptionist), because only security personnel can be inside (Blackwater Park interior/exterior guard). You should also remember this location, because getting inside the security room is one of methods to call the lift.
There are plenty of smaller rooms around the lobby and security room, connected with narrow corridors. You should get interested in a corridor on the security room's back, shown on the above screen, because regardless of the difficulty settings it is guarded by only one person. So it is a good place to obtain Blackwater Park interior guard disguise.
During exploration of the building you should find a movie reel. After that you can take it to the film projector located in one of adjacent rooms and shown on the above screen. In this way you'll lure many local guards inside the ball room, unfortunately not those from the security room.
The last place where you should look into is a storage shown on the above screen. Pay attention to the garbage chute, which can be helpful to dispose large amount of bodies easily. In addition you can find here ready-to-wear receptionist disguise, which you can use now if you have only one of guards' disguises.
General assumptions: The last part of the first stage of this mission is unlocking the access to the lift. The game allows you to do this in many ways, including the deceit or by eliminating all enemies in the building.
You can advance to the second stage of the eighteenth mission in three main ways. The first method is definitely most aggressive because it assumes that you murder the security woman and bring her body to the retinal scanner. I suggest making some preparations in this case - first of all make a usage of quite large storage of weapons, located at the back of the security room (screen above).
Return to the lobby, activate point shooting mode and try to eliminate as many local enemies as possible.
Once you eliminate a first group of enemies, take cover and start killing other enemies. I suggest choosing such covers that opponents won't be able to attack Hitman from different sides. If you get seriously hit, you can use one of medical cabinets present in the building.
After initial clearing of the area quickly locate the security woman body and start dragging it. You have to drag it to the lift and interact with the retinal scanner. Try to finish this task before you'll got company, because otherwise you would have to deal with more enemies first.
Another possibility it to hack to the computer terminal in order to call the lift. The mentioned terminal is located in the security room (screen above) and you can get inside in few ways. You could choose one of two main entrances or go to the room back and use one of alternative passages.
In the security room you can encounter at least two enemies, even on lower difficulty settings. In addition you have to watch out for other persons (and the security woman), which can show up here. This problem can be solved in two ways - you can use the guard disguise and Instinct or lure out enemies from the security room to eliminate them later. In the latter case I suggest using a radio in one of adjacent corridors and throwable objects.
A terminal which you have to locate is shown on the above screen. Fortunately it is located near one of the security room exits, so right after successful action leave that room.
Now go back to the lift, call it (screen above) and enter inside.
The last variant assumes using the Blackwater manager disguise to outsmart the security woman. You have to start with locating the Blackwater manager, who wears a red suit (screen above).
The best place to attack him is a large room with movie projector (screen 1) or a corridor at the back of the security room (screen 2). In both cases you have to eliminate local guards first. Put on Blackwater manager disguise and hide the body of neutralized opponent.
The last action to be performed now is locating the security woman. Approach her and let her walk you to the lift which she will unlock after a moment.
General objectives of the stage: Penthouse is the second and last stage of the Blackwater Park mission. This location is even more complex that the previous one and you will encounter here many enemies, so you must follow well-planned steps.
I wouldn't advise jumping into the lift, on which you started this stage, because you would have been forced to eliminate a large group of enemies almost immediately. You can take this solution only if you going to take a very aggressive style of play and in this case it would be good to have some Instinct to start the point shooting mode.
A much better solution is walking over the edge shown on the above screen. When you reach its end, climb down and jump to the lower balcony. Now walk through several linear corridors, eventually reaching the door leading to the main part of the penthouse.
Before we move further to describe specific areas of the penthouse, a few words about your current situation. The main objective of this stage is Layla Stockton and throughout the entire mission she walks over different rooms of the penthouse, accompanied by several members of Dexter personal gaur team.
The important thing is to obtain disguise, because none of previously acquired clothes will guarantee you safety here. I would also advise avoiding using disguises because even on lower difficulty levels there are plenty enemies in the area. Definitely easier thing is to obtain Blackwater bodyguard disguise. I suggest going straight, reaching outer penthouse balconies. Attack here one of enemies patrolling balconies (screen above).
Blackwater tactical team disguise is more difficult to obtain. However it is worth to try because thanks to that you'll be able to freely move over the entire penthouse (except Lenny's bedroom), worrying only about avoiding Layla's personal guards. On lower difficulty levels the mentioned disguise can be obtained after reaching the main part of the penthouse and attacking one of persons following Layla with garrote (screen above). After the action, quickly hide the body.
On higher difficulty levels the tactics described above probably won't work, because in this case the penthouse ground floor is patrolled and guarded by additional enemies. In such case I suggest attacking one of Layla's guards when she stops in one of penthouse rooms, for example in the office, near the laptop (more on this on the following pages).
General assumptions: Penthouse is large, two-level location, which should be carefully explored in order to plan how to get rid of Layla. The safest way to move around is to disguise as Blackwater tactical team member, because in case of using Blackwater bodyguard disguise, you would have to use Instinct often to hide your identity.
The main room on the ground floor (screen above) is permanently guarded by about three people even on the lower difficulty levels, but you have to watch out more for enemies patrolling the penthouse, because they can appear here unexpectedly, making it difficult for you to remain hidden.
Another of easier accessible rooms on the ground floor is the one with the elevator with murdered sushi delivery boy (screen above). In this case enemies are focused at one place, so you can easily sneak past them (I recommend jumping between pillars). Pay attention to the locked door. It requires a keycard (from Lenny's bedroom or from the office with the laptop - more information can be found below), but the rooms behind it can be accessed from the other side. You can also wait until one of guard unlocks it and quickly walk behind him.
Two rooms described above are connected with a narrow tunnel and outer balconies shown on the above screen. You should use these balconies, but watch out for enemies patrolling them (two or three). Be careful also near penthouse shutters because guards inside like standing close to them.
Another way to move between rooms mentioned at the beginning is using the upper inner balconies inside the penthouse (screen above). Unfortunately this is very risky, because even on lower difficulty setting these are patrolled by many enemies.
On the penthouse floor you'll find two places connected to different ways of eliminating Layla. Lenny's bedroom (screen 1) is the only room you can't access, even when using Blackwater tactical team disguise. So it would be good to eliminate enemies guarding the entrance or distract them. Inside the Lenny's bedroom you can find a sniper rifle and a keycard among other things. Another room on this floor is a trophy chamber (screen 2) - watch out here for laser traps.
Get back to the ground floor. Harder accessible room can be reached by unlocking the door in the room with the lift or by passing through the one of two passages shown on above screens. Both passages are located left from the place, where you started exploration of the penthouse, near the stairs.
In the room with a huge whale skeleton (screen above), you'll encounter a large group of enemies, but you might look around. You'll find here many weapons and evidence left on one of the couches.
In the office room, adjacent to the one described above, you should encounter only two still opponents, so you can explore it without problems. At one of laptops you can find another keycard.
Other rooms are not relevant in getting to know the penthouse. These are namely a room with a fireplace and area with Layla's panic room (screen above). Taking this opportunity you can also explore a second set of upper balconies, but you won't find there anything interesting except levers helpful in arranging accidents (more on that later in the walkthrough).
So much for exploration, let's get to the practice, which is choosing the way of eliminating Layla Stockton. Suggested ways of behavior are listed in three consecutive subsections of this guide:
General assumptions: First of all you can eliminate Layla Stockton using the elements of Hitman's inventory and his skills. Some methods are easy and some need preparations and skillful usage of possessed objects.
Once of the most obvious ways to complete the current objective is killing Layla after approaching her. One major difficulty is fact, that Layla almost all the time is in move and walks accompanied by bodyguards, so in order to avoid detection you have to ambush her somewhere, where she comes without guards. One of such location is outside penthouse balconies (screen above). In this case (melee fight, garrote or side arms), after the successful attack I recommend dropping her body over the railing, so no one can find it later.
Another good place to attack her is the not easily accessible office room on the ground floor, where you can find a laptop and a keycard (screen 1). If you do not want to take the risk, I advise approaching one of samurai armors, put on samurai costume and start hiding. Wait until Layla stops at the laptop and then silently kill her (screen 2). After the successful action hide Layla's body in the crate.
Of course, you can murder Layla with a gun or another standard melee weapon, but I do not recommend this method, because you will trigger the alarm and reveal your position. Theoretically, same as above, you can wait until Layla gets alone but then you do not need firearms.
If you have a passion for firearms and at the same time do not want to risk being exposed, I recommend obtaining a nipper rifle. You have to get to the Lenny's bedroom to pick up one. As for reminder, the bedroom is located on the penthouse floor and is guarded by at least two enemies. So I suggest eliminating these persons first or distract them, because even Blackwater tactical team members do not have an access to the bedroom.
Once you get inside, look around for Black Kazo TRG sniper rifle and place yourself at the open shutter shown on the above screen.
Wait until Layla appears on the outer balcony visible in the distance. I do not advise eliminating her at once but wait until she gets to the edge. The advantage of such tactics is that Layla's body will fall down from the balcony and no one will find it.
The last group of methods to eliminate Layla involves explosives. First of all, you can use proximity mines which can be found in many places in the penthouse. Depending on your preferences you can take a mine with you and plant it in the proper place or activate one of mines in the place which Layla visits regularly, for example near the stairs, left from the starting point.
In addition to mines you can also use remote explosives (you should have them in your inventory when starting the mission). General scheme of behavior in this case is similar to using mines - plant explosives in the place, where Layla appears and detonate them from the safe distance.
General assumptions: Other methods of eliminating Layla involve arranged accidents. The advantage of such solutions is little chance to connect them with Hitman
During your stay in the penthouse you can arrange one of four accidents. First of them is to crush Layla with a whale skeleton. Start with getting to the room on the ground floor, where you can find a whale skeleton (screen above).
Wait until Layla appears in the area and interact with a factory model shown on the above screen in order to activate this mock-up. This action should attract local guards and Layla herself.
Now go up the left or right stairs in order to get to the upper balconies. Wait until Layla walks under the whale skeleton and pull one of levers (screen above) to throw it down, thus killing her.
Another accident is connected to spiking Layla with a harpoon gun. The weapon you're looking for is located in the same room as a whale skeleton (screen above). The beginning of actions is also the same, so you have to wait for Layla to show up here and activate the factory model (try to avoid her bodyguards in the meantime, hiding behind showcases or pillars for example).
Go to the harpoon gun, wait until Layla gets on the line of fire and shoot the harpoon gun (screen above). After the successful action quickly leave this place, because her death may alarm her bodyguards.
The third situation involves poisoning Layla's food and in this case you have to start with looking for the poison. Go to the trophy room shown on the above screen, located on the penthouse floor (left from the Lenny's bedroom).
Once you get inside, start using the Instinct, because there are many laser traps inside. I suggest moving along the right wall and particularly watch out for the moving laser. Once you get to the other side of the room, take U'wa tribe poison and return to the exit. Note - if any of beams touches you, quickly exit the room, because someone will come here soon to check the situation.
Once you get the poison, return to the room on the ground floor (the one, in which you start the penthouse exploration). Locate sushi shown on the above screen and poison it (you do not have to hide in the meantime). Now you have to wait for Layla, who will taste the sushi and walk to the outer balcony. After few moments she will lose the balance and fall down (no one will notice that).
The last, fourth accident involves blowing up the fireplace. First of all, you have to find a gasoline can. One of them can be found on the outer balcony, near the place where you started this stage.
Take the can and go to the other end of the penthouse. Now you have to locate a room shown on the above screen, with a fireplace.
Hide behind one of the couches and wait for Layla. Now throw the can to the fireplace (do not leave the cover). The explosion should kill Layla and since her dead will be noticed by near enemies, you should quickly leave this place.
General assumptions: Murdering Layla in a direct fight is a unique way to complete the main mission objective, connected to meeting Dexter's assistant face to face in her private panic room. It is noteworthy variant of behavior, especially that the duel takes place in the room where you end the mission.
In order to meet Layla you have to get to her private panic room, located in hardly accessible part of the penthouse. The fastest way to get there is the door in the room with the lift (screen above). You can unlock this door with a keycard (one of them can be found in Lenny's bedroom and another is in the room with a laptop) or wait until one of guards unlocks the door and sneak behind him.
You can approach a panic room also from the other side, crossing well guarded penthouse areas (a room with the whale skeleton among others). A room which is your target is shown on the above screen.
The entrance to the panic room is hidden in the wall but you do not have to look for it on your own. Hide behind cover and wait until Layla comes here so you can locate the entrance without problems.
Enter the panic room, which will result in a cut-scene with Layla. Prepare yourself, because after a moment you'll have to quickly execute her (screen above).
General assumptions: Getting to the panic room in order to explore it is the last objective in the Penthouse stage. Locating the mentioned room is fortunately not too complicated.
If you didn't eliminate Layla in a direct duel, then you have to locate the panic room on your own. The room you're looking for is located in hardly accessible part of the penthouse. The fastest way to get there is the door in the room with the lift (screen above). You can unlock this door with a keycard (one of them can be found in Lenny's bedroom and another is in the room with a laptop) or wait until one of guards unlocks the door and sneak behind him.
You can approach a panic room also from the other side, crossing well guarded penthouse areas (a room with the whale skeleton among others). A room which is your target is shown on the above screen.
Start exploring the room. The entrance to the panic room is hidden in one of the walls (screen above).
Now you can start exploring the panic room. The only interesting item is a phone lying on the bed, shown on the above screen. Once you interact with it, the mission will be over.
General objectives of the stage: Blackwater Roof is the only stage of the relative short mission titled Countdown, where Agent 47 must race against time. The plan is to stop Blake Dexter before he detonates charges on the rooftop and flies away with helicopter. The first step is to get to the upper part of the rooftop, with main enemy forces.
