Hitman 2 - Silent Assassin (e)


                                   Version 0.2



This FAQ will be updated as I beat more levels. I'm trying to do it really in depth and
Comprehensive, so it might not be as fast as some may like. I'm available for questions
but please don't ask me about any levels higher than whatever I write about here +1. I
don't want any spoilers, you see :)

All of this content is based on my own observations. If you write in with a useful tip,
and I include in a future version, you will, of course, be credited.

Speaking of which, you are free to repost this wherever, just please keep me credited
as the original author. Thanks. If you're NOT reading this on Gamefaqs, you might want
to check there for a more recent version. I will not reply to any more mail asking me 
for permission to post this. While I appreciate you asking, my stance on this is 
clearly spelled out in this paragraph, and I get tired easily of repeating myself.

-Guybrush Threepwood, Mighty Pirate (guybrush@nc.rr.com)


I included a brief description of each map, and some general tips to keep in mind. If
you're having trouble, I'd suggest trying a few more times with those in mind, before
skipping ahead to walk-through. Recommended equipment is also noted.

I've broken each level down into a number of challenges, and provided different 
methods for beating each challenge. You can pick and choose which ones suit you best.
I've also noted, at the end, what methods you should use if you want to score Silent
Assassin on each level. Then, for grins, I included data on what Loot you might want
to take with you at the end, for the trophy room.

My guide is written assuming you want to play this game the way it was meant to be 
played. How was it meant to be played? Just look at the title. Hitman. Not "Gunman",
not "Shotgun-toting-thugman", etc. Sure, violent sprees are sometimes a viable option,
but if you rely on them, and never learn the ways of the Silent Assassin, then you're
missing out on a great gameplay experience, and I feel sorry for you.

                                  GAMEPLAY TIPS
This game plays very differently from standard 3D shooters, and, in more subtle ways,
differently from the original Hitman. The controls are a little odd, but if you play
the first mission a few times, you'll be used to them in no time. The AI is amazingly
deep and realistic. The Mafia guys all know each other, so your disguise doesn't stack
up to close inspection, but conversely, they DON'T know the mailman. If you're dressed
as him, they won't be nearly as suspicious. Conversely, the delivery boy and mailman
don't know you're not a Mafia guy, and will ignore you in that disguise.

1. Sneaking up on people- 
       This is a much smaller part of the game than in the original, which is good,
       because it's bloody hard now. People will get a little suspicious if you walk
       up on them from behind, unless you're sneaking. Sneaking is very slow. What 
       this means is that you can generally only sneak up on enemies deliberately 
       placed for that purpose, like guys who are distracted, or stationary enemies
       that you can come at from behind.
2. Disguise-
       This is also a smaller factor than in the first game. Not in that you use
       costumes less, but a suit of clothes alone isn't going to fool the Mafia into
       thinking you're cousin Luigi. Also important are the way you move, the way you
       act, and where you go. Generally, you can avoid suspicion by making sure 
       nobody gets a good look at you. If someone starts to get suspicious, turn and 
       walk away, and generally the Suspici-O-Meter will slowly go down. 
3. Hiding-
       Hiding is a major factor in this game. Even a dark corner of a room can be
       enough to cloak a sneaking Hitman from prying eyes. Look for things to hide 
       behind on levels, like crates or dumpsters.
4. Timing-
       The patrolling guards in this game have routes that take different lengths of
       time. Thus if some of my recommendations aren't working for you because a guard
       isn't where I said he'd be, then you probably arrived earlier or later than I 
       did. All I can advise for those situations is wait in a safe spot until the
       alignment of the guards turns in your favor.
5. Chloroform-
       It's now possible to take out enemies without killing them, but unless you're
       trying for Silent Assassin, it's generally not worth the bother. They only 
       stay down for about a minute per "bottle". Hold the button down to give them a
       bigger dose.
6. Ratings-
       At the end of each mission you receive data on how well you did. Your stealth
       and aggressiveness, as well as how many non-targets you hurt are considered. A
       perfect score nets you a "Silent Assassin" rating. Typically, this requires you 
       to kill ONLY the target, use only 1 shot per target, and never get caught. You
       receive bonus weapons based on how many missions you've achieved "Silent 
       Assassin" rating, not on which missions you achieve them. IE, if you get SA on
       mission 1, you'll get the silenced ballers. If you don't get SA on 1, but do
       get it on mission 3, you'll get the silenced ballers for that mission. 
7. Running-
       The NPCs in this game hate running. Passionately. Maybe their parents all died
       in some sort of marathon accident, but they all get really suspicious when you
       run. Now, I'll freely admit I'm not a Russian soldier. But if I was, and I saw
       another Russian soldier running, but first reaction would not be to OPEN FIRE!
8. Weapons-
       There's quite a lot of weapons in this game. Apparently they didn't want to pay
       for licensed gun names, so everything has a pseudonym. 
Knife-	        The fastest and nosiest way to kill someone from behind.
Fiber wire-     Quieter, but a little time consuming. My weapon of choice close up.
Anesthetic-     AKA chloroform. Takes ages to use, but you generally have to for 
                Silent Assassin ratings. Completely silent.
Silenced 99m-   My pistol of choice. Quiet, and deadly enough if you land a headshot.
SD Ballers-     Quiet, but super deadly. Nice for when you have a poor shot, or you 
                have to take out more than one guy quietly. Alas, it takes ages for 47
                to prepare them, and they're so powerful, the target tends to go 
Other pistols-  All the other pistols are noisy, and therefore useless so far.
Sniper rifles-  The SP3 seems to have a slightly better zoom, but I think the SVD is
                more powerful. More data as I get more snipers. 
Other rifles-   The other rifles are noisy and therefore useless unless part of a 

                                MISSION 1- ANETHEMA

This is a big, pretty map that gives you a good chance to get used to the new controls
and paradigms of Hitman 2. The two primary challenges are getting in, and getting the
job done.

1. The guards all know each other. Get too much in one's face and your disguise won't
2. There are places guards aren't suppose to go. Don't let real guards see you there.
3. You can generally use shadowy corners or crouching behind furniture to hide. It
won't save you when you've got angry guards hunting you, but you can often conceal 
4. On each floor, find a safe room and watch the map for a while, to get an idea of
the guards' comings and goings.
5. Notice the guards don't carry their guns visibly.
6. If the Don becomes alarmed, he will stay in his office, and his lawyer will join
him, with a shotgun.
7. The key to the car is on the Don's brother (the other fat guy in white) but there's
no way to get it without making unnecessary kills and/or noise. I sort of consider it
your consolation prize if the mission turned into a bloodbath.

Recommended gear- 
You don't have a choice

FIRST CHALLENGE-        Insertion
METHOD A-		the direct approach
Run down the hill toward the door in the wall nearest you and hide behind the chunk of
wall to the right of the door. Eventually, a guard comes out to uh... water the plants.
You can take him out in the manner of your choosing. For practice runs, or when 
learning the area, kill him so he doesn't cause further trouble. However, when playing
for keeps, chloroform him. 

