A Tie to Die For

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 :slight_smile:

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.

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Wow! I never knew about this! Come find me in the topic “things about Hitman you just found out” :smiley: thanks, very interesting.

I guess this is also where @anomie was hinting at.

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Yeah, it was. I didn’t want to give it away before you tried the level yourself. :slightly_smiling_face:

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 :slight_smile:

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.

On to Dartmoor!

Dartmoor was easy, as expected, just a lot of waiting for Alexa to get to her screaming room. I’m sure there have to be faster ways.

Berlin was surprisingly easy as well, the ICA agents are easy to manipulate and most are unguarded.

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Since you have to get up to her office anyway to get the file (can’t do the tokens without KOs), I’d stick with the screaming room anyway.

I figured that would be the case. Which ones did you wind up killing?

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Agent Green (the one on the rooftop, easily lured away with a placed weapon out of sight and earshot from the guard on the chair)

Agent Davenport (briefcase lure into the room next to the red toilets)

Agent Swan (coins towards the outside toilet stall area)

Agent Thames (briefcase lure next to the truck out front the bikers’ place)

Agent Lowenthal (some coins in the hallways next to the bikers’ lounge)

Containers near all of those places to hide their bodies.

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Green: Even easier, if you turn off the fuse box in the stairwell when he’s nearby, he comes to investigate it. The guy leaning outside doesn’t see in the window. :slightly_smiling_face:

Davenport: I forgot, he’s easy to kill with the bricks but not so easy to isolate. I’d probably have done Rhodes instead, easy item toss in the greenhouse to isolate him.

Swan: I’ve always liked tossing something to lure him behind the storage tanks. Then hang off the ledge while he walks past and come up behind him.

Thames: I usually lure him into the grass near the crane. Although I think when he’s over there, he’s far enough away that you can just come up behind him and no one will see. But there’s no container over there, just grass.

Lowenthal: Ooh, I never tried that! Even better, it turns out one coin in the hall can get him close enough to hear the sink in the nearby bathroom.

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Well this challenge isn’t about speed. It’s about getting the job done for this challenge. Some are easier than others. And some take time.

I think the special assignment in Santa Fortuna will be very difficult. That’s one i struggle with to do SA/So and WITH ko. I’m wondering how it can be done without ko. I haven’t spent enough time on it though. Maybe I’ll find a way.

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Ugh, I hate that one. So many guards. I’ve managed to do it SASO with lots of KOs, and SASO with no KOs but using a bunch of emetics. I’ve not managed to find a reliable way to get the book SASO without either KOs or emetics. Fiber-wiring Reddington without either KOs or emetics would also be tricky. Good luck! :slightly_smiling_face:

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Yes, I dread that special assignment as well. It was originally going to be an ET and I’ve noticed there are quite a few that don’t seem possible or are extremely difficult. These are some I already tried but haven’t found a solution for:

The Deceivers (I managed the Guru, but the Congressman I haven’t been able to isolate without using rat poison on the wine)

The Stowaway (He’s an enforcer to your own suit but you need to approach him in order for him to move, which he has to do if you want him alone)

The Cannibals (still hopeful this can be done, the Chef is easy but the Embalmer haven’t managed…yet)

The Revolutionary

The Blackmailer

The Bookkeeper (I tried once but I don’t think I will try this one again :smiley: )

The Chameleon (even making abstraction of the accident requirement)

The Entertainer

The Sensation

The Surgeons (because of the injected virus requirement)

The Warlord (getting to the safe)

The Appraiser (getting the book seems doable though, so still hopeful)

The Liabilty

These are some I managed:

Illusions of Grandeur (;-))

The Broker (pretty proud of that one, getting to the safe and isolating the target are not so easy but I managed. Lure away one of the safe guards with a briefcase, throw breaching charge at safe to open it, the other guard doesn’t move but can be distracted by a coin. The target I got near the spot where the Christmas burglars meet, after distracting his guard with a dropped Gun as well. Depending on where he finds it he takes it away himself)

The Forger (easy, near the start of his route in his study, drop a gun for his guard to find)

The Rage (need to manipulate his guard and one near the container outside to change the timing of his route, then you can get the Rage when he steps outside the double doors during a short window of opportunity and hide his body)

The Fixer (well, you have to KO the courier, no way around that, but the rest is quite manageable, following a similar method as for Strandberg)

The Censor (in the bathroom, quite easy, near the start)

The Identity Thief. (At some point he will go backdown from the auction alone, so you can get him on the stairs)

The Ascensionist (you can isolate her in the bathroom of the black gold bar)

The Heartbreaker (give the folder to his clients and lure him near the crate on the stage, just making sure one of the vineyard ladies upstairs doesn’t spot you)

The Paparazzo (you can isolate him in the room where Saint Claire and her spy girl start their conversation by putting down a briefcase. Of course you’ll have to have triggered that conversation beforehand and also distract the security guy who patrols in and out at the opportune time with a dropped weapon)

The Collector (lots of waiting, when he changes his clothes. Getting out of that room is then the biggest challenge)

The Gunrunner (you can lure him behind the big army vehicle)

Others I haven’t tried yet :wink:

Isn’t that requirement optional? You can’t get five stars without it, but should still be able to do SASO.

In Hitman, for some players, anything less than SA and 5 stars is essentially a failure, even if you succeed. It’s B-grade results, and Hitman is for straight A students.

I take offense at that. Stars and points are fine but the mission is the mission. Sometimes success equals 1 star and sometimes it equals all 5.

A D+ is still a passing grade but it ain’t something you put on your refrigerator, what’s your point? :winking_face_with_tongue:

Depends on previous performance. I would absolutely put a D+ on the fridge if every previous grade was an F. I get that a 5 star rating is the pinnacle, but it’s not a failure if you get less than that. If the target is killed, you won.