Note - Before you start reading the walkthrough, you have to know two things about this mission:
Your first step should be obtaining Blackwater tactical team disguise, because skillful usage of the Instinct is a key to success in this mission. If you play on one of lower difficulty levels then it would be best to attack the enemy shown on the above screen.
If you play on one of higher difficulty settings then first deal with the enemy who stops on the left (screen above) and only after that eliminate the previously mentioned opponent (I suggest eliminating as many enemies as you can to charge you Instinct bar).
Now you have to decide how you want to bypass the enemy guarding the right stairs, leading to the upper roof. On Normal and Hard difficulty levels it would be best to use the Instinct and walk past him (screen above).
On Expert and Purist difficulty levels I would suggest other tactics. First method is to get to the other side of the rooftop and find a hammer (screen above), so you can throw it and distract the guard. The second option is to carefully sneak past the enemy guarding the stairs.
General objectives of the stage: Dexter is on the heliport and you can get there in several different ways. New enemies will try to stop you of course plus you have to watch out for the minefield.
Once you get to the upper rooftop, spend some time to get to know the current situation. Some enemies are patrolling the roof and other stand still in one place. Focus on the latter because you can easily bypass or kill them. Especially you should get interested in two guards stopping at the roof edge on the right. You can easily push them out of the roof, gaining additional Instinct.
While crossing the roof use the advantage of the limited visibility of your enemies. If you're using Blackwater tactical team disguise then you might hide at the proximity mines along your way, waiting until local enemies walk away.
There are several ways leading to the heliport. The first possible way is a minefield shown on the above screen. I recommend going there only if you play on one of lower difficulty settings, because on higher levels this path is guarded by an additional person, which can be bypassed with Instinct or a throwable object.
When crossing the minefield I advise using your entire Instinct, because actually it is only useful here. Mines' locations are shown on the above screen.
After crossing the minefield you can head to the stairs (screen above) or choose a right ventilation shaft (description of the room, where the shaft is leading to, can be found later in the guide).
Once you get to the top of the roof, turn left and jump over crates shown on the above screen. Move to the edge, climb down and start moving to the left.
When you bypass all mines, climb up. Go straight and when you get to the place shown on the above screen grab the upper edge in order to get to the heliport.
Another way to get to the heliport is using the door, which is not good visible. It is located in the place shown on the above screen, right from the first minefield. This door should be guarded by at least two persons regardless of the difficulty settings, so it is important to have enough Instinct to bypass them.
Once you get inside a small room, look around for a keycard (screen above).
When you get the keycard, you can return to the previous roof and use the keycard to unlock the door shown on the above screen. On Expert and Purist difficulty levels this passage is guarded by an additional person so distract the opponent or use Instinct again. In the newly unlocked area look around for evidence.
Return to the room, where you've found a keycard. Depending on your preferences you can go here to the left ventilation shaft (screen 1 - it leads to the first minefield) or go to the right door (screen 2), destroying the lock with a gun.
If you have unlocked the mentioned right door, climb up the ladder shown on the above screen.
General objectives of the stage: Elimination of Dexter, depending on your previous actions, can run smoothly or can require a much of reflex.
Regardless of previously chosen path, you'll find yourself on the heliport, where you can find Blake Dexter and Victoria being kept by him. The situation can take two courses here. If Dexter has noticed you, you have to quickly shoot him.
A much better idea is approaching Dexter without alerting him. In such case you can defeat him in a melee fight, shoot him or use a garrote to kill him (screen above). Killing Dexter results in completing the nineteenth game mission and advancing to the final task.
General objectives of the stage: Cemetery Entrance is the first of three stages of the last, twentieth game mission. The main objective of this stage is getting to the other side of the cemetery and it can be done by skillfully sneaking or by clearing your path with a sniper rifle.
You start the mission in a place shown on the above screen and this is a perfect spot for a sniper. What's interesting, you do not have look for a rifle, because you do have a Kazo TRG sniper rifle with silencer.
The exit from the cemetery is located on its other side and one of ways to make your way there easier, is using a sniper rifle. If you decide to do it, then focus on eliminating more distant and singe targets, reducing the risk of alerting enemies. Try not to risk too much because if Agency members will witness the sniper in the area they can call for reinforcements and things will get more complicated. In short - try to use all 10 rounds without alerting enemies.
Regardless of whether you've used a sniper rifle or not, turn around and enter the tomb. This place is regularly visited by a single enemy on all difficulty settings. So you can try to sneak past this guard or eliminate him to obtain Agency grunt disguise. I recommend of course the latter. It would be best to hide in the place shown on the above screen, throw a vase and wait for the soldier.
You can leave the tomb in two ways. If you've eliminated the soldier mentioned above, then you may use the main entrance. Otherwise it would be better to exit through the side shutter shown on the above screen. In both cases it would be worth to pick up Agency SPS12 shotgun.
When crossing the cemetery I strongly advise hiding behind tombstones, even if you're using disguise, because you would need Instinct at the end of the stage. Carefully observe enemies' actions, watching out for guards standing in not good visible places and avoiding larger groups of enemies patrolling the cemetery (one or two, depending on difficulty settings).
The cemetery exit gate can be reached in several ways. More obvious variants are choosing left (screen 1) or right (screen 2) path. In both cases you'll encounter almost same amount of enemies, but if you've previously cleared the area using the sniper rifle, then you should consider this fact.
Less obvious variant is choosing the central path. You would have to watch out even more, trying to avoid enemies (you can be spotted from several different sides), but on the other hand you could obtain evidence shown on the above screen.
Your current target is shown on the above screen and even on lower difficulty levels you have to expect here at least two guards. I suggest using Instinct or try to distract opponents with throwing objects.
Go to the cemetery gate and notice that Agent 47 has to interact with it in order to unlock it. It will take several seconds, so before doing it make sure, that no one is watching you right now.
General objectives of the stage: Burnwood Family Tomb is the second stage of the Absolution mission. It is the largest and most complex location of all three available in this mission. What's more, on higher difficulty levels it is strongly occupied by enemy forces. As usual, before taking any actions, it would be good to carefully get to know the area.
Follow the narrow path. If you're playing on Expert or Purist difficulty level, you have to be careful from the beginning, because you'll encounter the Agency heavy trooper at the place shown on the above screen. It would be good to eliminate him, thus obtaining Agency heavy trooper disguise.
If you turn left after reaching the first crossing, you'll get to the largest area in this location (screen above), where you can find Jade - your current target. Obviously, the area is full of Agency soldiers.
If you want to explore this area more carefully, I suggest jumping between pillars (screen above) and use throwable objects when needed, to distract enemies.
Most precious items can be found near the pillars located on the left. You can find there a proximity mine and remote explosives (in the place shown on the above screen).
If you go straight on the previously mentioned crossing, after few moments you'll reach a clearing shown on the above screen. Depending on the difficulty settings, you'll encounter here between two and for heavy troopers. Depending on your preferences you can sneak past them or start eliminating them. In the latter case I suggest waiting until they split up and/or use throwable objects to lure them in more secluded places.
The area with tombs, located on the right, is patrolled by a single grunt, regardless of the difficulty settings. It would be good to eliminate him, especially if you want to murder Jade in a special way. Bodies can be hidden in tombs (in one tomb you can hide two bodies).
A central area where Jade is stationing can be reached by two narrow tunnels (one is shown on the above screen). So you should use one of these, if you want to safely approach your target.
If you stay on the main path patrolled by previously mentioned Agency heavy troopers, you'll reach the stairs shown on the above screen. Depending on the difficulty settings you'll have to avoid here up to three enemies. As usual, the best method is to distract them with throwable objects.
Using the path described above will not only get you closer to the central area of the cemetery, but also allows you to reach the ready-to-wear Agency technician disguise. This costume will allow you to freely explore the map and you will have to avoid only another technician in this area (he mostly stands next to the fresh grave).
General assumptions: After you get familiar with the location, you can start completing the objective - eliminate Jade. This task is very similar to murders from previous missions, so you have a lot of freedom in topic of methods of exterminating Benjamin Travis's assistant.
One of least original ways to eliminate Jade is shooting her. In this case I recommend using the sniper rifle, because if you use a gun, your actions might alert nearby enemies.
Another possibility is murdering Jade after approaching her. In this case it would be good to wait until woman starts walking over the area and attack her once she gets to some secluded place. Depending on preferences you can break her neck or use a melee weapon.
Quite aggressive way to complete current objective is using explosives. In order to do this, you have to obtain previously mentioned remote explosives or a proximity mine. Try to plant them in such place, that it will kill the least people possible (preferably Jade only).
Two other methods are related to elimination of Jade in arranged accidents and these are the most interesting, because they are characterized with the lowest risk of being detected. The first possible accident to be arranged is to crush Jade with rocks in an unstable tunnel. In this case start with picking up one of gasoline can, for example the one left one the clearing with heavy troopers (screen above).
Once you gave the can, place it in one of two unstable tunnels, for example the left one, shown on the above screen.
Wait until Jade enters the tunnel and then shoot twice the can. It will explode making the tunnel to collapse (screen above).
The second arranged accident is related to crushing Jade with heavy cargo. The first step to complete this plan is obtaining Agency technician disguise. I do not advise attacking a technician in this location - instead of that you should look around for the ready-to-wear costume. As for reminder, it can be found in the upper part of the map, in the place shown on the above screen.
Once you put on the technician disguise, find Jade, approach her and wait until you get to the dug out grave. In the meantime you have to avoid another technician of course, because he is the only one who can recognize you.
Wait until Jade stops under the crane and press the button shown on the above screen, thus crushing her with a heavy cargo.
Regardless of the way you've eliminated Jade, you can complete some optional actions before leaving this location. I recommend picking up remote explosives or a proximity mine and look around for evidence shown on the above screen, located near the dug out grave. This secret can be easily obtained when using Agency technician disguise.
A passage leading to the crematorium is located at the very end of the path, on which you've started this stage - right from the clearing with heavy troopers. Also here you have to wait, until Hitman unlocks the passage, so make sure that no one can see your actions.
General objectives of the stage: The Crematorium is the last stage of the game. Its main objective is elimination of three praetorians in the cemetery. This is not easy task, because they have more subtle senses than standard enemies.
Praetorians which you have to eliminate are Jack Aegis, Carey Scutum and John Hoplon. By default these characters are patrolling upper part of the cemetery, so first you have to get close to them. During exploration of this location watch out for many laser traps connected to explosives. I do not advise to hurry and always check paths you choose, because some traps are good camouflaged.
In order to approach Praetorians you have to climb up one of interactive edges, because main stairs are mined. Watch out, because you can be easily spotted. What's more, on higher difficulty levels praetorians can hear you running from a very long distance, so you have to be much more effective in staying hidden than usual.
After reaching the upper part of the cemetery you can start your proper actions. If you do not have anything against aggressive solutions, I recommend using firearms. You should know however, that praetorians are more resistant and can effectively track Hitman. So try to eliminate them as fast as possible, using point shooting mode if possible.
Another aggressive variant is using explosives. First of all you can use remote explosives or a proximity mine (screen 1) from the previous stage. If you do not have any of such objects you can try to shoot explosives connected to laser traps (screen 2).
Personally I suggest dealing quietly with three elite Agency soldiers. Every time it is best to start with throwing any object found in the area, staying behind cover all the time.
Wait for the enemy, make sure that he isn't observed by anyone and kill him with Silverballer or murder with garrote. It would be god to hide bodies of each murdered praetorian, using nearby crypts.
I suggest starting exploring the area only after eliminating all three praetorians. Near the stairs leading to the crematorium you should find evidence shown on the above screen.
Finally head to the crematorium mentioned above. Find explosives (screen 1) and plant it on the entrance door (screen 2). Withdraw and wait for the explosion ending the last game mission. Congratulations!
General assumptions: You must use all four disguises available in the first game mission.
Gardener disguise is the easiest one to obtain, because you can pick it up during the Greenhouse stage.
The easy way to obtain mansion exterior guard disguise is to stun or kill one of the enemies at the beginning of Greenhouse stage.
Obtaining mansion interior guard disguise is also easy - clothes can be found in the head of security room (Cliff stage).
Chef disguise requires neutralizing a chef cook in the mansion (Mansion ground floor stage).
General assumptions: You must find two evidences.
First evidence can be obtained in the Cliff stage. Look for it in the security room.
Second evidence can be obtained in the Mansion ground floor stage. It lies on the table in the main mansion area on the ground floor.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of five stages of the first mission. You should have no problems with that, if you, of course, skillfully use disguises and take proper precautions during walking through areas occupied by characters which can expose Hitman.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in each of five stages of the first mission. The most problematic will be probably Greenhouse stage. So it is best to complete it once again after completing the entire mission, eliminating all guards in the area. Watch yourself also during roaming in the mansion, trying to avoid lines of sight of opponents.
General assumptions: You must use the sculpture in gardens to kill nearby guards.
Opportunity to complete this challenge will appear in the first stage - Gardens. Locate the sculpture in gardens, make sure that guards stay near it and aim at the lower part of mentioned object (screen above), so it will crumble and kill opponents.
General assumptions: You must throw opponent out of a window.
A chance to complete this challenge will appear at the beginning of Cliff stage. You should reach the shutter, where a guard is talking on the phone. Grab him and throw him out of the window before he finishes his call and walks away.
General assumptions: You must use sleeping pills to drug a chef in the mansion.
During exploration of the mansion (Mansion ground floor stage) you can find sleeping pills in the bathroom on a floor. Take it and go to the kitchen. Pour it into the pot, where fish is prepared. Now wait until chef tastes a soup and falls asleep on the chair.