Once he's down, drag him under the trees, and take his uniform and gun. Head through
the door. If you're impatient, you can instead just open the door when you get to it
and pop him with the silenced pistol, then drag his body into the back door of the 

METHOD B-		the postman always shoots twice
You've no doubted noted the postman. When he stops to water the bushes, sneak up
behind him and chloroform him. Make sure you hold down the button til you're empty.
Drag him into the shadows of the trees, but don't take his clothes yet. 

Instead, run along the wall to where the delivery boy is. Stash your guns in the 
groceries. As long as he doesn't SEE you do it, everything is cool. If there's two
boxes, use the one on the right. It'll be brought in sooner. 

Run back to the mailman and take his clothes, and his flowers. Run toward the gate,
keeping the bushes between you and the guards. Once you clear the bushes you have to
start walking. They won't find any guns on you, and will let you pass. Walk up to the
front of the house (again, you can run as long as no guards are watching you closely)
and enter the front door. Save.

Some may prefer dropping the guns first, since it gives you more time inside before
the mailman wakes up and tells on you. If you run, you can drop the guns and get to
the postman before he's done piddling. He DOES have a second stopping point where you
can nab him. Partway along the front wall, he stops to have a smoke, but I found 
sneaking behind him there to be really tricky. 

The maid will take the flowers, and as she leaves, the guard will follow her. Run 
and hide in the little alcove under the stairs to the left. Sooner or later, the 
guard will come back in and stand with his back to you. Chokey chokey! Drag his body
up past the bend in the stairs and take his clothes and gun. Head to the small room 
across the hall from the kitchen and watch the map for a while. The kitchen is a
really high traffic area. When the coast is clear, head in and get your guns. The
mailman will probably have woken up by now and told on you, but you're not dressed 
like him any more. 

METHOD C-		the delivery boy
Run to where the delivery boy is and wait til he goes inside. Stash your guns in the
groceries. When he comes back out, chloroform him. Unlike the posty, he won't alert
the guards when he wakes up. Grab the box with your guns in it and head inside. Walk
up to the side kitchen door and inside. Here's where it gets a bit spotty.

The kitchen is a high traffic area, and it's very easy to get totally screwed by 
guards coming in here. Once you've gotten your guns, head up the stairs and hope that
there's nobody walking through this area. If there is, you may be able to hide in the
left corner of that front room undetected. 

The easiest place to get a uniform is probably the guard in the hall here. Lean around
the corner and shoot him, then quickly drag his body into the room in the middle of
that floor. No patrols go through there, you see.

SECOND CHALLENGE-       Doing the Don
METHOD A- 		lurking in the shadows
Once you're dressed as a guard, and have your weapons with you, make your way around 
the right side of the house. Give all the guards a wide berth, and don't run when any 
of them are looking at you. Go through the door on the left to the pool/pond area. 
There's four guys who wander through here, including the Don's son and brother, both of
whom are smarter than the average thug at seeing through disguises.

Hang a sharp left and head up the ladder. Walk across the roof to the door to the
Don's office. Check your map. You can see the Don on the outside map if he's up
practicing his swing on the balcony. 

Go in the door, and stay in the corner, sneaking. Pull out your silenced pistol and 
wait for the Don to show up. If you were quick, the timing on this should work out
perfectly. When the Don comes in, he won't be able to see you very well, so he'll come
over and investigate. Wait until the door he came through swings closed, and shoot Don
Fatty with your silenced pistol. Quickly take his key and revolver, and go back out
the way you came. If you want to improve your margin for error, shoot out the two 
lights before the Don enters.

Head back out through the gates towards the way you entered the compound, stopping off
in the basement to achieve the last goal. Grab the garage's sniper rifle on your way
out, and then hoof it to the exit.

METHOD B-		in the bedroom
The best time to do this is when the Don is in his office, but it's made problematic
because it's tricky to keep track of him AND patrols on the first floor at the same 
time. Head up the stairs to the second floor in the left area of the house. There's a
highly suspicious guard at the top, but you should have enough time to shoot him in the
head with your silenced pistol.

Drag his body into the bedroom, and stash him behind the bed. Hide there yourself, or
in the upper left corner, in the shadows. Wait for the Don to enter, and shoot him.
Note that the brother sometimes walks through this area, which can screw you over real
fast. If you're quick, however, he'll still be out by the pool by the time you're 
doing this.

METHOD C-		the long shot
Fun, but gratuitous. Grab the sniper rifle from the garage and head back out to the 
hill where you started. You can snipe the Don from here. This is easiest to do if you
used Method A for the first challenge, otherwise, you have to worry about the guard
by the side door. If he's still alive/awake, wait til he goes out to pee, then grab 
the gun and head out after him. Sneak behind the tree while he's peeing, and then 
head up the hill. Wait til he goes inside to fire. Do the same in reverse to sneak 
back in. 

The problem, though, is GETTING to the body. The best way I've found is to follow the
directions in Method B, which means you STILL have to kill that one extra guard. The
timing becomes less of an issue though, which is nice.

METHOD D-		a fourth possibility
Go to the left-hand side of the house, and shoot the Don with a silenced pistol while
he's on the balcony. You can generally get away with it, but it presents the same
problems as methods B and C.

SILENT ASSASSIN-       Silenced Dual Ballers
Use Method A for insertion, and drug the guard, rather than killing him, the use 
Method A to kill the Don, without wasting any extra shots on the lights. The only
problem with this trick is that it means you won't have time to get the Deagle before
the drugged guard wakes up. You can, however, still get the sniper rifle and the Don's

Revolver-       On the Don. Makes a nice souvenir.
9mm pistol-     On any thug.
Knife-          On the cook, but you already have one back at the shed.
Deagle-         In the study. It's easy enough to get, but not if you use my method 
                for getting Master Assassin.
Shotgun-        Carried by the lawyer, and the guard at the front door. There's no
                way to get it AND get master assassin. Ambush the lawyer if you 
                really want it as a keepsake.
Golf Club-      Although this'd make a GREAT trophy, it's very hard to get out with
                it without setting off any alarms, and impossible to do it AND get
                Silent Assassin.
Sniper Rifle-   In the garage. I usually grab this on my way out. Looks great on the

1. Is there a reliable way to snipe the Don so he falls off the balcony? The mission
would become incredibly easy if there was.
2. Is there a reliable way to kill the brother AND the Don without setting off any
alarms, and only using 1 bullet total? If so, you could steal the car afterward.
3. There are 3 collectable non-holsterable weapons on this level. Couldn't we stash
them one by one in the car or something?
4. How come bodies sink in the pool? W
5. Why does the pool have fish in it? OR why does the fish pond have steps into it?

                       MISSION 2- THE STAKE-OUT IN ST. PETERSBURG

This is a very large and intimidating map, but it's not that hard to learn. Spend some
time during the briefing getting familiar with the map, notably the sewers and streets
maps. The mission's main problems are getting the sniper rifle out of the metro, and
getting it across the square without being detected. My solutions are sort of bound up
in each other, so I'm treating the map as one challenge instead of two.

