The flashbang didn’t work long enough so I resorted to placing the Kalmer, Bartoli and one of the briefcases (all found on the map) in the middle of the room so the three guards would all bring them away simultaneously. The fourth remaining one near the video recorder is a frustrating one with head turns like an owl and occasional strolls into the glass room, but I made it quite easily.
The target was easy as expected, I used the stock market crash but I assume there are plenty of other ways.
I had to grab some earphones on site because I needed both the scrambler and the lockpick. In Ambrose Island I had to do the same by taking the fishing line on the premises because I needed a lockpick and enough coins without having to look around for them. Very grateful for these on site fibre wires
On to Haven Island! The island jogger always bothered me but I’ll get him, sure enough.
May I interest you with my run of New York for this challenge?
There is actually a designed by the devs interaction for a sanko of the vault and its guards.
No emetic, no flash, no coin or other systemic manipulation.
Only a natural prompt of the level.
Just turn on the television in the security hub.
Contrary to the usual of “attract one nearest who will turn it off and go back”, here it will put on a baseball match, attract, and be watched by three out of four guards for the rest of the level, leaving only the one with his back turned.
So, still figuring things out for the Haven approach. Very interesting target routes but their bodyguards are very good at their jobs.
Starting with Vertrova I’ve tried different approaches to isolate her, but her bodyguard is not easily swayed, even following her into the wellness centre changing room where she, gasps, undresses. He usually calls on backup to pick up found weapons or briefcases, even though there have been some instances, but not reliably reproducable, where he takes away the briefcase himself.
I did find a way, purely by accident. Removing the video evidence in the guard shack under the antenna tower, I wanted to pick up the gun and the bomb in the corner but accidentally hit the fire alarm in the middle. That happy accident allowed me to see Vetrova gets escorted to the men’s room under the restaurant section, where she looks towards the stall that is never visited by anyone. The men’s room becomes a trespassing area during her time there so you have to beat them to it, then put down a coin or a briefcase in the stall which, if you open the door when the alarm dies down, Vetrova will notice. Her guard will not follow her inside, but instead walks outside through the ladies’ room to guard the door there, probably following a script for when Vetrova gets sick. You can leave Vetrova in the stall. Unfortunately you can’t hide her body in a container there but nobody will find it so it doesn’t matter.
Regarding Vetrova, it’s up to you but I wouldn’t count triggering Portman’s (probably fake) gluten allergy as using an emetic. He doesn’t go puke, after all, he just goes to the medical center and sulks there. IIRC that isolates Vetrova for a short time.
Yes, but in my run I kill Bradley first. If he doesn’t pick up Vetrova doesn’t isolate herself in the bathroom. The fire alarm method also seemed faster.
For Williams I used the jacuzzi repair to isolate him after trying out many other things. Getting in and out of that bathroom took some figuring out.
And for Bradley a strategically placed suitcase on his run around the island, so that I can wire him unseen behind the guard who’s taking a breather and to which Bradley tries to take the suitcase.
The coins, suitcase and stethoscope from the doctor’s hut were all very instrumental and allowed me to bring the lockpick, and even a scrambler which I didn’t need in the end.
Dubai will be easy compared to this one I think. So will Dartmoor. Looking forward to the Berlin challenge
Jinxed it. I thought the Server rack thing would be an easy approach but you need to get a keycard off a maintenance worker.
Ingram will be a headscratcher for sure with his two guards. My hopes are on disturbing the peace, but they follow him to the golf thing and they delegate the weapon pick up.
Just figured out a solution, very small window of opportunity.
Load-out: fibre wire, briefcase, EMP
Pick up some coins on the premises, as well as the machine gun you find in the guard room where Stuyvesant goes.
Go to the top floor through the reception so you don’t need any agility moves where you have to drop the briefcase (I do have to throw it up a ladder once), put the EMP next to the radio (you can position it so the cleaning lady doesn’t see it), do the vacuum bit for step one of disturbing the silence, when he is downstairs trigger the EMP and he will go golf. Put a suitcase on the pathway, which will get rid of one if his guards. The second guard delegates, but if Hebrides a weapon behind him on the terrace he will have his back turned just long enough that you can wire Ingram and throw his body off the roof. Quickly climb down the ladder. I always have like half A second to spare but it works.
Gun and Briefcase are dropped Off near the sleeping banana guard so can easily be recovered to lure away Stuyvesant’s guard.
Stuyvesant is easy, his lone guard is easily distractable.