General assumptions: You must use sleeping pills to neutralize the head of security in the mansion.
During exploration of the mansion (Mansion ground floor stage) you can find sleeping pills in the bathroom on a floor. Take it and go to a bar located at the main mansion room and pour it into a coffee mug.
Now wait until the head of security drinks coffee and falls asleep on the chair.
General assumptions: You must use the piano on the mansion ground floor to kill one of guards.
A chance to complete this challenge will appear in the Mansion ground floor stage. First locate a piano shown on the above screen. Due to the fact, that there are many opponents near, it is beast to appear the piano disguised as chef.
Wait until one of guards tries to play piano and then looks inside it. Quickly press then Interact key/button in order to knock down the piano pi, thus killing the guard.
General assumptions: This challenge is automatically unlocked after completing the Personal Contract mission.
General assumptions: You must use all four disguises available in the second game mission.
Chicago police officer disguise can be obtained by eliminating one of single policemen, for example the one in the alley, near the exit or the one guarding the King of Chinatown car.
Market vendor disguise is easy to obtain and you do not have to attack any vendors on the square. Look around at the back of one of stalls on the other side of the square. The disguise lies there.
Dealer disguise can be obtained by stunning or killing a drug dealer who sells drug to the King of Chinatown. It is best to perform the attack when dealer goes to some secluded place.
Chicago SWAT officer disguise is by far the hardest to get. SWAT members appear on the market only after starting an alarm, so you have to attack enemies and then wait for a SWAT team to come in some safe place (e.g. in dealers apartment) and kill one of them.
General assumptions: You must find evidence.
The only available evidence in the second mission is located in the fenced area, where the King of Chinatown stays by default. It is best to obtain it disguised as Chicago police officer or dealer.
General assumptions: You can't be spotted. In order to complete this challenge you must find a way to get rid of the King of Chinatown which doesn't lead to exposing Hitman as his murdered (e.g. poisoning him).
General assumptions: You can't use disguises. In order to complete this challenge you must find a way to get rid of the King of Chinatown, so there is no need to use disguise (e.g. shooting him in a side alley).
General assumptions: You must kill the king of Chinatown with explosion.
This challenge can be completed in several ways, for example by throwing a gasoline tank or remote explosives near the King of Chinatown and making an explosion.
Another possibility is triggering an alarm in the King of Chinatown car and shooting explosive barrels when your target approaches his car.
General assumptions: You must reach the shutter, from which you can see the appointment between the King of Chinatown and a drug dealer.
This is quite easy challenge, because it is automatically unlocked after reaching the dealer's apartment shown on the above screen. You can see the fenced area from there.
General assumptions: You must kill the king of Chinatown with controlled explosion.
The aim of this challenge is to use explosive barrels located at the King of Chinatown car. Trigger the car alarm, wait until your target approaches and shoot barrels.
General assumptions: You must kill the king of Chinatown by throwing him into a hole.
A hole which can be used to murder your target is located at the other end of the square, near one of stalls. Wait until the King of Chinatown approaches the hole and stops next to it. Quickly walk to him and press Interact key/button to push him.
General assumptions: You must kill the king of Chinatown in an accident.
The accident relates to dropping the suspended cargo shown on the above screen on the King of Chinatown. You can find it in the alley, near the exit point. Wait until your target finds himself under the palette and shoot the chain which holds it.
General assumptions: You must kill the King of Chinatown and a drug dealer with one shot form a sniper rifle.
A sniper rifle required to unlock this challenge lies on the table in dealer's apartment (screen above).
After getting the sniper rifle, use the gun to destroy the right shutter and place yourself there. Aim the sniper rifle and wait until the King of Chinatown and dealer stand in one line (you might need help of stabilizing the sight).
General assumptions: You must find evidence and leave while undetected.
This challenge has two parts and both must be completed in one shot (without returning to the checkpoint). So it is best to earn it during silent completing the mission. As for reminder, the evidence is located in the fenced area, where the King of Chinatown stays by default). It is best to obtain it while being disguised by Chicago police officer or dealer.
General assumptions: You must kill the king of Chinatown by poisoning drugs.
First we should recall that in the second mission fugu fish found on one of stalls is a poison. As for a challenge, there are two main ways to complete it. One variant is to poison dealer's package hidden near containers (screen above).
Another method is to poison drugs in dealer's apartment (screen above). It doesn't matter if the King of Chinatown will reach the destination with a real dealer or with Hitman in disguise.
General assumptions: You must kill the king of Chinatown by poisoning his coffee.
First we should recall that in the second mission fugu fish found on one of stalls is a poison. As for a challenge, you have to get to the fenced area (being disguised as Chicago police officer or dealer) and poison the coffee mug.
General assumptions: You must kill the king of Chinatown by poisoning food.
First we should recall that in the second mission fugu fish found on one of stalls is a poison. As for a challenge, you have to poison food on the table on the other side of the square.
General assumptions: You must poison the King of Chinatown in three different ways that is completing challenges Don't Do Drugs, Hot Coffee and Let's Do Lunch.
General assumptions: This challenge is automatically unlocked after completing the The King of Chinatown mission.
General assumptions: You must use all three disguises available in the third game mission.
Electrician disguise is relatively hardest to get and you must do it in the first stage - Terminus Hotel. It is best to surprise one of electricians roaming in the basement or the one who stays in the alley, right from the hotel entrance.
Janitor disguise is not difficult to get. Depending on your preferences you can knock down one of janitor in Terminus Hotel stage or get the disguise after getting to the Upper floors stage.
Hope goon disguise is by far the easiest to get. In many places the game gives you a chance to attack goons by surprise. A ready disguise can be also found in the laundry room on a ground floor (Terminus Hotel stage).
General assumptions: You must find two evidences.
The first evidence can be obtained in the Terminus Hotel stage. It is located on the table in the hotel manager room.
The second evidence can be obtained in the Upper floors stage. It is located in the room adjacent to room 899, on the eighth floor.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of both stages of the third mission. It is not very difficult challenge, if you of course watch out and use disguises skillfully.
General assumptions: You can't use disguises and in order to complete this challenge in 100% you have to do this in each of both stages of the third mission. This is very difficult challenge, especially when it comes to getting to the lift and moving on upper hotel floors. As a result it is best to start the mission again after completing it and get to the 899 floor by force.
General assumptions: You must eliminate at least 10 enemies in the hotel, while remaining unnoticed. This is quite hard challenge because no one can notice you and this must stay like this during the entire mission. Some facilitation is that it doesn't count if you kill enemies or just stun them.
General assumptions: You can't kill anyone. In order to complete this challenge in 100% you can't kill anyone in both stages in the third game mission.
General assumptions: You must find a movie reel and put it in the projector.
This challenge consists of two parts and both are completed in Upper floors stage. First thing you must do, is to get a movie reel. There are two movie reels in hotel and you can collect any of them. First reel is located in a service storeroom on the seventh floor (the one when you can find janitor disguise).
Another reel is located in a banquet hall on the eighth floor.
A projector is located in a small room with two enemies on eighth floor. You have to approach it with a movie reel and start the device.
General assumptions: You must get to room 899 using in unconventional way.
This challenge consists of two parts and both are completed in Upper floors stage. In order to complete the first part, you have to get to eighth floor by walking on a ledge adjacent to locked door (the one which requires a keycard).
In order to complete the second part you have to walk over metal beams connecting two opened shutters on eighth floor (the one located near a passage from main stairs and the one located next to the room 899 door).
General assumptions: This challenge is automatically unlocked after completing the Terminus mission.
General assumptions: You must kill one opponent with a screwdriver.
A screwdriver is an easy tool to get so you should have no problems with completing this challenge.
General assumptions: You must kill three opponents with a screwdriver. This challenge is an extensive version of previous one.
General assumptions: You must use all two disguises available in the fourth game mission.
It is very hard to obtain Chicago SWAT officer disguise. You encounter SWAT member only in Train station stage, during your stay in the residential building. Try to surprise the opponent who walks at the very end of the SWAT group heading to the elevator or start the fight and during it quickly obtain the disguise.
Chicago policeman disguise is in turn very easy to obtain because you can get rid of any officer encounter in the Run For Your Life mission.
General assumptions: You must find three evidences.
First evidence can be obtained in The Library stage. It is located on the ground floor, in the second part of the library, near the place where a new group of cops appears.
The second evidence can be obtained in the Shangri-La stage. It is located near the exit from a room with two junkies and two cops.
The third evidence can be obtained in the Train station stage. It's located in residential building lobby and it is vest to get it in policeman disguise.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of five stages of the fourth mission. The most problematic will be probably The Library and Train station stages, because you can be easily exposed there. So I recommend using policeman disguise. It is also worth noting that the escape from a helicopter in Pigeon coop stage is not treated as being spotted.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in each of five stages of the fourth mission. Same as above, it is hard to stay in a default Hitman suit in The Library and Train station stages. So as a result, you can complete these stages on lower difficulty levels or spend much time to learn policemen paths so you can skillfully sneak past them.
General assumptions: You must take a hostage in the library and get with him to the exit.
This challenge must be completed in The Library stage. Make sure that you have firearms, select it in the inventory and then take any cop from behind, taking him as hostage (human shield). Now you have get with this person to the library exit and it is best to move along the wall, so no one can surprise Hitman from behind.
General assumptions: You must use a chandelier to kill enemy.
A chance to complete that challenge appears in The Library stage. Depending on your preferences you can use a lever to release the chandelier or shoot its chain. The challenge is completed when the chandelier kills at least one cop.
General assumptions: You must cross the marijuana field while not being spotted.
The marijuana field is located in the residential building occupied by junkies. You can find it in the Shangri-La stage. It is very important to stay crouching and carefully observe actions of cops patrolling the area, keeping a safe distance from them.
General assumptions: You must kill three persons with bong.
This challenge can be completed in Shangri-La stage. Each time you have to start with finding a bong. First of them is located in a room with two junkies and two cops.
Second bong is located in a small kitchen adjacent to the marijuana field.
The third bong is located in a room with a tape player (left from the elevator).
After you obtained a bong, use it to kill any junkie or cop. Important information is that bong is breakable so you must find another one after successful kill.
General assumptions: You must lure policemen to the safe in a residential building.
This challenge can be completed in the residential building occupied by junkies - Shangri-La stage. Explore two rooms located on the right from the elevator, finding a safe in one of them. Wait until the policeman leaves the room, look around for the notebook and then open the safe.
Switch on the radio, hide and watch events. The challenge is completed when all nearby cops enters the room (you do not have to do anything else).
General assumptions: Lure the policemen with music in the residential building.
A place to complete this challenge is a residential building occupied by junkies in Shangri-La stage. Explore the room located left from the elevator and interact with tape player in order to switch on the music.
Hide and watch events. The challenge is completed when all nearby cops enters the room (you do not have to do anything else).
General assumptions: This challenge is automatically unlocked after completing the Run For Your Life mission.
General assumptions: You must eliminate an opponent in the library and hide the body.
This challenge can be completed in the second stage of this mission - The Library. Surprise from behind any cop here and stun him (not kill!). After that, hide his body in a closet in a crate.
General assumptions: You must eliminate seven opponents in the library and hide their body. This challenge is an extensive version of previous one.
General assumptions: You must use all four disguises available in the fifth game mission.
Strip club bouncer disguise might be obtained in The Vixen Club or Dressing Rooms stage. The easiest way to do it is to eliminate a bouncer in the club toiled or the one patrolling the club backyard.
Store clerk disguise might be obtained in Convenience Store and Chinese New Year stages. It is best to look for ready-to-go disguise, in the store cold-room or by one of stalls in Chinatown.
Chicago officer disguise is the easiest one to get because you may encounter cops in all stages of the fifth mission, except Dressing Rooms stage. So attack any cop and get his clothes.
Chipmunk costume is a hidden disguise and the only opportunity to get it occurs in Chinese New Year stage. Go to the other side of Chinatown and locate and entrance to the basement guarded by a policeman (screen 1). Avoid or neutralize him and examine a small area behind his back, finding the costume.
General assumptions: You must find six evidences.
First evidence might be obtained in the Courtyard stage. It is located on the hood of a police car parked in the center of the courtyard. Distract cops or use the disguise to take it safely.
Second evidence can be obtained in The Vixen Club stage. It is hidden in the room on the floor, where you can get only by an open shutter (you reach it by walking on the ledge).
Third evidence can be obtained in the Derelict Building stage. It is located at the crossing guarded by policemen, so you should try to pick it only after distracting them.
Fourth evidence can be obtained in the Convenience Store stage. It lies on a counter in the main room of the store (the one accessible for clients).
Firth evidence can be obtained in the Loading Area stage. It is located in the left room of the building, where you have to get to advance to the next stage.
Last, sixth evidence can be obtained in the Chinese New Year stage. It is hidden in one of inaccessible alleys at the other side of the map (the one, where you can murder Larry Clay).
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of seven stages of the fifth mission. I suggest watching out particularly in these stages, where you encounter large group of policemen and in Chinatown.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in each of seven stages of the fifth mission. Frankly speaking, this you will have no problems with completing this challenge only in Courtyard stage. In the rest of stages you have to perfectly examine the paths of enemies and eliminate targets marked by the game in the least risky way. As a last resort you can also opt for playing on one of the lower difficulty levels, so you'll have less enemies to defeat (and with worse sight field).
General assumptions: You must kill Dom Osmond unnoticed, after he asks for a private dance with one of dancers.
The objective of this challenge is to kill Dom Osmond (The Vixen Club stage) in a special way, after he asks for a private dance with one of dancers. Follow Dom to the other part of the club and use a keycard to unlock the locked cabin (screen above).