1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon.
2. The SVD looks enough like the AK that they will be fooled if you stay about 20 feet
away from them, as long as you have it holstered.
3. You CAN run across the square, just give all soldiers a wide berth, and stop and 
walk if the Suspici-O-meter starts to move.
4. Once you've heard the dialog about the target's identity, there's no need to listen
to it over again. 
5. You can find an open window from which to shoot the target on any floor about 2, in
the apartment building, but the best bet is floor 3.
6. There's a spare uniform waiting for you near the exit of the upper-right sewer exit

Recommended gear-
Silenced 9mm (yes, even if you have the ballers)

METHOD A-		a cheap trick
The quick and dirty way to do this mission is to ignore the sniper rifle completely.
Run up the stairs to the left, and walk into the little room. You should arrive 
just as a guard walks behind some lockers. Head through the door, and pick the lock
on the next one. Run through the sewers (use the map if you're having trouble) and 
take the exit in the upper, right-hand corner of the map.

In front of you will be a uniform. Look around the corner to make sure nobody is 
facing you, and grab it. Now head across the square and into the apartment building.
Enter it through the left hand door and run to the back, then turn and go up the
spiral-ish stairs to the 3rd floor. Make your way to the rooms with the window while
avoiding the guard. Use the map if you need to.

Zoom in with the binoculars to center the screen on the target; he's the guy in 
front with the glasses. Without moving the mouse, switch back to the pistol and save 
your game. Fire off a few shots. You'll probably either kill the target, or need to 
restore. Run out through the right-hand door to avoid the wrath of the incoming 
soldier. Make your way out of the area, following the same rules as above re the 
soldiers. Don't forget to put your pistol away! 

When back at the train station, you might as well grab the stuff from the locker so
you can keep the rifle for your collection.

METHOD B-		nobody wants to see your rifle
The biggest problem here is getting the sniper rifle out of the metro. The first
part of that challenge, is getting up to the escalator without the citizens running
up to alert the guards. They will do this when they see you carrying the rifle. I
haven't found a reliable way to avoid setting them off, but this plan works best if
they start in the locker area, so that by the time you have the rifle out, they're 
far away with their backs turned. You can wait for them to get into a useful position,
but you are on a timer here. The easiest thing to do is probably just reload if they
don't cooperate. Again, the ideal place for them to start is in the locker area. You
want them to be far away and not facing you when you grab the rifle.

Make sure that you'll be able to reach the escalator without being seen, and grab
the SVD and head up the escalator. Now, as for avoiding the two guards here, stop
at the top of the escalator and watch the map. As the guy in the hall turns the 
corner, walk into the side room. You should reach it just as the other soldier turns
behind the lockers. Run to the door, open it, and head on through.

Once in the next room, pick the lock to the sewers. Turn on nightvision and run to 
the exit in the upper left corner of the map. Remove your goggles at the ladder and
climb up. Head down the narrow alley to your left and you'll see the back of a 
soldier, once you get around the corner. Dispose of him in the manner of your choice,
but be sure it's quiet. Take his clothes if you don't already have a uniform. You
don't need to worry about hiding the body.

Make sure the SVD is holstered, and RUN to the apartment, following the tips above
for avoiding detection. Head down the steps and hang a right. Run up and across the 
road, then stick to the round wall, and walk if any soldiers are remotely near you. 
Turn towards the wall so they don't get a good look at your gun or face. Doing this, 
I've been able to walk right by the guards that patrol this area in a wide loop 
without the Suspici-O-meter so much as blinking.

Enter the apartment through the left hand door and run to the back, then turn and go
up the spiral-ish stairs to the 3rd floor. Make your way to the rooms with the window
while avoiding the guard. Use the map if you need to.

Hold down your crouch button and zoom in with the rifle. Listen to the banter, and
eliminate the target. He's the one in front with the glasses. Be sure not to fire on
him while the long-haired guy is behind him. The bullet will go right through the
target and kill them both, costing you the mission. Once the target is dead, RUN
through the doors on the right to avoid being spotted, and back down to the bottom

If you want to make your exit a little easier, leave the rifle here, and pick up an AK
on your way out. Otherwise, follow my above tips for avoiding detection as you make 
your escape. You can duck by the two guards inside the metro with more very careful 
timing. If you run, you'll generally be okay as long as the guard in the locker room
doesn't get a good look at you. I recommend saving your game before trying this. It's 
tricky, and it'd suck to pooch the mission here.

SILENT ASSASSIN-       Sawn-Off Shotgun
Use method B without ever letting the Suspici-O-meter get in the red, and be sure to
knock out the one soldier, rather than killing him. If you give him a full rags worth,
you'll have oodles of time. If you use Method A and are VERY lucky, and can kill the
target with 1 shot from the pistol, without hitting anyone else or missing, you can
get Mastery that way.

AK rifle-       On any soldier. Carrying it makes movement outside MUCH easier.
SVD sniper-     In the locker. Both of these available next level, so just pick one.
.54 pistol-     On some of the guards, such as those by the roadblock. Don't go out
                of your way to get it though. It's much easier to get later.

1. Is there a reliable way to infiltrate the Pushkin building and bag the General 
2. Shooting the lights in the metro renders it almost totally black. How can this be
used to our advantage?

                          MISSION 3- KARIV PARK MEETING

This is a very large and intimidating map, but it's not that hard to learn. Spend some
time during the briefing getting familiar with the map, notably the sewers and streets
maps. The mission's main problems are getting the sniper rifle out of the metro, and
getting it across the square without being detected. My solutions are sort of bound up
in each other, so I'm treating the map as one challenge instead of two.

1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon.
2. The SVD looks enough like the AK that they will be fooled if you stay about 20 feet
away from them, as long as you have it holstered.
3. Explore the sewer thoroughly, so you know where the MANY exits go.
4. All it takes is one audible gunshot and the targets will flee the scene.
5. Sniper rifles are very LOUD. 

Recommended gear-
Silenced 9mm (yes, even if you have the ballers)
SVD sniper rifle (if you have it)

FIRST CHALLENGE-        Getting in and armed
METHOD A-		stealth
Run over to the crates at the start, and hide behind the two that touch. The loot is
in the corner they form. Hit sneak here so the soldier and limo won't see you. Start
picking up whatever gear you want, and keep the camera pointed at the soldier. Once
the limo has gone, slowly back away from him, keeping the dumpster between you, then
sidestep to the left behind this second dumpster. The instant he turns his back, bolt
for the sewers.

METHOD B-		violence
Run over to the crates at the start, and hide behind the two that touch. The loot is
in the corner they form. Hit sneak here so the soldier and limo won't see you. Start
picking up whatever gear you want, and keep the camera pointed at the soldier. Get
your silenced pistol ready, and step out and shoot him when he turns his back. Drag
him back to the dumpsters, and take his clothes. Holster your SVD, and you'll be able
to pass for a soldier as long as they don't get too good of a look at you. Don't let
the limo see your handiwork!

This is where I had my first problem with the SD Ballers. I plugged the soldier with
them and he flew so far that people on the street saw the corpse and came running. 
Hence my recommendation to use the 9mm.

METHOD C-		speed
If you're not planning on using the car bombs, you can simply bring a sniper rifle
from one of the two prior missions with you. Once the mission starts, bolt for the 
nearest sewer entrance.