Stand at the mirror but DO NOT ATTACK Dom yet. Wait until "the show" ends and the dancer leaves the booth. Your target should then make a call and only then shoot him. Use the silenced gun, so you won't alert anyone. After the action you hide Dom's body in the container. In order to complete the challenge in 100% you have to leave the club unnoticed.
General assumptions: You have to eliminate Dom Osmond unnoticed using garrote after he goes to the toilet.
The objective of this challenge is to kill Dom Osmond (The Vixen Club stage) in a special way, after he goes to the toilet. Depending on your preferences you can first prepare this place for an action and get rid of the bouncer (screen above) or hide in the closet and wait for Dom.
Get Osmond from behind and use the garrote to kill him. After the successful action hide his body in the closet. In order to complete the challenge in 100% you have to leave the club unnoticed.
General assumptions: You have to eliminate Dom Osmond in a fake accident.
The objective of this challenge is to kill Dom Osmond (The Vixen Club stage) in a special way that it will look like an accident. Go to the area with bachelor party and use a keycard to unlock the door to back of the club.
Stand by the mirror and wait for Dom. Once your target walks under the disco ball, press the big yellow button.
General assumptions: Start fireworks in the convenience store.
This challenge can be completed in the Convenience Store stage. Start exploring the back of the store, finding an interactive valve.
After turning the valve, look around the warehouse or the main part of the store to find fireworks and ignite them. Wait for the final effect.
General assumptions: Save the innocent civilian before he gets killed by Larry Clay.
This challenge is completed in the Chinese New Year stage and is connected with Larry Clay. Follow Larry, allowing him to meet a market vendor. After that you have to go to the alley, where Larry will take a civilian.
Wait for the start of the conversation, during which Larry will knock the vendor on the ground and start preparing for murdering him. Only now go into action, eliminating Clay in any way.
General assumptions: Eliminate one of Wade's people by electrocuting them.
This challenge is completed during the Chinese New Year stage. Wait until one of targets walks to the side alley to urinate.
Rig a power cord to trike truck and pull a lever in a proper moment, electrocuting your target.
General assumptions: Eliminate Frank Owens in an accident with gas pump.
This challenge is completed during the Chinese New Year stage and is connected with Frank Owens. Get to the fenced area, visited by Owens from time to time. Interact with gas pump to spill gasoline.
Wait now for Frank to come here. You can get rid of him immediately by shooting at the gasoline or wait until he drops a cigarette.
General assumptions: You must eliminate one of Wade's people by crushing him with a heavy load.
This challenge is completed during the Chinese New Year stage and is about to drop a heavy load on one of Wade's people. First such load can be found at the starting place (screen above).
The second load is located in a side alley, visited by Larry Clay from time to time (screen above). Regardless of the load you choose, wait until your target walks under it and shoot the chain holding the load.
General assumptions: You have to eliminate Bill Dole using a policeman for this.
This challenge is completed during the Chinese New Year stage and is connected with Bill Dole. Go to the basement which Bill visits and steal Birdie's file (screen above).
Now wait for Bill is meeting local policemen and gets killed during the shootout.
General assumptions: You have to complete challenges Lieutenant Bad, Fire Him, X Marks the Spot and Moment of Bliss. All challenges can be completed in the Chinese New Year stage and are connected with Wade's people.
General assumptions: This challenge is automatically unlocked after completing the Hunter and Hunted mission.
General assumptions: You must stealth kill at least one target in Chinatown with katana.
This challenge can be completed in the Chinese New Year stage. The first step of course is to find a katana and in order to do this you have to visit a stall, where Larry Clay meets with a market vendor (screen above).
A second part of this challenge is murdering any Wade's guy. You have to make sure that it is done in a secluded place, because you can't get spotted. It is best to murder Frank Owens in the fenced area. Bill Dole and Larry Clay can be murdered in one side alleys.
General assumptions: You must stealth kill all Wade's people in Chinatown with katana. This challenge is an extensive version of previous one.
General assumptions: You must stealth kill all Wade's people in Chinatown with katana while wearing Chipmunk costume.
This challenge is an extensive version of the previous one and the main difficulty is the need for using a Chipmunk costume. As a reminder, this costume can be found near the descent into a basement guarded by a cop (screen above). As for Wade's people, the most difficult action will be probably murdering of Frank Owens. Try to get rid of characters guarding the access to the fenced area first, so later you can get him easily.
General assumptions: You must use all two disguises available in the sixth game mission.
You can easily obtain henchman disguise, because you can encounter these characters in Orphanage Halls and Central Heating stages. So get rid of any opponent and take his clothes.
Rosewood security guard disguise can be obtained only in the Orphanage Halls stage. You can take clothes of a guard tortured on the first floor of the orphanage or from a body in the chapel on the ground floor.
General assumptions: You must find two evidences.
First evidence can be obtained in the Orphanage Halls stage. It lies on the reception table on the ground floor and unfortunately obtaining it is very hard, because you'll have to distract all nearby enemies (or get rid of them earlier).
Second evidence can be obtained in the Central Heating stage. It is located in one of side corridors on your way to the place where Wade hides. Also in this case you'll probably have to distract local enemies, but you should have no problems with that.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of three stages of the sixth mission. You have to really watch out only in the Orphanage Halls stage. It is best to use henchman disguise, getting consecutive fuses with proper precautions.
General assumptions: You can't use disguises (you have to stay in default priest clothes). In order to complete this challenge in 100% you have to do this in each of three stages of the sixth mission. This is unfortunately not easy challenge. You have to perfectly examine the paths and behavior of enemies. As the last resort I recommend lowering the difficulty level.
General assumptions: You have to save the Rosewood guard tortured by bandits.
An opportunity to complete this challenge appears at the very beginning of the Orphanage Halls stage, because the room with tortured guard is located in front of the starting place. You have to get rid of all local bandits, doing that before they kill a guard. Depending on your preferences you can try to attack them one by one by surprise or use the point shooting mode. You can ignore the saved guards, because you do not have to release him.
General assumptions: You must collect all fuses and use it while not being spotted. It is of course easier to complete this challenge on lower difficulty levels, especially that fuses are then hidden in less guarded places. Details on locations of fuses and where to use them can be found in walkthrough of the sixth mission.
General assumptions: Hide five enemy bodies in a container with colorful balls.
The mentioned container can be found in the Orphanage Halls stage, in the toy room on the orphanage ground floor, near the canteen. You have to hide inside 5 bodies of stunned or killed enemies.
General assumptions: Eliminate Wade without being spotted.
An opportunity to complete this challenge appears at the very end of the Central Heating stage, after reaching the place where Wade hides. DO NOT choose the main path leading to his hideout, but go to the right. You have to find a valve shown on the above screen.
After turning the valve get inside the ventilation shaft located on the right. Go to its end.
After leading the shaft start sneaking. You have to interact with another valve shown on the above screen. Wade will be eliminated and Hitman won't get spotted.
General assumptions: This challenge is automatically unlocked after completing the Rosewood mission.
General assumptions: You must stealth kill three characters with the syringe.
This challenge can be completed in the Orphanage Halls stage and you must start with finding a syringe. First syringe can be found on the first floor, near the room with tortured guard.
Second syringe can be found on the ground floor, in the medicine office.
After obtaining the syringe start using it to eliminate enemies. Theoretically you can throw them but it is much safer to use them in a close combat after getting the enemy from behind. Kill three persons in that way, remembering that you can trigger an alarm in the meantime.
General assumptions: You must stealth kill four characters with the syringe. This challenge is an extensive version of previous one.
General assumptions: You must stealth kill five characters with the syringe. This challenge is an extensive version of previous one.
General assumptions: You must use all three disguises available in the seventh game mission.
Hope policeman disguise is easy to obtain. Attack one of cops in the toilet, right from the starting place.
Truck driver disguise might be obtained after starting the bar fight, by attacking one of characters in the main bar room and taking it after winning the fists duel.
Hope bar bouncer disguise can be also obtained after starting the bar fight. Also in this case you should attack the right person and take his clothes after winning the fists duel.
General assumptions: You must find evidence.
The only evidence which you can find in the Great Balls of Fire stage is located in a locked room, adjacent to the main bar area. You can get there by crawling through the ventilation shaft or using a keycard taken from one of bouncers.
General assumptions: You can't be spotted. In order to complete this challenge you have to reach bartender without starting the fight and not being spotted by truck drivers, bouncers and cops in the bar. It is best to move around disguised as a policeman, using Instinct when needed.
General assumptions: You can't use disguises. It is best to complete this challenge along with making a decision to start the bar fight, because then you have an access to all bar areas and you can stay in the default Hitman's suit.
General assumptions: Get to the Bartender without starting a bar fight. All actions required to fulfill this challenge can be found earlier in the walkthrough (Getting to the bartender without a fight subchapter).
General assumptions: Turn off the jukebox and get to the bartender without participating in any fists duels.
As for a reminder, the juke box can be turned off by pulling a lever located in toilets, right from the starting place.
As for avoiding fists duels, start with crossing the ventilation shaft. After getting to the main bar area, slowly move along the right wall, not approaching aggressive characters, who do not fight anyone right now. Also use the newly created hole in the right wall (screen above) to avoid the last large group of enemies.
General assumptions: Knock out all the bouncers in the bar.
Bouncers are wearing jackets with STAFF sign on them (screen above). It is best to attack them after starting the bar fight, especially that you only have to subdue them and not to kill.
General assumptions: After starting the bar fight get to the bartender without getting hit. That means that you have to completely avoid hostile characters or not to fail while pressing keys/buttons in each fists duel.
General assumptions: This challenge is automatically unlocked after completing the Welcome to Hope mission.
General assumptions: You must use a disguise available in the eighth game mission.
It is not easy to get Hope policeman disguise, because all cops in the gun shop are in view sight of other people. You can try to attack a single enemy who walks in the shop or cops shooting ducks (in the latter case you should help yourself with Silverballers and point shooting).
General assumptions: You must find evidence.
The only evidence available in the eighth game mission is located in the survival bunker (the one with a notebook with safe code). In order to unlock the bunker's door you have to have a keycard.
General assumptions: You can't be spotted. The best place to complete this challenge is shooting range contest because you won't have to sneak at all.
General assumptions: You can't use disguises. This is very easy challenge, because even if you prefer sneaking, it is not difficult to keep away from cops in the gun shop.
General assumptions: You have to lose the shooting contest with Lilly. The easiest way to do it is to not shoot at all and waiting for the time limit to expire. Note - only contests for Silverballers count - you can't complete this challenge if you return to the shooting range after retrieving your pistols.
General assumptions: You have to win the shooting contest with Lilly and get at least 471 points in 2 minutes. Hints on winning the contest can be found in walkthrough of the eighth mission.
General assumptions: You have to win the shooting contest using Hitman's Silverballers.
This is very easy challenge, which can be completed right after retrieving Silverballers kept in the glass case (screen above). Agent's 47 pistols can be retrieved in any possible way.
General assumptions: You have to win the shooting contest using the Ultramax weapon.
Ultramax gun can be found in the survival bunker (the one with a notebook with safe code).In order to unlock the door you have to have a keycard.
General assumptions: You must steal Hitman's Silverballers while not killing anyone. More details on that can be found in the walkthrough of the eighth mission, specifically in the Getting the key to the cabinet subchapter. Remember to choose a variant of stealing the notebook from the bunker instead of killing the gun shop owner.
General assumptions: You must fire the cannon on the shooting range.
You'll find the gun on the area which is under fire by people on the shooting range. The easiest way to get there leads through the back of the gun shop.
Approach the gun, select any weapon in your inventory and aim the fuse. Now just wait for the shot.
General assumptions: Destroy 10 duck targets in the indoor shooting range.
The most problematic is finding the indoor shooting range. This is a side room, adjacent to the gun shop, with few cops inside (screen above). Use any of your weapons, shooting at least 10 ducks in total.
General assumptions: This challenge is automatically unlocked after completing the Birdie's Gift mission.
General assumptions: You have to win the shooting contest with Lilly, using the default weapon you started this stage with. Note - only contests for Silverballers count - you can't complete this challenge if you return to the shooting range after retrieving your pistols.
General assumptions: You have to win the shooting contest with Lilly, using the Ultramax weapon you started this stage with. Note - only contests for Silverballers count - you can't complete this challenge if you return to the shooting range after retrieving your pistols.
As a reminder, Ultramax gun can be found in the survival bunker (the one with a notebook with safe code).In order to unlock the door you have to have a keycard.
General assumptions: You have to win the shooting contest with Lilly, using the Kazo TRG sniper rifle you started this stage with. Note - only contests for Silverballers count - you can't complete this challenge if you return to the shooting range after retrieving your pistols.
Kazo TRG sniper rifle can be found in trenches. It is located in the box, near the ladder shown on the above screen. Note - if you have problems with scoring 471 points with only the sniper rifle, you can switch weapons during the contest. It is important to use the sniper rifle at the beginning and at the end of the contest.
General assumptions: You must use all four disguises available in the ninth game mission.
The hardest to obtain is barber disguise. During the Barbershop stage you have to reach the most remote location on the ground floor - barber salon. The ready-to-wear disguise lies on one of shelves.
Hope plumber disguise is also not easy to obtain. You can start looking for it in the Streets of Hope stage. Go to the car garage and look around for the plumber, who should stay somewhere in the first floor or in the toilet.
Hope policeman disguise can be obtained in any stage. It is best to attack one of single cops guarding some area.
Mechanic disguise can be obtained only in the Streets of Hope stage. Many mechanics can be found inside and around the car garage. If you do not want to kill anybody then get an access to a small room located near the entrance to the scrapyard, obtaining the ready-to-wear disguise.