SECOND CHALLENGE-       Doing the deed
METHOD A part 1-	car bomb the Mafia boss
Grab both carbombs from the equipment depot, and enter the sewers as described in 
methods A & B above. To the north of the map are two exits close together. You want
the one that's slightly further away, the northernmost sewer exit on the map.

Look around with the camera before sticking your big, shiny, bald head up. Ideally,
there should be a man peeing in the corner. He is Mafia boss's driver. If he's not 
there yet, then climb out and crouch behind the box to wait for him. 

Those who played the original should be able to figure out what to do here. Snuff the
guy in whatever way pleases you, take his clothes, and walk out to the street. Try 
not to let any of the other guys get a good look at you, and walk up and plant the
bomb on the car. Calmly walk back to the sewer.

METHOD A part 2-	car bomb the General
Once in the sewers, you're headed for the exit close to the west of where you enter.
It's the exit furthest south on the map. As you climb the ladder, you'll notice a car
parked right on top of it. Attach the bomb, and make your escape through the sewers.
Easy, eh? If you're quick, you'll make it back to the exit point in time to see the
General's car go up.

METHOD B-		snipe from the church
The church is pretty much a wash if you want a good rating, but it's there if you want
to try it. If you followed method B for insertion, you can just walk over to it, as
long as you give any guards a wide berth, don't let them get a good look at you, and 
don't run too much. Head around the back side.

If you don't have a uniform, you can use the sewers. There's an exit right in front of
the church, but there's a soldier who looks right at it, so it's not recommended. You
can, however, go the LONG way 'round. It's best to use method C for insertion if you
plan to do this, because you're going to be pressed for time. If you use the sewers to
go to the northern most exit, you can run around behind the backs of several buildings
to get to the back of the church. Careful hiding and timing should get you by any
soldiers along the way.

Once you're there, you'll probably need to cap the soldier out here with the silenced
pistol. You CAN chloroform him if you use the dumpsters for cover, but there's no
point; you'll be raising alarms later anyway. Pick the lock and head in the side door.
At the top, whistling, is another soldier. Take him out with the silenced pistol too. 

Line up your shot. If you were fast, they hug twice at the start of the meeting, and 
you can sometimes kill both with one bullet. More likely, however, you'll have to plug
one and try and get the other while he's running away. It's probably easiest to shoot
the Mafia guy, as you have a better shot towards the General's car from here. You can
also use either part of Method A as "insurance" in case you miss.

Either way, once you've pulled the trigger, the soldiers will be all over you. There's
nothing for it at this point but running, I'm afraid. Ugly, but it works.

METHOD C-		snipe from the tower
Use the insertion plan of your choice, and enter the sewer. If you want, you can take
the time to use either part of method A to plant a car bomb as "insurance", since this
is a very difficult shot, and you're in the sewer anyway. It's preferable to bomb the
General's car, rather than the Mafioso's, in the interests of time. When ready, head
to the second most western exit.

Look around with the camera here before you stick your head out. You'll probably have
to spin the camera around to find the tower. The guard here stops out on the road, 
then goes back and looks in on the tower, then turns with his back to the tower.
He stays there for a while, then walks around the other side for a little while. When
he starts to walk away from the road, run out and stand against the wall of the nearby 

Next, make your move when he starts to go around to the other side. The easiest way
to dispose of this guy is to shoot him with the silenced pistol. It doesn't matter 
where the body winds up; Nobody sees it.

If you're trying to be stealthy, then run to the door the instant the guy starts to
go around the far corner. Pick it, then turn and back up against the door and the 
dumpster's side. Hit the stealth button, and the soldier should walk right by you, once
he does, open the door, and run inside the fence, and hide behind the tower. He'll 
eventually come back and look in on the tower, but if you're behind it, and sneaking, 
he won't see you. Then he turns his back on the door and stands there for a while.
Open the door, and sneak up behind him, and knock him out. Depending on how fast you
can snipe, you only need to give him about 3 bottles worth.

Head up the tower, and find the destroyed wall through which you can snipe the targets.
You might want to save here, since sniping can be tricky.

If you planted a car bomb, then you only need to snipe one target here, and let the
other blow himself up. If you snipe the General first, you can probably take the other
target as he stops to get into his car. 

Remember in the last mission, how the sniper rifle can kill two people with one shot?
Well, you get an excellent chance to exploit that feature here. Watch the targets in
the park. Eventually, they stop and talk. Aim at the general's torso. When they go to
leave, the other guy walks in front of him, and they briefly overlap. Pull the trigger.

SILENT ASSASSIN-       nothing
The easy way is to you use method A for insertion, then use method A to carbomb both
targets. If you use the chloroform on the driver, instead of killing him, you get a 
Silent Assassin rating. The harder, but more satisfying way to get Silent Assassin is
to use either method A or C for insertion, then method C to get the kill. As long as
you use chloroform on the tower guard, you're good. I think you also need to get both
targets with one bullet, but I'm not 100% sure about that. You can also get Silent 
Assassin if you mix and match; snipe the Mafioso and carbomb the General. 

AK rifle-       On any soldier
SVD sniper-     By the crates at the beginning. Just take whichever one you didn't take
                last time.
9mm pistol SD-  In your kit at the beginning 

1. Short of using the crossbow, how can the church be used for sniping without alerting
every soldier and his brother?
2. If you were at a meeting, and your partner-in-crime got blown up by a car bomb when
he went to leave, would YOU get in YOUR car?
3. Since there's two targets, is it acceptable to fire two bullets for a SA rating?

                            MISSION 4- TUBEWAY TORPEDO

An oddly named map where the biggest challenge is usually getting in and out.

1. The soldiers will get suspicious if you run, or if you're carrying an odd weapon.
2. Alcoves are your friends.
3. To arm the minibomb, all you have to do is drop it in the right place.
4. Them cameras, they gotta go.

Recommended gear-
Silenced 9mm
Fibre wire or knife

FIRST CHALLENGE-        Getting your kit
You start out in the sewers. Head up the ladder to the army depot. There'll be a 
soldier nearby, but he won't see you exit the sewer. If you want a disguise, this is
the easiest place to get it. Take this guy out and drag him back and to the garage to
the side of the sewer exit you just came out of. Borrow his clothes, and grab that 
convenient AK while you're in here. If you're aiming for stealth, you can just sneak 
by him. 

Check the map to see where the guy to the south is. If he's over to the west, then 
you're good. Head south, and turn to the right as you approach the raised area. If the
first guard is still alive, you may need to sneak for part of this move, based on the
timing. See the box up on the raised area? Stop behind that, and crouch (not sneak, 
crouch) so the guy up there won't see you. Hug the raised area as you crawl westward.
When you're a good distance away from the guy on the raised area, you can head over to
the equipment drop. Make sure to get ALL of it.

SECOND CHALLENGE-       Reaching headquarters
METHOD A-		via truck
The truck makes this part easy because the first two guys futz with the gate long
enough for you to pop out of the truck and hide in the nearby group of boxes. Wait for
the soldier at the back to turn away, and follow him. Duck behind the boxes and slip
inside when he comes back out.

METHOD B-		sick of the sewers yet?
This is the easiest way to go if you're disguiseless. Watch the guard near the gates,
and wait for him to walk into the little booth. As he's moving, crawl against the side
of the booth, and move around as the opportunity presents to the side of the booth
nearest the gates. Once he's facing the truck, sneak into the second sewer entrance.

Run through the sewers, and emerge. Climb up the little scaffolding, and drop into the
convenient hiding area. The idea here is to sneak past the guys near the entrance to 
the next set of boxes, although if you have the disguise, you can generally just stroll
by with no worries. The next guy, however, is in such a narrow passage that he's a 
problem, disguise or no disguise.

When I did this, I had to wait a little behind the 2nd set of boxes for the rear 
soldier to turn and walk back toward the door. Sneak down the narrow alley after him. 
As soon as he ducks inside, and the door closes, RUN and hide behind the green box. 

When your friend comes out again, wait til he gets down the ramp, before moving.

THIRD CHALLENGE-        Destroying things
Look at the inside map to check the position of the man inside. Ideally, he should be 
just heading up the stairs near the door. Head in, and walk behind him, giving him 
about 15 feet of space. Duck into the office at the top. There's a spare uniform and
a Deagle with ammo here for you. If you don't need either, then you can ignore this
room and head straight for the elevator. There's also an AK and some ammo in the corner
of the main room, in case you don't have one. Once you're fully disguised, you should
have no trouble using the elevator.

The main goal on this floor is to reach the next one down, but you've quite a lot to do
here beforehand. The first impasse is a hallway full of cameras and a few patrolling 
soldiers. The cameras can pretty much pooch the mission for you if they see you shoot a
soldier. They can see soldiers get shot with no worry, but don't let them see you pull
the trigger. However, there's no real need to kill these guys. You can hide from them 
in the little alcoves. Use the map to determine which alcoves they stay farthest from,
and use those. Halfway, you can go through the door to the control room if you want, 
and kill the officer here. However, you don't really need to, and you have to drag him 
a LONG way (specifically, to that room north of the server room) to avoid his corpse's
discovery. The cleaner way is to just enter the control room from below and walk 

Go around and enter the server room from the other side. Plug it in the green lights 
with a silenced 9mm pistol to disable it. See the room next to the sewer room with the
(!) sign? That's your next stop, if you didn't already cack the officer and take his 
clothes. Take the spare officer's uniform here. Congratulations on your promotion!

Your next obstacle is the last patrolling guard. It's easy enough to shoot him, or hide
from him in the alcoves, but you must plan for the future. Getting around this guy with
a hostage is going to be very tricky, and he WILL discover an upcoming dirty deed, so
we need to take care of him now. Notice how the south end of his route is right where
the bomb goes? Head into the sewer room, and drop the bomb as far from the wall as it
will allow you, then go hide in the empty guard room to the west. Pull out the remote
and watch the map. As soon as he stops in that room, push your fire button, and he goes
boom along with the wall. Everybody and their grandma runs to investigate, but you're
nowhere nearby, so let them have their fun. They'll be long gone by the time you return
with your friend.

The final problem on this floor is the bloke near the elevator. He'll get very angry if
you walk over there while not wearing an officer's uniform, but that's easily solved.
He will also cause trouble when you try to leave, since you can't just stroll past him
with the hostage. Wait til the guard on the other side of the bars is gone, and dispose
of him in the manner of your choosing. Drag him back a ways into the corner to hide him
from the guard across the way. He might get a little stuck on the table or chair, but 
just keep dropping and dragging and all will be well.

FOURTH CHALLENGE-       Doing the deed and escaping
METHOD A-		paging doctor target
Drop the pager a little bit north of the north door to the interrogation room, move 
away a bit, behind a corner, and pull out the phone. Press fire to use it and 
activate the pager. The general will come out and take the pager, and when he goes back
into the room, he will fail to lock it. This is your invitation to head in and dispatch

It is possible, although tricky, to kill him with the fiber wire or knife in this 
manner. Stand aways to the left of the door when you drop the pager, and walk in after
him. Apparently he's so busy talking that he's pretty oblivious. You can actually walk
pretty close to him before having to switch to sneak mode. Better save your game before
trying this, it can be tough.

If you followed my advice for the rest of the level, you won't have any problems making
a clean get-away.

METHOD B-               through the mirror
Sneak past the patrolling guard, and pick the lock to the observation room. Head 
inside, and you can shoot the general through the glass. Pretty damn cool, shame it 
takes two shots, unless you use the ballers. Better used a silenced gun, unless you 
LIKE having guards run in on you. Climb through the window, and walk up to the 
hostage. Time to make your exit!

If you followed my advice for the rest of the level, you won't have any problems making
a clean get-away.

You must sneak all the way into the headquarters without killing or drugging anyone, 
which means no uniform until you pick up the spare one that's lying around. You could
drug that first guard in the depot, but the odds of you completing this mission quietly
in 5 minutes are virtually nil. Once inside, avoid killing anyone, and take out the 
last guard with the bomb as described above. The game won't count this against you as a
kill, although you will get an alert when they find his corpse. Anyway, drug the guard
at the elevator. You can pretty much just walk around behind him. He'll get suspicious,
but he'll get over it. Kill the general with the fiber wire or knife, since you already
use your 1 bullet on the server. On your way out, every guard that could spot you is 
unconscious or dead, and everyone's already over the shock of the explosion, so you 
can just waltz out unhindered.

AK rifle-       On any soldier, or lying around in several places
Deagle-         In the drawer in the office on the base ground floor
9mm pistol-     On the soldier by the elevator to the 2nd floor
Combat knife-   On the general. Consider it a trophy.

1. Where does that guy come from as you leave the 2nd basement?
2. Is there a way to avoid having to kill the last patroller on the first floor?

                        MISSION 5- INVITATION TO A PARTY

This mission can seem overwhelming at first, because there's so much going on. You 
might want to spend a while just watching the various maps and seeing what everybody 

1. The guards get suspicious of you in the waiter's get-up, but as long as you behave 
in a waiterly fashion, they'll almost never sound an alarm on you.
2. Waiters are not allowed upstairs.
3. Guests are not allowed in the kitchen.
4. Your black suit is a great disguise here.
5. The bodyguard disguise is pretty useless, since it doesn't hold up to scrutiny.
6. The actual safe can be any one of 4 safes in the corners of both floors. 
7. The Spetznatz agent is labeled as a target, but you don't HAVE to kill him.
8. The ambassador is labeled as a VIP, but you don't HAVE to save him.

Recommended gear-
All you really need is available on the map.

FIRST CHALLENGE-        Insertion
METHOD A-		disguise
When you walk up the pier, you'll see a waiter practically screaming, "sneak up on me."
Since this mission's timing is so dependent on NPC movement, there's no way you'll beat
it before he wakes up, so don't bother with the chloroform. Also, since killing him
pooches your chances for Silent Assassin, you might as well just shoot the little snot.

Once he's dead, take his key and clothes, and run over to the weapons drop. Grab all 
you need, and head through the door in the southeast corner of the wall. Just make sure
there's no guards to nearby. Head in through the basement. The guards here will get
suspicious when you walk near them, but they'll become unsuspicious as long as you keep
acting in a waiterly manner. They shouldn't give you too much trouble.