General assumptions: You must find two evidences.
First evidence can be obtained in the Streets of Hope stage. Look around on the first floor of the car garage, near the stairs.
Second evidence can be found in the Barbershop stage. It lies on the TV set in the main room of the building. In order to secure a safe access to this secret, put on the policeman disguise and sabotage a fuse box in the basement.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in both stages of the ninth mission. I definitely advise to eliminate subsequent targets with as low risk as possible. It is also worth using disguises regularly, reducing the risk of detection.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in both stages of the ninth mission. This challenge is very hard to complete on higher difficulty levels, especially in the Barbershop stage. So I suggest lowering the difficulty levels and getting use to use the throwable items and distracting enemies by causing accidents.
General assumptions: Push three mission targets into an oil tank.
A chance to complete this challenge appears in the Streets of Hope stage. An oil tank is located near the main entrance to the scrapyard and is unfortunately guarded by cops - get rid of them in any way.
After clearing the area, wait until Gavin LeBlond comes close to the railing and then push him (screen above). Notice, that the game requires three such actions. I definitely do not recommend dragging other gang members to the oil tank. It is much easier to reload the last checkpoint and repeat all actions described above twice.
General assumptions: Get rid of the mission target in an accident by crushing him with a car on the lift.
This challenge can be completed in the Streets of Hope stage. Start with reaching the garage located on the back of inaccessible barbershop (screen above). Clear the area and put on the mechanic disguise (there is at least one mechanic inside).
Wait until Gavin LeBlond appears inside or around the garage. Skillfully use the throwable items to lure Gavin under the car on the lift.
Once Gavin walks under the car, pull the lever to crush him.
General assumptions: Get rid of the mission target in an accident by detonating a gas stove.
During completing the ninth game mission you can find three gas stoves. First of them is located on the first floor of the convenience store (Streets of Hope stage).
The second stove can be found in the office room in the car garage (Streets of Hope stage).
The third stove is located in the ground floor of the barbershop, in a small kitchen (Barbershop stage).
Approach any gas stove, switch it on and wait until one of main targets gets close to it. Shoot the stove with any weapon, thus detonating it.
General assumptions: Get rid of the mission target in an accident by detonating a gas pump.
This challenge can be completed in the Streets of Hope stage. A gas pump is located in the square in front of the car garage and you have to interact with it first.
Wait until Tyler Colvin stops near the pump and then shoot a gasoline puddle, detonating the pump.
General assumptions: Get rid of the mission target in an accident by electrocuting him.
This challenge can be completed in the Streets of Hope stage. Go to the scrapyard and look around for the fence shown on the above screen.
Connect the power supply to the fence and wait for Gavin LeBlond. Pull the lever in the last moment, when he crosses the metal gate, thus electrocuting him.
General assumptions: Get rid of the mission target in an accident by electrocuting him when he urinates.
This challenge can be completed in the Barbershop stage. Look around the entrance to the basement. Pick up the wrench and use it to disconnect the wire.
Wait for Mason McCready and pull the lever in the right moment, thus electrocuting him.
General assumptions: Get rid of the mission target in an accident with the barbecue.
A chance to complete this challenge appears in the Barbershop stage. Look around the ground floor for the lighter fuel.
Now go to the basement of the barbershop and swap hot sauce with the lighter fuel.
Now wait until the sauce is delivered to Mason McCready, who is barbecuing on the square. Your target will get killed after using the fuel.
General assumptions: Pacify Lenny in a barber disguise.
This challenge can be completed in the end of the Barbershop stage. Barber disguise can be found in one of the room on the ground floor (in barber salon).
After putting on a disguise find Lenny. Approach him and wait until he gets to the barber salon. Follow him, wait until he sits on the chair and subdue him.
General assumptions: Complete Get the Mechanic, Kill Me I'm the Cook, Pump It Up, Shocking, Gotta Go and Well Done challenges. All these challenges are connected with eliminating Lenny gang members in accidents.
General assumptions: This challenge is automatically unlocked after completing the Shaving Lenny mission.
General assumptions: Kill Tyler Colvin with a sniper rifle.
This challenge can be completed in the first stage of the mission - Streets of Hope. The first step is to obtain a sniper rifle (Ilyon R700), which can be found on the donut shop first floor.
After obtaining a sniper rifle go to a balcony of the car garage. Place yourself in the spot shown on the above screen and wait until Tyler appears at one of shutters of the convenience store. Shoot to kill him. Note - the challenge will be completed only if you weren't spotted and Tyler wasn't in alerted state during the shot.
General assumptions: Kill Landon Metcalf with a sniper rifle.
This challenge can be completed in the first stage of the mission - Streets of Hope and same as previously you have to start with obtaining a sniper rifle (Ilyon R700), which can be found on the donut shop first floor. Go to the first floor of the convenience store and get yourself to the spot shown on the above screen. Wait until Landon Metcalf appears on the balcony of the car garage visible in a distance. Shoot to kill him. Note - the challenge will be completed only if you weren't spotted and Landon wasn't in alerted state during the shot.
General assumptions: Kill Gavin LeBlond with a sniper rifle.
This challenge can be completed in the first stage of the mission - Streets of Hope and same as previously you have to start with obtaining a sniper rifle (Ilyon R700), which can be found on the donut shop first floor. Stay there, placing yourself in the spot shown on the above screen. Wait until Gavin LeBlond stops at the oil tank near the entrance to the scrapyard. Shoot to kill him. Note - the challenge will be completed only if you weren't spotted and Gavin wasn't in alerted state during the shot.
General assumptions: You must use all four disguises available in the eleventh game mission.
Arms dealer disguise is difficult to obtain. You have to attack and get the clothes of arms dealer on the square right from the factory building (Factory Compound stage).
Factory guard disguise can be obtained in each stage of the eleventh game mission. It is worth noting that you do not have to attack guard, because ready-to-wear disguise is hidden in storage in the Dead End stage.
Truck driver disguise can be obtained only in the Factory Compound stage. It is best to attack a driver fixing a vehicle on the parking lot or one of characters in the canteen.
Chipmunk costume is a hidden disguise and the only opportunity to obtain it appears in the Factory Compound stage. You have to go to the storage shown on the 1 screen, which is located left from the factory building. In order to unlock the door you have to have a key card found earlier.
General assumptions: You must find four evidences.
First evidence can be found in the Dead End stage. It is located in a small room with TV sets, inside the main mill building.
The second evidence can be found in the Old Mill stage. The secret lies on the console in the main mill building.
The third evidence can be obtained in the Descent stage. It is located near the main passage leading to the main mines complex, where initially two guards meet (it is best to wait until they split up or distract them with throwable objects).
The fourth evidence can be obtained in the Factory Compound stage. It is located in the lobby of main factory building, near the elevator which is main mission objective. The easiest way to get this secret is while wearing arms dealer disguise.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to complete it in all four stages of eleventh mission. Watch out particularly in the first and fourth stage, skillfully using covers and using disguises if needed.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to complete it in all four stages of eleventh mission. Unfortunately this is difficult to achieve, because practically in every stage you will have to deal with large groups of enemies. So I recommend lowering the difficulty level or cleverly eliminating enemies (proximity mines, explosive barrels, pushing opponents over railings, etc.).
General assumptions: Eliminate factory guard playing the videogame and destroy the game console.
This is easy challenge, which can be completed in the Old Mill stage. Start with sabotaging a fuse box shown on the above screen and then stun or kill a player who appears here to check it (you do not have to hide the body).
Eliminate also the second guard, who were watching the game, to be sure. Finally use any weapon (Silverballers for example) to destroy a TV set shown on the above screen.
General assumptions: Push two enemies out of the window or over the railing.
It is best to complete this challenge in the Descent stage. Kills can be obtained in two ways: first method is to push the enemy out of the window.
Another possibility is to push the enemy leaning over the railing. In both cases you'll get the score only if the enemy dies after falling down from a great height.
General assumptions: Kill five enemies with proximity mines.
Proximity mines can be found quite regularly during completing the eleventh mission. After finding the mine you can arm it or throw it to chosen place (where enemy patrols are appearing for example). You have to kill 5 enemies in total using proximity mines. I recommend completing this challenge in the Descent stage, specifically in the area where a briefing takes place (screen above). One mine thrown properly should eliminate at least 5 security guards.
General assumptions: Reach the lobby unseen (Factory Compound stage). You can achieve that with sneaking in the reception or by using arms dealer disguise (more details on that can be found in the walkthrough of eleventh game mission).
General assumptions: Explore two storages.
First storage can be found in the Dead End stage and it is located near the main road connecting two enemy posts. A key card needed to unlock the door can be found in a hut left from the main road.
Second storage can be found in the Factory Compound stage and it is located left from the factory, near the square with two enemies and a dog. A key card needed to unlock the door can be found in a warehouse right from the factory building (the one near the arms dealer position).
General assumptions: This challenge is automatically unlocked after completing the Dexter Industries mission.
General assumptions: Silently kill one enemy stationing on the bridge or near it, throwing him down.
A chance to complete this challenge appears at the very beginning of Factory Compound stage. It can be completed in two ways. First method is murdering the enemy, who walks away to urinate (screen above) and then pushing his body down.
Another method is killing with Silverballers or Kazo TRG sniper rifle one of enemies on the bridge. In this case you have to make sure that the body will fall down the bridge, so wait until your target walks to the edge of the bridge.
General assumptions: Silently kill three enemies stationing on the bridge or near it, throwing them down.
This challenge is extension of the previous one. Make sure that you're using Kazo TRG sniper rifle and start shooting enemies on the bridge, aiming their heads. Remember, that the kill can't be spotted by other enemies and that the body has to fall down from the bridge. So do not shoot until your target gets close to the edge.
General assumptions: Silently kill three enemies stationing on the bridge or near it, in a short time period.
This challenge is extension of two previous ones. There are two differences. Bodies of killed enemies do not have to fall down from the bridge, but you must kill opponents within short period of time. So wait until enemies stand close to each other and then start using sniper rifle, aiming their heads.
General assumptions: You must use all three disguises available in the twelfth game mission.
Factory guard disguise can be obtained in each stage of the twelfth mission. If you do not want to stun or kill anyone, you can look around for ready-to-wear disguise under the main control room in the Test Facility stage.
Researcher disguise can be obtained for the first time in Decontamination stage but it would be better to get it in the R&D stage, by attacking one of scientist in side silo's rooms.
Scientist disguise can be obtained in each stage of the twelfth mission. If you do not want to stun or kill anyone, you can look around for ready-to-wear disguise in the locker-room in the Decontamination stage.
General assumptions: You must find three evidences.
The first evidence can be found in the Test Facility stage. The secret lies on one of table in the main control room and it is best to get there disguised as factory guard.
The second evidence can be obtained in the Decontamination stage. The item you're looking for is located in the room with guards watching TV and if you do not want to alert them, use scientist or researcher disguise.
The third evidence can be obtained in the R&D stage. It is located on the lowest level of the silo, where you can find Ashford. It is best to collect it after using the valve and releasing the steam which limits your enemies' sight.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of three stages of the twelfth mission. You shouldn't have big problems with completing this challenge, assuming of course that you skillfully use disguise (it is particularly important in R&D stage).
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in each of three stages of the twelfth mission. As always for this type of challenge, accomplishing it is very difficult. I recommend playing on lower difficulty settings, especially because of the R&D stage, where you have not much space to act and it is hard to avoid enemies. Use the proximity mines and remote explosive to clear your way in areas, where you can't sneak past opponents.
General assumptions: Eliminate Dr. Green as a result of accident on a minefield.
This challenge can be completed in the Test Facility stage. Access the main control room and place yourself at the button which releases test pigs shown on the above screen (use disguises and Instinct if needed).
Wait until Dr. Green stops at the minefield and only then press the button. You'll complete the challenge only if the scientist dies in a mine explosion (screen above).
General assumptions: Eliminate Dr. Green as a result of accident connected to the control room glass floor.
This challenge can be completed in the Test Facility stage and it assumes destroying the control room glass floor, when Dr. Green stops there. It is best to do it from the lower floor, aiming the floor with a gun (three shots are required).
If you do not want to shoot with the gun, you can also use remote explosives to destroy the glass floor (you can find explosives from the lower storage). Place the explosive on the glass floor, walk away and wait for Dr. Green. Use the detonator at the right moment (screen above).
General assumptions: Eliminate Dr. Green as a result of accident with a proximity mine.
This challenge can be completed in the Test Facility stage. Explore two rooms under the main control room. Take a proximity detector found there and then combine it with the proximity mine shown on the above screen.
Walk away and wait for Dr. Green. Once he approaches the mine he will be killed by an explosion (screen above).
General assumptions: Complete Good Test Results, The Abyss Gazes Back and The Common Good challenges. These are connected to different ways of eliminating Dr. Green (Test Facility stage) in arranged accidents.
General assumptions: Eliminate Carl's colleagues, leaving him alive.
This is quite unusual challenge, because it is not connected with finishing the mission anyhow. You can complete it in the Decontamination stage. After getting to the locker-room, choose the side door and head to the canteen inaccessible to unauthorized persons (screen above).
Hide behind the counter, so the stripper won't spot you. Approach her from behind, stun her and hide her body in the container. Now you can get inside the birthday cake.
Wait for Carl celebrating birthday and accompanying guards, looking out from the cake if needed.
Once all characters appear to the cake, use the point shooting mode and mark all four guards to be killed, LEAVING Carl alive. This challenge will be completed after eliminated all factory guards (Carl must stay alive!).
General assumptions: Eliminate Dr. Valentine as a result of accident with a bomb chamber.