METHOD B-		disguises are for pansies
Ignore the waiter. Run to the equipment, then run to the northeast door in the outer 
wall. Make sure to avoid the nearby guard, and pick the lock on the door. Check the map
to see the position of the soldier inside the wall, and head in. If you were quick, he
should be walking away from you. 

Run to the basement door, and then hit sneak. Bring up the map, and switch to the view
of the basement. Follow him along the side of the car, and then head into the little
side room. Hug the northeast corner, until the guard starts to walk away again. Head
around the corner, and into the first room. There's a spare waiter's uniform in there.

If you're feeling especially daring, you can try to sneak upstairs without changing, 
but I have yet to be able to pull this off.

METHOD C-		the direct approach
Ignore the waiter, and run to the equipment cache. Grab what you need, then run to the
nearby gate. Pick it, and head in. Although fast and easy, this route means you can't
use the poison unless you kill a waiter inside, which is almost impossible to do 
quietly. You could also sneak into the basement from either direction and claim the
spare suit there. The bonus to this method is that nobody will get even remotely 
suspicious (as long as you don't go into the basement) and you can run as much as you

METHOD D-		by invitation only
There is a guest wandering around the west side of the map with an invite in his hand.
If you can dispatch/drug him, you can take his suit (which, as far as the guards are 
concerned, is the same as yours) and invitation. The invite will allow you to walk in 
the front gate, as long as you aren't carrying any guns. This presents the same 
problems as method c, but is much more time consuming, so I'm not sure why anyone 
would bother.

SECOND CHALLENGE-       Killing the General
METHOD A-		they gave you poison for a reason
Once disguised as a waiter, grab a glass of champagne from the kitchen. Pull it out
(luckily, the champagne magically stays in the glass when it's dumped upsidedown inside
47's shirt) and then draw the poison to spike the champagne. Simply walk into the 
ballroom and give it to the General. He's such an obliging fellow, he even finds an
out-of-the-way place to die. What a sweetheart! In case you're wondering, he has no 
loot, so there's no need to visit his corpse after the fact.

METHOD B-		the old-fashioned way
The General occasionally wanders off down the hall for a dalliance with a maid. Wait
in the hall for him and take him down with the silenced pistol. Drag him somewhere out
of sight. This method, unfortunately, sometimes alarms the maid, and I'm sure why it
does sometimes, and why it doesn't others. Alternatively, you can drug the maid before
he gets there, and then kill him, or kill them both.

THIRD CHALLENGE-        Securing the briefcase
METHOD A-		the early bird gets the worm
The ambassador walks to the safe twice. Once by himself, once escorted by the Spetznatz
agent. This method involves intercepting him the first time he goes there, when there's 
no agent around to muck things up. If you get into the room adjacent to his office, and 
go in that way, you can take him out in the manner of your choosing. Once he's down, 
you can either take the suitcase (if he opened the safe for you) or take the 
combination from his body and open it yourself. Alternatively, you can simply shoot him
in the halls (Halls! I said HALLS!) before he reaches the safe room, and loot the 

METHOD B-		snuff the competition
The first time you hear that the ambassador has opened the safe, check the map to see
where he is. Wait for the Spetznatz agent to "hold up" the ambassador, and get to the 
room adjacent to the room with the safe as fast as you can. Watch the map. Once the
agent has his back turned to you, hit sneak and open the door. You can either sneak up
on him, or shoot him in the back of the head. Wait until the safe door opens, and then
take him down. A bonus here is that you can save the ambassador this way, but the game 
doesn't seem to care about that, really. If you do save him, don't worry. He quietly
stays here for the rest of the mission.

METHOD C-		with enemies like this
After he kills the ambassador, the Spetznatz agent will leave via the front door. Take
him out in the manner of your choosing. Has the potential to be really sloppy, but 
might be your only option if you got held up somewhere. 

FOURTH CHALLENGE-       Getting out
This is, in many ways, the hardest part of the mission. The guards will fire on you
if they see a waiter walking off with the General's suitcase, so you need another
disguise, but what? Ironically, the disguise you need is the black suit you came in
with. If you're still wearing it, then just grab the suitcase and stroll out the front

If not, this is going to get a bit tricky. If your suit is all the way back by the 
first waiter, then your options are to try to sneak all the way out through the
basement, (which I've never gotten to work) steal a suit from another guest, (which
means an unnecessary kill) or shoot your way out. Good luck!

If your suit is in the basement, then there's still hope for a stealthy exit. Leave the 
suitcase in a quiet room somewhere, and go into the basement. Walk to the room with your
suit, and put it on. Sneaking back upstairs is the hard part. I'd advise sneaking to 
the pantry, then watching the map, especially the two guys out by the stairs. When the
time is right, sneak past them, reclaim your suitcase, and head on out. 

SILENT ASSASSIN-       M4 rifle
This is a very easy mission in which to get Silent Assassin, as long as you can handle 
the Fourth Challenge without setting off any alarms, and there are multiple ways. I
recommend using method B for insertion, poisoning the General, and killing the agent 
with the wire once the safe is open. It can be done faster if you method C for 
insertion, drug the ambassador as he goes to open the safe the first time, shoot the 
General (if you're lucky regarding the maid) and then just stroll out. You can also use
the poison on the General, and then wait outside for the agent, and then shoot him. 
However, these last two routines are sorta unsatisfying, and will give a very low 
stealth score.

9mm pistol-     On some guards, but you really should have one by now, eh?
.54 pistol-     On the Spetznatz agent. Didn't I tell you not to bother in mission 2?
SMG-            On most guards. If you want one without causing a fuss, there's one in
                a locker in the basement room that initially starts with 3 guards in 
                it. They empty out later in the game, so just walk in as the waiter and
                take it.

1. This level contains a baking tray, brochure and cheque. What are they for and where
do you get them?
2. You can take and poison 3 glasses of champagne. Any use for them?

                           MISSION 6- TRACKING HAYAMOTO

Disguises are utterly useless, so you can either do it with the fish (just keep reading
it'll make sense eventually) or you can have a big gun fight with pretty much everybody
in the place. I won't be covering the latter option, since it's not, ya know, hard. I 
don't mind that the disguises are useless (it IS pretty obvious that I'm not Japanese)
but don't taunt me with that spare costume and the thing in the garage. 

1. Disguises are 100% useless.
2. The surface you're walking on affect how loud you are. Grass is quiet. Gravel is 
3. Fish.
4. I hope you like sneaking. And waiting.
5. The guards here all walk REALLY slow, and look around quite a bit while they patrol.

Recommended gear-
Some loud and powerful pistols or SMGs with which to blow off steam when you get caught

FIRST CHALLENGE-        Journey to the fish
It starts out easy enough. You can practically run to the second stone unseen. Wait 
there for the guy at the front door to turn away, and then you can usually run right
into the garage with impunity.

If you want to try a disguise, here's an easy chance to get one. Honk the horn and then
hide behind the trash can to the side of the door. A guard will come out to investigate
and stand with his back to you. It's easy enough to dispose of him and take his kit, 
but there's absolutely no point.

Watch the outside map, and when the guard in front of the garage walks away, run out 
the far garage door and around the corner. Here you will see a small yard with a big 
rock and a guard patrolling around it. Wait til he's on the opposite side of the rock,
and run up to it. Keep the rock between you, and when the opportunity presents itself,
sneak into the bush to the north of the rock. Watch and wait. Oh, and save.

A guard from inside will come out and talk to the patroller. You'll also be able to 
see the cook on his smoke break. When the cook turns to go, start sneaking around to
the back of the house where he was. As long as you sneak, and stay up against the wall,
you should be fine. Head through the open gate and bring up your inside map. Wait some

SECOND CHALLENGE-       Wrath of the fish
When the cook comes out to smoke again, save. You have to be quick in this part. Sneak
up behind the cook and drug him. Notice how he's considered an innocent despite the
fact he acts exactly like a guard? This means we have to drug the bastard if we don't
want to get penalized. Drag him quickly through the gate to hide him from the rock-
orbiting patroller.

Check the map to see where the hallway guards are. If you were fast, they should all be
out of your way. Run in, and run to the northeast room with a (!) sign. Cut off the
piece of fish, then run back to the kitchen, and plant the fish and the transmitter in
the sushi. Run back to the fish room. If you made it safely, you'll probably want to
save again. 

THIRD CHALLENGE-        Escape from the fish
Watch the map and wait (sensing a theme?) When the hallway guard leaves to go outside,
run out the back door, and flatten yourself against the north fence. Sneak to the left,
and you should be able to move into the yard unseen. Keep edging left, and, when the
hallway guard goes back inside, you should be able to run around behind the rock and to
the side of the garage undetected. Yeah, I didn't expect that to work either.

You can kill one guard and still achieve SA on this mission, since you used the fish on
the target. If you want to make your exit a little easier, and want an SMG, shoot the
guy in front of the garage with the silenced pistol when he's way over in the corner.
Nobody will find his body.

Duck into the garage and save. Watch the outside map. When the patroller by the front
door is gone, head out and hide in the bush across from the second rock. The patroller
who goes past the garage should be right here. Use the bush to hide from him til he
walks away. By now, the front door guard is probably back, so reposition yourself so he
can't see you through the bush. On my machine, I can see all the way to the end of the
map with no fog. If you can't, then you'll have to watch the map. When both the door
guard and the two guys by the exit have turned away, run and hide behind the first rock
where you started the mission. Now you simply have to wait for those two guys to turn 
away. By now, you should have gotten the message that the mission objectives have been
met, so you can leave. If for some reason the target doesn't die, or eat the trans-
mitter, than I can't help you. It works every time for me.

SILENT ASSASSIN-       zilch
As long as you drugged the cook, rather than killed him, all will be well. This mission
isn't so much hard as it is trying on the patience. Takes a fair bit of trial and 
error, but it can be done.

9mm pistol-     On some guards, the fat guy and the cook.
SMG-            On most guards, and lying around in the room next to the room with the
                spare cook's uniform.

1. Is there a way to kill the target withOUT using the fish OR getting into a huge
gun battle?

                               MISSION 7- HIDDEN VALLEY

I hate this mission. Whoever designed these should be shot. It's not that it's too 
hard. It's not that it's boring. It's not that it's riddled with bugs. It's not the
uncharacteristically futuristic character design. It's the stupid idea that these guys
can see through completely concealing disguises at 50 feet through heavy snow. That's
just idiotic. I knew there had to be a Columbia in this game somewhere, and here it is.

1. Disguises aren't quite as useless as before. The keep the snipers off you.
2. The guards here all walk REALLY slow, and look around quite a bit while they patrol.
3. This mission sucks. 

I'm sure there's bugs on other missions, but they don't completely ruin the gameplay
quite as much as they do on this mission.

1. Sometimes the trucks run over the guards in the tunnel. No, really. Stop laughing!
I'm being serious here! You'll know it's happened if you get a message like, "guards
are alerted!" instead of, "nearby guards are alerted!" or if they find a body and you
haven't killed anyone. Oh, guess what? Those kills count against you. Fun, eh?

2. When a guard shouts for you to stop, he won't seem to notice if you don't, and will
walk to where you were and check your ID, no matter how far away you are. He will then
figure out you're a round eye, even if your round eyes are 50 feet away and around a 
corner. If you get away from a guard while this is going on, it's only counted as a 
"close call" rather than an alert. They're so stuck in this routine, you can even wait
til they walk up to you, walk around behind 'em and drug 'em. You know it's a well
built level when exploiting bugs is the only way to beat it.

Recommended gear-
A gallows upon which to lynch this level's designers

FIRST CHALLENGE-        Getting a disguise
Frankly, I wish there was an invisibility cheat. I'd just tell you to use it and be
done with this piece of crap before it ruins your impression of the game. 

In the absence of one, however, run over to the equipment cache. You'll notice a 
guard here. If you start sneaking from behind the wall the instant he turns around,
you can overtake him, and wire/drug/knife him. Take his clothes, but leave his gun.

Grab the crossbow, nightvision, and bolts. 

Now, check out the map of the tunnel. See in the middle, where there's a bunch of guys
hanging around in the road? That's a checkpoint. If you're in there when the truck goes by
by, you'll be caught in the search, however, past that checkpoint, the truck is a free 
ride to the end of the level. See the ladder from the surface? Reaching that is your
goal. On the surface map, that ladder is at the end of the small valley to the far
south, with one guard at the entrance of the valley.

SECOND CHALLENGE-       Part one
METHOD A-		above ground
Run toward the valley, ignoring the first, closest ladder. It doesn't really go 
anywhere useful. Ahead, you should see 3 ninjas a-ways off to the right, and one 
patrolling nearby to the left. Stay in the trees as long as you can, and then when the
guy to the left has his back to you, bolt for the next ladder area. He'll probably see
you and tell you to stop, but if you're quick, you'll be behind the next structure 
before it escalates into a full scale alarm. 

I haven't been able to get around that guy without either setting him off or shooting.

METHOD B-		trucking
Run back to the beginning, and stick to the trees to avoid being spotted. Climb in the
back of the truck when it comes up. Stay hidden in the back of the truck until the
stop right before the checkpoint, then hop out and hide behind a pillar. Nearby is a 
ladder up to the surface with one guard. Sneak into the ladder area. If you're lucky,
you can follow the guard until you catch up with him and drug him. Shooting him works
fine too. Head up the ladder. This should put you at the entrance to the little valley.

THIRD CHALLENGE-        Part two
As long as you have a disguise, the snipers won't bother you here, so all you have to 
worry about is the guard in the entrance to the valley. If you keep the trees between
you and him, its actually pretty easy to get around him undetected. Shooting him works
too. Run to the end of the valley, and start to head down the ladder. Check the map to
make sure the guy below isn't in the room you're about to drop into, and head down.

The guard near this ladder is your last real obstacle. Follow him and drug him, or 
just sneak out into the tunnel. Shooting him works too.

Once here, watch out for the truck, and climb into the back of the one headed towards
the end of the level. Stay hidden behind the boxes, and the truck will eventually take
you all the way out the other end. Bail out of the truck, and run to the exit. Do a 
little happy dance.