This challenge can be completed in the R&D stage. Go to the test chamber. Distract a scientist standing next to the terminal, which activates bomb chamber (turning radio on, for example). Wait, until Dr. Valentines comes here and walks inside the chamber (screen above). Now interact with a terminal.
The challenge is completed when Dr. Valentines dies in the chamber.
General assumptions: Eliminate Dr. Valentine as a result of accident with a mega-taser.
This challenge can be completed in the R&D stage. Go to the records room and collect safety code (screen above).
Once you get the code, go to the adjacent room - special weapons. Interact with a computer terminal to disable a mega-taser and wait for Dr. Valentine (in the meantime use disguises and Instinct to stay unnoticed).
Once Valentine stops near mannequins, use the terminal again to activate the mega-taser.
General assumptions: Eliminate Dr. Valentine as a result of accident with a hair restorer.
This challenge can be completed in the R&D stage. Go to the chemical lab and locate a fire paste. Then combine it with the hair restorer (screen above.
This challenge will be completed after Valentine tries the "cure".
General assumptions: Complete the In the Right Space, Shock Doctrine and Eureka challenges. These are connected to different ways of eliminating Dr. Valentine (R&D stage) in arranged accidents.
General assumptions: Eliminate Dr. Ashford using the sample robot.
This challenge can be completed in the R&D stage. After getting to Dr. Ashford's place, access the lab room shown on the above screen, using Instinct if needed.
Place yourself at the left computer terminal and wait for Dr. Ashford. Once he sits in the chair, activate the sample robot, thus killing your target.
General assumptions: Eliminate Dr. Ashford while undetected.
This challenge can be completed in the R&D stage and it can be connected with previous one - Strap Him In. But this is not required, because you can also turn the valve shown on the above screen and after limiting everyone's view silently murder Ashford (with a garrote for example) and throw his body over the railing.
General assumptions: Complete challenges connected with eliminating Dr. Ashford - Strap Him In and Unseen (R&D stage).
General assumptions: Stun seven researchers and hide their bodies while undetected.
This challenge can be completed in the R&D stage. Each time start with attacking a researcher (wearing blue clothes).
After stunning the researcher, hide his body in a near closet or box. Note - this challenge must be complete in one try, without reloading checkpoints. You also must stay undetected, so do not forget about eliminating or avoiding guards, which can notice you.
General assumptions: This challenge is automatically unlocked after completing the Death Factory mission.
General assumptions: Dump scientist's body into waste container, remaining undetected.
This challenge can be completed in the Test Facility stage. You have to reach the path located behind main buildings (screen above).
Attack any scientists in the area. It is worth nothing that it can also be Dr. Green.
After the successful attack, pick the body and throw it over the railing, so it lands in the waste tank. You must remain undetected, so eliminate earlier all local guards if needed.
General assumptions: Dump 5 scientists' bodies into waste container, remaining undetected. This challenge is an extensive version of previous one. If you have problem with finding scientists, go to the main control room, eliminating factory guard first.
General assumptions: You must use all three disguises available in the thirteenth game mission.
Factory guard disguise can be easily obtained in each stage. Additionally, in the Patriot's Hangar stage, you can find ready-to-wear disguise on the other side of the hangar, so theoretically you do not even have to attack anyone.
The Patriot's costume is unique, because you have to stun or kill Patriot in the Patriot's Hangar stage. It is best to distract him with throwable items and eliminate him in any secluded place.
Patriot's entourage disguise can be obtained in each stage. In the Patriot's Hangar stage you have to attack one of Patriot's men. In the The Arena stage you can find a ready-to-wear disguise in the VIP box.
General assumptions: You must find two evidences.
The first evidence can be obtained in the Patriot's Hangar stage. It is located on the other side of the hangar, in the corner guarded by a single enemy. You can distract him or use disguise.
The second evidence can be obtained in the The Arena stage. The secret is located in the VIP box. You can get inside disguised as factory guard and distract a single guard or (better idea) use Patriot's costume.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in both stages of the thirteenth mission. You shouldn't have big problems with that, assuming that you carefully watch opponents' moves and use disguises when needed.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in both stages of the thirteenth mission. Completing the first stage without disguise is quite easy, but you may have problems in the second stage. First of all, remember not to use Patriot's costume. You should also spend as less time as possible on upper arena levels.
General assumptions: Find the keycard lost by one of guards.
This is very simple challenge and its completion is required if you plan to eliminate Sanchez in a traditional way. The keycard can be found among boxes behind the camper, where Patriot is training (Patriot's Hangar stage).
General assumptions: Stun Patriot, hide his body and wear his costume, while remaining undetected.
It is not demanding challenge. You can complete it after deciding to meet Sanchez on the ring. Start using throwable objects near the Patriot's camper (Patriot's Hangar stage) trying to distract him (screen above).
Wait, until Patriot gets to some secluded place and then stun him and hide his body in a nearby container.
Now put on his costume. Note - this challenge will be accomplished only if none of enemies in the hangar is alerted.
General assumptions: Put on Patriot's costume and fight Sanchez on the ring. Description of this variant can be found in thirteenth mission walkthrough, specifically in Patriot's Hangar - Using Patriot's clothes and The Arena - Fighting with Sanchez on the ring subchapters.
General assumptions: Defeat Sanchez on the ring without missing any QTE.
This is quite easy challenge. You have to perfectly perform all QTE scenes during the fight with Sanchez (follow on screen instructions). If you miss any of them, pause the game and reload last checkpoint to try again.
General assumptions: You have to eliminate Sanchez as result of arranged accident connected to arena lights.
This challenge can be completed in the The Arena stage, but you have to decide to traditionally kill Sanchez instead of fighting him in the ring. Go to upper balconies and use one of passages heading to the arena rooftop. First passage is located near the stairs (screen 1) and another - in the VIP box (screen 2).
Eliminate or avoid enemies on your way. Eventually you have to reach a mechanism shown on the above screen and use it, lowering the lighting boom on the arena.
General assumptions: Eliminate Sanchez with a sniper rifle, while remaining undetected.
This challenge can be completed in the The Arena stage, but you have to decide to traditionally kill Sanchez instead of fighting him in the ring. To obtain a sniper rifle, access the armory shown on the above screen. Eliminate guards inside (or use Instinct), go to the right room and pick up Ilyon R700 sniper rifle.
Now go to the room shown on the above screen, located near two guards leaning over the railing.
Place yourself neat the shutter, wait for a proper moment and shoot. Note - if the challenge is not completed, try to eliminate all enemies patrolling upper levels first, because you must stay undetected. Also make sure that you've killed only Sanchez, because no one else may die as a result of your attack.
General assumptions: Murder Sanchez with explosives.
This challenge can be completed in the The Arena stage, but you have to decide to traditionally kill Sanchez instead of fighting him in the ring. It is best to use remote explosives or C4 bricks and if you do not have any explosives with you, you can find them in the left room on the armory (screen above).
Once you get explosives, go to metal balconies on the first floor of the arena. Place yourself at the railing, near the entrance to the VIP box (screen above). Now throw the explosives over the cage and wait for the explosion or use the detonator.
General assumptions: Complete Untouchable, Light Rig, Wing Man and My Enemy challenges, connected with eliminating Sanchez in different ways.
General assumptions: This challenge is automatically unlocked after completing the Fight Night mission.
General objectives: You must use all three costumes available in the fourteenth mission of the game.
The scarecrow disguise is a hidden one and the only place where you can obtain it is the Cornfield stage. Explore the cornfield located close to the start area, finding the place seen on screen 1. The disguise itself shouldn't be guarded by anyone so you can pick it up right away.
The Agency's soldier disguise can be obtained in all three stages of the fourteenth mission. It's best to get it in the early parts of the Parking stage.
Agent 47's suit can be found at the very beginning of the mission (Parking stage). To be more specific, you have to look for it after making your way to a destroyed motel room.
General objectives: You must find three collectibles (evidence).
The first collectible can be found while playing the Parking stage. It's in the parking lot in front of the motel. The safest way to get this object is to use Agency's soldier disguise and to distract enemy units (car alarms should do the trick).
The second collectible can be found while playing the Reception stage. This secret is in a middle of a square near a gas station. The area is swarming with Agency soldiers so it's recommended to use a proper costume.
The third collectible can be found while playing the Cornfield stage. The object you're looking for is on the crates near a trailer. This is the area where Jaqueline Moorhead is stationed (one of the nuns you have to kill).
General objectives: You must remain undetected and in order to fully complete this challenge you must achieve this is all three stages of the fourteenth mission. You should of course consider using Agency's soldier disguise so you can move more freely and rely on instinct when needed. It's also recommended to eliminate each of the nuns without alarming Agency soldiers of their deaths. My last hint is to allow enemy soldiers to assassinate civilians in Parking and Reception stages, because otherwise you may be spotted by the people you've rescued.
General objectives: You can't use any costumes and in order to fully complete this challenge you must achieve this is all three stages of the fourteenth mission. I recommend making an attempt of completing this challenge while playing on lower difficulty levels, because it'll be hard to remain unseen without a disguise, especially while playing the Reception stage.
General objectives: You must rescue two innocent civilians before they're executed by Agency soldiers.
The first civilian can be found soon after leaving the parking lot in the Parking stage.
The second civilian (motel's owner) can be found close to the reception building in the Reception stage. In both cases it's best to use a fiber wire to strangle Agency employees, however you may as well shoot them. You should also know that the game will count a civilian as saved only after you've completed the entire stage in which he was encountered, so don't worry if you don't receive a message right away informing you about completing part of the challenge.
General objectives: You must poison one of the nuns.
You'll have a chance to complete this challenge while completing the Parking stage. Start off by exploring the area around the parking lot, finding the rat poison on the ground floor of the motel.
The rat poison can't be used until you've reached the amusement park area. Proceed towards the bar on the right and mix the poison with coffee, remaining unseen while performing this action. There's only one more thing left to do and that is to wait for Heather McCarthy to show up.
General objectives: You must electrocute one of the nuns.
You can complete this challenge while playing the Cornfield stage and to be more precise it's the part where you're trying to eliminate Louisa 'Candy' Cain. Proceed towards the hut where this nun can be found (screen above).
Examine the hut from all sides in order to find a generator. Attach the power cable to a water pipe, pull the lever and wait for Candy to enter the hut (you may move back to a safe distance in the meantime). The nun will be eventually electrocuted.
General objectives: You must complete two challenges that have to do with eliminating nuns in staged accidents - Black Widower and Electro Cute.
General objectives: You must wear a scarecrow disguise and then kill ten enemies while staying undetected.
This challenge can be completed while playing the Cornfield stage. Obviously you must begin by obtaining a scarecrow disguise and in order to do that search the cornfield located close to the start area (screen above).
You may now begin eliminating enemy units. It's best to locate single Agency guards patrolling the cornfields and to use a fiber wire to quickly and silently kill each one of them. It's worth mentioning that the game will also count killing nuns, so you don't have to search only for standard soldiers. Remember that you must remain unseen for the entire course of this challenge.
General objectives: This challenge is completed automatically upon finishing the Attack of the Saints mission.
General objectives: You must kill two nuns in a single attack.
This challenge can be completed while playing the Reception stage. Start off by making your way to the gas station, preferably in the Agency's soldier disguise. Approach a single fuel distributor seen on the screen above and interact with it.
Retreat to a safe distance, take cover behind a wall and wait for both nuns to appear close to the gas station. Shoot at the pool of gasoline near the fuel distributor you've interacted with, causing a huge explosion and killing both nuns.
General objectives: You must kill all Agency employees using only melee weapons and staying undetected for the entire time.
This is one of the hardest challenges available in the game. Here are its main principals:
Here are a few hints on completing the challenge:
General objectives: You must kill a total of seven nuns. This is a very easy challenge, especially since the game allows to repeatedly kill the same targets. You can use this to your advantage by killing the same nun and going back to the last checkpoint after each successful assassination.
General assumptions: You must use all five disguises available in the fifteenth game mission.
The easiest way to obtain court security guard disguise appears in the Courthouse stage. You can attack one of guards in secluded places (e.g. the guard in the office room on the ground floor) or get the ready-to-wear disguise located next to the parking lot at the courthouse's back.
Court usher disguise can be obtained in the Courthouse stage. The best way to do this is to attack the usher in the library on the courthouse floor. Remember that you must kill or stun a man.
Tin Foil Hat Man costume can be obtained only in the Courthouse stage. I recommend completing all actions described in the walkthrough of the 15th game mission in the Courthouse - Get to the holding cells in defendant disguise subchapter (this result in Hawke appearing in the toilet and then you can eliminate him safely to obtain his costume).
Judge disguise can be obtained in the Courthouse stage. It is best to get to judge's private chambers and then force him to come here (by using throwable item or computer terminal).
Hope police officer can be obtained only in the Prison stage. Attack any of cops in the prison (e.g. the one guarding evidence or a single cop encountered at the stage beginning).
General assumptions: You must find three evidences.
First evidence can be obtained in the Courthouse stage. It is located in a security room on the courthouse ground floor. This secret can be easily collected in judge's disguise, so Hitman won't be exposed.
Second evidence can be obtained in the Holding cells stage. It lies on the desk in the last room (the one with locked door leading to the prison).
Third evidence can be obtained in the Prison stage. Stop after reaching the corridor after crossing a gate unlocked with a button in guardroom. The secret is in the cell with a single Hope cop. It would be best to wait until this person turns around and stun/kill him then.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in all three stages of the fifteenth mission. You shouldn't have many problems with that. In the Courthouse stage watch out while exploring parking lot and in the Prison stage be careful near the guardroom.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in all three stages of the fifteenth mission. Most problems can be encountered in the first stage - Courthouse. I recommend trying to run to the passage leading to the holding cells and setting difficulty level on Normal.
General assumptions: Stop the video playback of the evidence during the trial.
For obvious reasons this challenge can be completed only in the Courthouse stage. You have to reach one of two computer terminals and interact with it. First terminal is located on the balcony on the courthouse floor.
Second terminal is located in the room adjacent to judge's private chambers. In both cases you have to wait until given terminal becomes active.
General assumptions: Complete the mission without casualties. You shouldn't have problems with that, especially that persons wearing disguises you may obtain can be only stunned.
General assumptions: Take the Tin Foil Hat Man and participate in the trial.
This challenge can be completed in the Courthouse stage. Detailed instructions on how to compete its objective can be found in the Courthouse - Get to the holding cells in defendant disguise subchapter. As a reminder the best way to obtain the disguise is to follow him to the toiled in the trial break (screen above).
Once you put on Hawke's costume, you have to return to the courtroom and wait for the judgment. In this moment the game will count the second part of the challenge as completed.
General assumptions: You have to put on judge disguise and set Timothy Hawke free.
This challenge can be completed in the Courthouse stage. Its first part is obvious, because you have to get to the judge's private chambers, stun or kill him and put on his costume. Detailed description of all steps leading to obtaining judge disguise can be found in Courthouse - Get to the holding cells in judge disguise subchapter of walkthrough of the 15th game mission.
Hide judge's body and take his gavel. Return to the courtroom and place Hitman in the spot shown on the above screen. Wait until Timothy Hawke returns from the toilet and press interact key/button to set him free.
General assumptions: Get glassy shiv and stealthy kill ten Hope policemen in the prison.
This challenge consists of two main parts. First, you have to obtain a glassy shiv and this can be obtained in the Courthouse stage. You have to get to the evidence room shown on the above screen, located right from the main courtroom.
Look around carefully (it would be best to use judge or court usher disguise), finding a glassy shiv at the spot shown on the above screen.
You can start completing the second part of this challenge only after getting to the Prison stage. Start eliminating Hope policemen, while remaining hidden. I recommend using Hope police officer disguise and hide in the cell or in the closet after each successful action. Remember, that you do not have to approach each policeman, because you can also throw the glassy shiv (drawback of this solution is that you have to retrieve your weapon after each kill).
General assumptions: This challenge is automatically unlocked after completing the Skurky's Law mission.
General assumptions: You must obtain judge disguise, stun a court usher in the library and hide his body remaining undetected.
This challenge can be completed in the Courthouse stage and of course you have to start with obtaining judge disguise. As for reminder - you have to reach judge's private chambers and force him to come here (with throwable items or using computer terminal). Eliminate the judge, hide his body and put on his clothes.
Now go to the library shown on the above screen, located on the courthouse floor.
By default there are two court security guards and one court usher in the library. Wait until one of guards exits the library and start your actions. I recommend using a throwable item - it should land next to the closet (screen above).
Depending on who will come to investigate strange sounds, eliminate court security guard or court usher right away. Remember that you only have to stun the usher. Quickly hide his body, which should result in completing the challenge.
General assumptions: You must obtain judge disguise, stun three court ushers in the library and hide his body remaining undetected.
This challenge is an extensive version of previous one and for obvious reasons it is more difficult to complete. Get interested only in those ushers, who are located near crates or closets, where you can hide bodies. For the beginning I suggest stunning the usher in the library.
After that it would be good to get interested in the usher in the courtroom (screen above). Unfortunately silent elimination of this person is quite difficult. Start with clearing the nearby evidence room and then throw items to distract the usher until he enters the evidence room. Stun him and hide his body.
Finally you should get interested in the usher who visits judge's chambers. It is worth noting that e stays here only if you have stopped the video playback.
General assumptions: You must obtain judge disguise and kill Timothy Hawke in the toilet, using the gavel.
This challenge clearly differs from the previous two. Start with getting to judge's chambers and interacting with computer terminal to stop the video playback.
Wait until the judge comes here. Stun him and put on his clothes. Make sure to take the gavel found next to his body.
DO NOT enter the courtroom because in this case Timothy Hawke will return from the toilet. Instead of that go through the shutter and return to the courthouse from the parking lot.
Go to the women's room and enter the ventilation shaft, reaching the men's room.
Now select the gavel in your inventory and use it to murder Timothy Hawke.
General assumptions: You must use all three disguises available in the sixteenth game mission.
Hope police officer disguise can be obtained only in the County jail stage. Attack any cop, for example one who will come to check the fire alarm at the beginning of the mission.
Agency grunt disguise can be obtained in the Outgunned and Hope Fair stages. It is best to choose a single target, away from other enemies.
Agency heavy trooper disguise can be obtained in the third or fourth stage. It is best to obtain it by attacking a sniper who is observing the market (Hope Fair stage) or one of soldiers exploring the first room in smoky warehouse (Burn stage).
General assumptions: You must find four evidences.
First evidence can be obtained in the County jail stage. You have to get to the other side of the main room in the county jail, collecting evidence from one of desks (you might use Hope police officer disguise to make things easier).
Second evidence can be obtained in the Outgunned stage. The secret lies in crates in the command center on the square in front of the police station and the easiest way to get it is when using Agency grunt disguise.
Third evidence can be obtained in the Burn stage. The item you're looking for lies on the trolley near the left exit from the main warehouse area. In order to safely collect this secret it would be good to use Instinct and throwable objects.
Fourth evidence can be obtained in the Hope Fair stage. You have to get to the mobile command center located on the other side of the market, near the exit door. Of course, it would be good to use disguise and Instinct.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in all five stages of the sixteenth mission. The most difficult stage will be probably Hope Fair, in which you have to skillfully move between covers and constantly monitor enemies' movements. Do not worry in the Outskirts stage, because the game will considered it as completed, despite fight with the sheriff.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in all five stages of the sixteenth mission. Same as with previous missions, completing this challenge is difficult, forcing the player to lower difficulty settings and eliminate some of enemies in aggressive manner. In Burn and Hope Fair stages you can make your life easier trying to run to the exit door.
General assumptions: Stun all policemen in the county jail.
This challenge can be completed in the County jail stage and despite appearances it is not particularly difficult, although it requires much patience and even more time. Remember that you can't kill policemen so you have to subdue each of them. In addition to cops, you'll probably have to knockout several civilians but it doesn't fail the challenge. Use crates and closets to hide bodies and remember to lure single enemies from groups with throwable items.
General assumptions: Kill all Agency soldiers in smoky warehouse, without beg spotted.
The opportunity to complete this challenge appears in the Burn stage. Your task is to kill all heavy troopers, while remaining hidden. I suggest playing on Normal difficulty setting and using disguise. Use garrote to eliminate subsequent targets and lure single enemies from groups with throwable items.
General assumptions: Take an Agency heavy trooper as a human shield and eliminate three more enemies.
You should start completing this challenge at the earliest opportunity, which is after starting the Burn stage. Choose any weapon, sneak up one of heavy troopers from behind and make him a human shield.
Now go to the main warehouse area and kill three more targets.
General assumptions: This challenge is automatically unlocked after completing the Operation Sledgehammer mission.
General assumptions: Kill three persons with headshots.
It is best to complete this challenge in the Outgunned stage, because in later stages you will encounter mostly heavy troopers and it is hard to hit them properly. I recommend using the point shooting, locating larger groups of Agency soldiers (screen above). But this is not necessarily required, because you can eliminate subsequent targets in more traditional way.
General assumptions: Kill five persons with headshots. This challenge is an extensive version of previous one.
General assumptions: Kill seven persons with headshots. This challenge is an extensive version of previous one.
General assumptions: You must use all nine disguises available in the eighteenth game mission.
Blackwater bodyguard disguise can be obtained in the Penthouse stage. Attack any of "standard" bodyguard, for example the opponent patrolling outer balconies. But remember that you must attack a man.
Blackwater custodian disguise can be obtained in the Blackwater Park stage. It would be best to get rid of one of persons in the guardhouse at the back of the main building.
Plumber disguise can be obtained in the Blackwater Park stage and only in one place. You must eliminate a person on the parking lot, near the side entrance to the main building.
Samurai costume is a hidden disguise. You can obtain it in the Penthouse stage, by interacting with one of many shogun armors.
Blackwater receptionist disguise can be obtained in the Blackwater Park stage. You can attack the receptionist in the lobby of the main building or look around for ready-to-wear clothes in one of side storages.
Blackwater manager disguise can be obtained in the Blackwater Park stage and in order to do it, you have to attack a proper person wandering in the main building (try to do it in some secluded place).
Blackwater Park interior park can be obtained in the Blackwater Park stage. It would be best to eliminate one of single guard, for example the one on the back of the security room.
Blackwater Park exterior park can be obtained in the Blackwater Park stage. The easiest way to get it is to neutralize one of guards standing next to the parked car near the starting point.
Blackwater tactical team disguise can be obtained only in the Penthouse stage. You have to attack one of heavy troopers accompanying Layla, and the best moment to do this is when she stops at some place and sends her bodyguards away.
General assumptions: You must find two evidences.
First evidence can be obtained in the Blackwater Park stage. The secret is located in the guardhouse adjacent to the partially flooded underground parking lot and the easiest way to collect it is when using plumber or custodian disguise.
First evidence can be obtained in the Penthouse stage. The item you're looking for is lying on the couch in the large room with the whale skeleton.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in both stages of the eighteenth mission. As always a key to success is using best disguises. In the Blackwater Park the best costume is plumber disguise and in the Penthouse - Blackwater tactical team disguise.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in both stages of the eighteenth mission. This is very difficult challenge, because in both stages you'll encounter many enemies, even on lower difficulty settings. So I recommend setting Normal difficulty level and aggressive style of play, combined with frequent healing yourself.
General assumptions: Find the movie reel and put it in the projector.
This is a two-part challenge and both parts can be completed in the Blackwater Park stage. The first step is to get the movie reel - it is located in the corridor at the back of the security room (screen above).
The second part of the challenge is putting the reel to the projector. The device is located in one of adjacent rooms.
General assumptions: Hide three bodies in the laundry chute.
You can complete this challenge in the Blackwater Park stage, after getting to the laundry shown on the above screen.
It would be best to use a radio or throwable objects to lure enemies to come to this room. After that stun or kill them and hide their bodies in the laundry chute.
General assumptions: You must complete challenges Savage Sushi, Straight to the Heart, Bones, Fired Up, Mockingbird and Skin Trade. All these challenges are associated with different ways of eliminating Layla Stockton (the Penthouse stage).
General assumptions: Get access to the lift disguised as Blackwater manager.
This challenge can be completed in the Blackwater Park stage and it is associated with one of ways of getting access to the lift taking you to the next location. Start with obtaining Blackwater manager disguise - look for a man in the red suit. It would be best to attack him in some secluded place.
Put on the costume and find the security woman (black costume), who is the only one with an access to the lift. Wait until she walks you to the lift and unlocks it for you.
General assumptions: Get access to the lift by using the retinal scanner.
This challenge can be completed in the Blackwater Park stage and it is associated with one of ways of getting access to the lift taking you to the next location. Make sure that you're in the main lobby and start eliminating nearby guards, using covers and point shooting mode.
After the fight locate the security woman body (black suit) and start dragging it to the lift so you can interact with the retinal scanner thus unlocking the lift.
General assumptions: Get access to the lift by hacking the retinal scanner.
This challenge can be completed in the Blackwater Park stage and it is associated with one of ways of getting access to the lift taking you to the next location. Go to the security room, located near the lobby (screen above).
Enter the security room and hack the computer terminal shown on the above screen, with all possible precautions. After the successful action return to the lobby and call the lift.
General assumptions: Complete challenges You Can Manage, I Got My Eyes On You and Hack n Backslash. All these challenges are associated with different ways of accessing the lift in the building's lobby (the Blackwater Park stage).
General assumptions: This challenge is automatically unlocked after completing the Blackwater Park mission.
General assumptions: Kill three bodyguards with a harpoon gun.
This challenge can be completed in the Penthouse stage. Start with getting to the room with the whale skeleton and locate a harpoon gun (screen above).
Interact with a nearby factory model, so enemies will gather around the mock-up. Return to the harpoon gun, make sure that at least one of bodyguards is on the line of shot and press interaction key/button. If you have killed less than three persons, reload the last checkpoint and repeat actions described above.
General assumptions: Crush five enemies using the whale skeleton.
This challenge can be completed in the Penthouse stage. Start with getting to the room with the whale skeleton and activating the factory model (screen above).
Use any stairs leading to the upper balconies, wait until enemies gather around the mock-up and pull the lever thus crushing them with the skeleton.
General assumptions: Throw five enemies over railings.
This challenge can be completed in the Penthouse stage. Start with wandering over outer balconies, eliminating enemies and throwing their bodies over railings or pushing enemies, who are leaning next to them. You have to eliminate five opponents.
General assumptions: Poison Layla Stockton.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with getting to the trophy room on the penthouse floor (screen above). Avoid laser traps and take U'wa tribe poison.
Once you get the poison, return to the room on the ground floor and combine it with sushi. Now wait for Layla, who will taste the sushi and perform a suicidal jump from one of the outer balconies.
General assumptions: Kill Layla Stockton with a harpoon gun.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with getting to the room with the whale skeleton and locate a harpoon gun (screen above).
Wait for Layla and interact with a nearby factory model. She will approach the mock-up then. Once Layla gets on the line of shot, activate the harpoon gun.
General assumptions: Crush Layla Stockton with the whale skeleton.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with getting to the room with the whale skeleton and approaching the factory model (screen above). When you see Layla, activate the mock-up.