You're allowed 1 kill, 1 shot, 1 close-call, and-or 1 alert. How you spend them is up
to you. It can be done easily enough. My personal best involved drugging the first guy,
(for the costume) riding the truck for a while, drugging the guy by the 2nd ladder, 
sneaking past the guy in the valley, and sneaking past the guy by the other ladder. No
kills. No alerts or close-calls. Of course, this is dependant on whether or not any of
the ninjas get hit by trucks. *eyeroll* Your biggest problem getting SA (aside from the
bugs) is probably keeping down the number of close-calls rather than having to kill too
many people.

Crossbow-       Better take it. It's helpful on the next couple missions.
SMG-SD6-        A cool weapon, but unfortunately made less useful but the size of the
                sound suppresser, which makes it act as a rifle. IE it can't be hidden
                and you can only carry one.
Custom W2000-   A great rifle to be sure. Sometimes you can make the snipers drop it,
                if you're lucky. However, the crossbow is useful next level. Take it
                instead. You can get a rifle later.

1. How many of this level's problems are bugs, and how many are bad level design?

                           MISSION 8- AT THE GATES

More psychic ninjas. This map is still pretty fun though, with plenty of nerve-wracking
stealth action. Alternatively, you can do very well on this map just using the crossbow
to clear a path.

1. Disguises keep the snipers off you. 
2. Trees make you almost invisible.
3. The guards outside make really broad, long, slow patrols.
4. The rafter-dwelling ninjas don't seem to be as psychic as their friends.

Recommended gear-
Some loud and powerful pistols or SMGs with which to blow off steam when you get caught

FIRST CHALLENGE-        Getting there is half the fun
The ninjas on this level are just as psychic as before, but luckily, they are much more
spread out. In fact, using the trees, it's quite easy to move around this level with 
relative impunity. The snipers, however, will shoot you if you don't get a disguise.
What? You thought you had a disguise when you walked in here? No, no. You must've been
thinking of someone else.

Looking out from the start, you'll see two guys around the round in front of you, and
one guy on the ledge far away on the right. He's your walking clothes pole. It's easy
enough to snipe him with the crossbow, but he's also fairly easy to drug, if you're

Run up to the right, and go up on the ledge. Run through the trees toward the soldier.
When you get near him, if you ran right from the start of the level, you should reach
a pair of trees right next to each other. Keep these between you and him, and wait for
him to start walking back to the west. Go around the trees that you're hiding behind,
so you come at him from behind. Start sneaking. He walks slow enough, that you can 
catch up on him before he reaches the other end of his route. Drug him, take his 
clothes, and stash his body in the trees. You don't need to drag it very far.

Now the snipers will ignore you, but you still have to worry about the other ninjas.
Run along the rest of the ledge, and hop down at the end of it. If you stick to the
trees when possible, and make sure to stay as far as possible from all the guards, you
should be able to make it with no problem. You're heading for the area on the right of
the castle where one of the security systems is located.

SECOND CHALLENGE-       The first security console
METHOD A-		kaboom
Move up the ledge by the side of the castle, and move so you can just see the guard and
the generator. Bring up your crossbow and zooooooooom in. You're aiming for the 
roundish, yellowish part in the middle. Shoot it, and the thing will blow sky high, 
taking the guard with it. 

METHOD B-		stealth
Approach the guard and use the big rocks for cover. Be careful, because you can walk up
on them sometimes and blow your cover. Start in on the guard once he turns to the north
and sneak up behind him. You should have just enough time to get up behind him and drug
him. Open the door on the fence, and go inside. On the back of the unit, facing the 
wall, is a control panel where you can turn it off.

If you're having trouble stealthing him, you could abuse a bug. Hey, the abuse YOU,
right? Pull out your anesthetic, and make sure it's ready. Run up to the guy. While 
he's checking your ID, simply walk behind him and smother him. 

THIRD CHALLENGE-        And then there were two
Head around to near the front door. This part gets tricky, because the map is screwy.
One sniper in the upper chamber shows up on the valley map, while the other one, not 3
feet away in the same room, shows up on the castle map. There's a patroller who walks
back and forth through the front door area. Wait until he's heading to the left, and
sneak into the anteroom behind him, turning right. Once the guard's door closes, you
can start walking, but do NOT run. If you run, one of the snipers above you will turn
and see you. And that will be bad.

Oh, in case you haven't noticed, this castle has a lot of secret doors in these 
wooden paneled areas. Such is the case on either side of the entrance. Once you go
through the door, head up the stairs, and walk over to the door. You might want to back
up the stairs, so you can see what goes wrong, if anything. 

Once outside, and the door is closed, run over to the security panel on the right, and
shut it off. Hide behind the rock so that the patrolling guard doesn't see you when he
comes out. 

If you drugged the very first guard, he's probably waking up about now. But don't 
worry. He won't cause any problems.

FOURTH CHALLENGE-       Final alarm panel
METHOD A- 		stealth
Run up the ramp in the area with the 2nd console. Open the door at the top, and walk 
through. Don't worry about the rafter ninjas. They won't bug you. Bring up the valley
map so you can watch the guy outside. See how he goes in a loop? Follow him, walking, 
from a safe distance, around to the far door back into the same hallway (on the other
side of the rafter ninjas. Shut down the console. 

Give the map a quick check for safety, then head out the near door, around the corner,
and you can run to the exit.

METHOD B-		let's not and say we did
Wait for the guy who patrols past the front door to poke his nose back into this area.
When he leaves, follow him (at a walk, and from a safe distance) back down the stairs,
then turn left and head back outside. No, really.

Run all the way back around to the 1st generator, then keep going north past it. At
the northeast corner of the wall, you'll spy another ninja patrolling alone. Simply
wait til his back is turned, and run west, hugging the northern wall. You will see a
door. Head through it. You will see a security laser fence blocking your path. Open up
the secret panel in the wall to the right, and head through. Go out the far exit. From
here you can run to the end of the mission without ever turning off the third panel.

No, really.

SA is easy enough here, as long as you resist the urge to run while inside, and the 
urge to snipe everybody with your crossbow. Since the exploitable ID bug works on the
guy by the generator, but not the first guy, the easiest way is probably to snipe the 
first ninja to obtain a costume. Make sure you get him with a single shot to the head!
Once you reach the generator, exploit the ID bug as described in Challenge 2, method B
to drug him, then manually turn off the machine, instead of shooting it. As for the 
Fourth challenge, method B is a little easier, but it takes longer. Of course, you 
SHOULD do it without killing ANYBODY. Psychic Ninjas ARE an endangered species.

SMG-SD6-        A cool weapon, but unfortunately made less useful but the size of the
                sound suppresser, which makes it act as a rifle. IE it can't be hidden
                and you can only carry one.
Custom W2000-   A great rifle to be sure. It's easy enough to make a sniper drop one.
                Just shoot them once in the chest so they're aiming at you, then 
                kill them. The easiest place is probably the sniper above the laser
                fence in Challenge 4, method B. Alas, I can't find a way to get SA and
                make off with the rifle, since it always takes me two shots.

1. Is it intentional that you can bypass the third panel?
2. Why is that one little courtyard to the northeast so well guarded?
3. Is there a way to get a sniper to drop his rifle using only 1 shot?

(c) Copyright 2002 Gareth Bowler