Use any stairs leading to the upper balconies, wait until Layla approaches the mock-up and pull the lever thus crushing her with the skeleton.
General assumptions: Eliminate Layla Stockton in fireplace explosion.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with getting to the outer balconies, finding there a gasoline can.
Take the can and go to the other side of the penthouse, to the room with the fireplace. Wait for Layla and throw the can to the fireplace, making an explosion.
General assumptions: Kill Layla Stockton using the sniper rifle, making her body fall down from the building.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with getting to the Lenny's bedroom on the penthouse floor. Explore the bedroom, looking for the Black Kazo TRG sniper rifle.
Stand at the open shutter and wait for Layla appearing in the distance. DO NOT shoot, until she stops at the place shown on the above screen, because only then you can be sure that her body will fall down.
General assumptions: Kill Layla Stockton in a direct fight in the panic room.
This challenge can be completed in the Penthouse stage and it is associated with one of the ways of eliminating Layla Stockton. Start with to the panic room in hardly accessible penthouse area. A hidden passage leading to the panic room is shown on the above screen but you must wait for Layla entering it first.
Now move to the panic room and after the short cut-scene, kill Layla.
General assumptions: You must complete both stages of the eighteenth mission disguises as a plumber and remaining unspotted.
This is very difficult challenge and it would be best to complete it on Normal difficulty level. As for reminder, the only place where you can obtain plumber disguise is the parking lot next to the side entrance to the building (Blackwater Park stage). After reaching the penthouse it would be best to surprise Layla when she works on the laptop on in the panic room, using balconies, crates, cabinets and covers to remain hidden.
General assumptions: Kill one enemy with katana while disguised as samurai and remain unspotted.
This challenge can be completed in the Penthouse stage. You shouldn't have problems with finding one of samurai armors (screen 1) or with taking katana from one of showcases (screen 2).
After putting on the samurai costume look for a single enemy and kill him with katana. It is worth noting that the game allows you to hide at special racks while wearing the samurai armor. It is advisable to use this opportunity when waiting for the convenient target.
General assumptions: Kill seven enemies with katana while disguised as samurai and remain unspotted. This challenge is an extensive version of previous one. If you get spotted during completing this challenge, reload the last checkpoint and repeat your actions.
General assumptions: Kill Layla Stockton with katana while disguised as samurai and remain unspotted.
This challenge is of course associated with previously two, but requires some preparations. It would be best to wait for Layla in the office room shown on the above screen. She comes there from time to time to use a laptop.
Make sure that you're using the rack, so no one will recognize you. Wait, until Layla sends away her bodyguards away and comes to the laptop. Only then attack her.
General assumptions: You must use disguise available in the nineteenth game mission.
Tactical team disguise is the only costume available in the nineteenth mission and actually you can't avoid using it, because this disguise makes getting to the heliport easier. It would be best to get it by attacking one of characters near the starting place.
General assumptions: You must find evidence.
The only evidence available in the nineteenth game mission is located in the locked room on the higher roof. You can unlock the door with a keycard (the one from the corridor under the heliport).
General assumptions: You can't be spotted. You shouldn't have problems with completing this challenge and using disguise will make avoiding enemies much simpler.
General assumptions: You can't use disguises. This is very difficult challenge and I suggest completing it on Normal difficulty level. Carefully kill enemies blocking you access to the next areas on the map and use throwable items to distract them. Make sure that no one can spot Hitman and trigger the alarm. I also recommend walking through the minefield, because this area is guarded only by one person.
General assumptions: You must use all three paths leading to Dexter.
Note - this challenge is incorrectly counted in not patched version of the game (specifically while bypassing the second minefield near the heliport).
The first path leading to Dexter is a minefield.
The second path is the ventilation shaft and you can cross it from the minefield side or from the corridor under the heliport.
The third possible path is the door located right from the first minefield.
General assumptions: Murder Dexter in less than 3 minutes. I suggest choosing one of lower difficulty levels. After getting to the upper roof you should take the right door (the one leading to the corridor with a keycard). Destroy the lock and use the ladder.
General assumptions: Eliminate two guards in an arranged accident associated with a cargo pallet suspended on the chain.
This challenge can be completed at the beginning of the mission. The cargo pallet is located left from the stairs leading to the next area (screen above).
Wait until two guards stand under the cargo pallet and then shoot the chain thus crushing then under the cargo.
General assumptions: Get the fire axe and use it to kill five guards remaining unspotted.
The fire axe can be found in the locked area shown on the above screen. You can unlock the door with a keycard found in the corridor under the heliport. Enter the room and look for the axe.
Return to the rooftop and start eliminating enemies. Depending on your preferences you can get close to them or throw the axe (screen above). The most important thing is to remain unspotted so use covers skillfully and choose single targets for killing.
General assumptions: Kill Blake Dexter with garrote.
This challenge is very easy. After getting to the heliport prepare the garrote and surprise Dexter from behind while remaining hidden. Your target won't be able to defend himself against the attack.
General assumptions: This challenge is automatically unlocked after completing the Countdown mission.
General assumptions: Kill three guards with headshots while remaining unspotted.
This is quite easy challenge, which can be completed right after starting the mission. Carefully shoot at the enemies making sure that they do not spot Hitman.
General assumptions: Dump six enemies from the edge while remaining unspotted.
Also and this challenge is not particularly difficult, although you have to dump all six bodies in one row, without reloading the last checkpoint. Depending on your preferences you can push enemies standing near the edges (screen above) or transport bodies of murdered enemies and throw them down from the roof.
General assumptions: Eliminate ten enemies while remaining unspotted.
Completing this challenge might be a bit difficult, because you have a time limit for this. I suggest using a gun or kill enemies with garrote (remember that such attacks are very silent).
General assumptions: You must use all three disguises available in the twentieth game mission.
Agency grunt disguise can be obtained in the Cemetery Entrance and Burnwood Family Tomb stages. It would be best to attack a person who appears in the tomb at the very beginning of the mission.
Agency technician disguise can be obtained only in the Burnwood Family Tomb stage. I do not recommend stunning the technician who stays close to Jade but look around for the ready-to-wear costume.
Agency heavy trooper disguise can be obtained only in the Burnwood Family Tomb stage. I suggest attacking one of single soldiers wandering in the area.
General assumptions: You must find three evidences.
The first evidence can be collected in the Cemetery Entrance stage. It is located near the main path leading to the cemetery gate (a passage to the next location). It is best to use the Agency grunt disguise and Instinct because the area is patrolled by hostile units.
The second secret can be obtained in the Burnwood Family Tomb stage. You can find it near the dug out grave, next to which Jade stands. It is best to get it while using technician disguise.
The third evidence can be obtained in the Crematorium stage. The secret is located near the stairs leading to the crematorium building and I suggest collecting it only after dealing with praetorians.
General assumptions: You can't be spotted. In order to complete this challenge in 100% you have to do this in each of three stages of the twentieth mission. The most difficult will be probably the last stage - The Crematorium. If you do not want to risk, I suggest eliminating praetorians with surprise headshots.
General assumptions: You can't use disguises. In order to complete this challenge in 100% you have to do this in each of three stages of the twentieth mission. This is difficult challenge, because even on lower difficulty settings you'll encounter many enemies in Cemetery Entrance and Burnwood Family Tomb stages. So I suggest using available guns or at least throwable objects.
General assumptions: Stealth kill Jade and hide her body while being disguised as Agency technician.
This challenge consists of several parts completed in the Burnwood Family Tomb stage. It would be best to start with securing the clearing patrolled by several heavy troopers (screen above).
The next step is to obtain Agency technician disguise and it would be best to get the ready-to-wear costume (screen above).
Once you put on the clothes, wait until Jade comes to the above mentioned clearing. Kill her (for example with garrote) and quickly hide her body in one of crypts.
General assumptions: Murder Jade in an arranged accident using the crane.
This challenge is completed in the Burnwood Family Tomb stage. Start with getting Agency technician disguise (the best is ready-to-wear-costume). Find Jade and let her walk you to the dug out grave (in the meantime try to avoid another technician).
Wait until Jade stands under the crane and press the button to crush her.
General assumptions: Murder Jade in an arranged accident using the unstable tunnel.
This challenge is completed in the Burnwood Family Tomb stage. Start with getting the gasoline can, taking for example the one on the small clearing.
Go to the one of unstable tunnel and place the gasoline can inside the tunnel.
Wait until Jade appears in the tunnel and shoot twice the can. The explosion will make the tunnel to collapse thus killing Jade.
General assumptions: Complete Heart of Stone and Crossed Out challenges, associated with eliminating Jade in arranged accidents (Burnwood Family Tomb stage).
General assumptions: Blow up the praetorian.
This challenge is completed in the Crematorium stage. Depending on your preferences you can use remote explosives (screen 1) or proximity mine or laser trap destroyed in the right moment (screen 2) to kill praetorian. It is important that he dies in the explosion.
General assumptions: Kill three praetorians with the garrote.
This challenge is completed in the Crematorium stage. Get close to praetorian, lure on of them to move towards Hitman (with throwable object for example) and then use a garrote (screen above). What's interesting, you do not have to kill them in a one row. If you get spotted, you can return to the mission begin and try once again.
General assumptions: This challenge is automatically unlocked after completing the Absolution mission.
General assumptions: Get three headshots with the sniper rifle without being spotted and without alerting other enemies.
This challenge can be completed in the Cemetery Entrance stage. Stay at the starting point and use the sniper rifle. Aim at the single enemies, which are not observed by other opponents.
General assumptions: Get five headshots with the sniper rifle without being spotted and without alerting other enemies. Do it in 10 seconds. This challenge is an extensive version of previous one. I suggest eliminating enemies gathered left from the cemetery gate. Try to get one-shot-one-kill because your clip has 5 bullets and you can't waste the time to reload.
General assumptions: Get seven headshots with the sniper rifle without being spotted and without alerting other enemies. This challenge is an extensive version of previous two. Carefully select your targets, eliminating only those enemies, who are clearly separated from others and no one can see them.
The following table presents a list of Steam achievements available in a PC version of the game. With one exception (Take me to the geek) these are the same as Xbox 360 achievements and PS3 trophies.
ACHIEVEMENT
HOW TO UNLOCK AND NOTES
The Bartender Always Knows
This achievement is unlocked automatically and can't be omitted.
One With the Shadows
Escape enemies after triggering the alarm.
It's All in the Wrist
Throw a sharp object to kill enemy.
Silent Assassin
Obtain Silent Assassin technique in any mission.
Heavy Burden
This achievement is unlocked automatically and can't be omitted.
A Heavy Blow
This achievement is unlocked automatically and can't be omitted.
Jack of All Trades
Collect all 20 play styles.
Competitive Spirit
Create a contract competition (Contracts mode).
Hour of Reckoning
This achievement is unlocked automatically and can't be omitted.
Step Into the Light
This achievement is unlocked automatically and can't be omitted.
Information is Power
Collect all evidence.
One of the Guys
Blend in the environment by interacting with a proper object (a menu or computer terminal).
Thumbs Up
Like a contract (Contracts mode).
Chamber of Secrets
This achievement is unlocked automatically and can't be omitted.
Damage Control
Eliminate all enemies after triggering an alarm.
All Bark and No Bite
This achievement is unlocked automatically and can't be omitted.
Kingslayer
This achievement is unlocked automatically and can't be omitted.
Blood Money
Complete the Contract Basics Tutorial (Contracts mode).
Not Worth It
Leave Lenny alive on the desert in 10th mission.
Inconspicuous
Remain undetected between stages or checkpoints.
Rocksteady
Kill at least three people in during one point shooting.
A Personal Contract
This achievement is unlocked automatically and can't be omitted.
The Final Countdown
This achievement is unlocked automatically and can't be omitted.
Forepost
This achievement is unlocked automatically and can't be omitted.
First Contract
Complete the Creating Contracts Tutorial (Contracts mode).
Take me to the geek
Run the benchmark mode to see how well your hardware performs (only PC).
The Killing Fields
This achievement is unlocked automatically and can't be omitted.
True Form
This achievement is unlocked automatically and can't be omitted.
True Potential
Unlock the first assassination technique.
Contender
Participate in contract competition (Contracts mode).
Catch a Ride
This achievement is unlocked automatically and can't be omitted.
Jailbird
This achievement is unlocked automatically and can't be omitted.
The Russian Hare
Perform 47 headshots with the sniper rifle.
Absolution
Complete the game on any professional difficulty.
Self-improvement
Buy an upgrade for a weapon.
Sandman
Subdue a person (just stun the enemy and not kill him).
Reach for the Stars
Complete 50 challenges.
Like Stealing Candy From a Baby
This achievement is unlocked automatically and can't be omitted.
Signature Weapons
This achievement is unlocked automatically and can't be omitted.
Whoops
Eliminate the target in an arranged accident.
Set for Life
Earn 1 million dollars in Contracts mode.
Under Wraps
Hide body in the crate or in the cabinet.
Faith Can Move Mountains
Defeat Sanchez with your bare hands on the ring in the 13th mission.
Grand Master
Complete 100 challenges.
Partners in Crime
Play a contract made by friend (Contracts mode).
A Taste for the Game
Complete 10 challenges.
Destroying Something Beautiful
This achievement is unlocked automatically and can't be omitted.
The final Challenge guide for the first mission: "A Personal Contract" Here you'll score in the Chameleon and Play it again challenge. Both are less than difficult but you'll need them for that score multiplier!
This is by far the most difficult challenge to achieve in the Prologue: This will cover Well Played and the Silent Assassin run through, basically you have to complete the entire mission WITHOUT killing, being seen or even touching anyone.
This time we condense three critical Challenges- Hot Coffee, Don't Do Drugs and Let's Do Lunch.