AMBROSE ISLAND, Andaman Sea (Mission #7) - Location Discussion

Well, its a safer method for one…

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I have been playing for at least 6 hours now.

I really like this mission. I spent too much time looking for the damn cigar box bc I didn’t look at the challenge photo. Smith is fun back and as bumbling as ever :joy: I really enjoy the biology student and the bartender. You dont need to interact with either but having a couple people on the map 47 can talk to makes the level feel alive even if the bartender is pretty much a Zelda style fetch quest. I see people complaining about a lack of mission stories but I’m liking it. You have to figure stuff out more. I put together the Farrah’s story and the two birds challenge to make a fun “story” of my own.

Well that’s my first thoughts. I’m off to figure out the bridge too far challenge now. I was 100% positive the meeting of the two targets would be on the bridge but NOPE!

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It gives you more time to setup the cannon kill ??

Are you referring to the bottle? It might be glitched for you. The first thing I did was shoot it and the message was revealed.

**Wow…I really abhor the layout of this forum, as it seems the only way to post in this thread, is to reply to other replies?
Anyway…I just wanted to say that I had an epic blast playing through it! In playing this mission for the first time,I decided to set the difficulty level on Master. The odd thing is, I blew through it with relative ease, in just 1 hour & 51 minutes. I played it in my usual style, wherein I just take out all of the guards.
I made a video & condensed the gameplay down to around 14 minutes;

Don’t forget the hippie and Orson!

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Sooo, i took my time, did my first walkthrough, went a bit chaotic at times (a lot of times). My impressions so far:

I love that a location consists of an island, its limits become logical. I was crossing the bridge when i noticed the waves at large: the beach areas have still waters much like Haven or Sapienza. But there are waves in the background and it’s great work.
A friend of mine told me many years ago that a good video game is a video game which is able to render good water effects. It sounded silly but i think he is right. The water effects look insane, the waves, the reflection, the other islands in the distant background, it’s just great to get lost.
Obviously Ambrose Island is the anti Haven, you don’t get to see the same kind of cabin on wooden pillars! It’s bit labyrinthine at times (i’m a silly player) but i love that the island stays consistent visually. I salute the work on the ligthing too which is incredible. I play on PS4 and it’s mesmerizing, maybe too much, is it me or or the lights at Farah’s are blinding?
Another shipwreck in the cinematic, i want a shipwreck location for good!

What’s with the torch challenge thing? Is it an easter egg?!

I don’t know if i’m the only one who got the June roadmap when i got in the menu. Surprising.

The main issue is clearly the missions stories. We are so used to being directed that we forget that they exist in a non-official form. I really like the variations in the usual gameplay, helping npcs to get stuff etc. The slapping game is hilarious. I arrived at Farah’s and kept going around the group and i kept asking myself what the slapping sound was.
There is another problem but it’s hard to explain: that maybe it feels a bit rushed - or maybe it’s me since i anticipated it a lot, no story mission screen, it misses some classic challenges for sure, not enough location challenges, i don’t know, there is definitely something. I can’t put my finger on it yet.

Contrary to some, i consider this new location as part of Hitman 3. It’s part of the last installment’s package, no matter when the mission takes place. Does it cement plot holes? Yes and no. Hitman never tried to be consistent with its own story. We shouldn’t nitpick that much on the expanding content, its creative potential does a fine job imo. What i enjoy a lot though is how IOI plays with the preexisting lore to expand and solidify the big story. Lots of references, fan service - hellooo Agent Smith (dat ass!). The hippie is back?!

Good work IOI. Long message, thank you for reading.

Ah wait! there are some areas where you can logically walk in but you got that invisible wall, especially in the militia grotto. Also, one of the light balls near the restaurant at the beach was having a seizure twerking. Problems with the ambient music that cuts off when i change areas.

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but I would be intrigued to know how everyone else completed the mission on their first run.

Went with Ducky 5mm Gun, Classic Fiber Wire (which I never actually used) and Small Goldbar. I avoided taking a lockpick with me so I don’t completely skip on looking for keys and alternate entrances. No HUD, minimap or instinct and avoided running to make me feel as lost as possible in the new environment and to just get into the atmosphere more.

First spent some time walking along the coast, checking out the village, seeing where I can and cannot legally enter and eventually making my way to Farah’s bar where I immediately joined the slapping contest and got to the talk with Crest (but didn’t gain much from it other than a wide smile on my face).

Explored a bit further and encountered one of the tunnels leading to the Militia cave. Got my disguise and scouted around the satellite thingy. A camera caught a glimpse of me, so I tried to destroy the recordings, but I overestimated the Ducky’s quietness and got involved in a shootout. Roughly a dozen dead bodies hidden in the sea later I figured out a way to destroy the objective and moved on to explore colonial ruins, though I didn’t spend much time there (seeing Orson was cool though).

Returned to the village and jumped over the fence near that lone worker guy by the pier and snuck into Akka’s compund. Found my way to the top of the tower, where I got spotted by the guard, so I knocked him out and took his outfit. Initiated the meeting and after that it’s a bit of a blur, but I do remember gunning down the entire compound after messing up and then eventually dying when trying to reach my targets when they moved to the ruins. Reloaded last autosave, which was right after triggering the meeting and went for a slightly less sloppy approach that involved killing only several guards near the ruins where eventually I killed both Akka and Crest after they arrived (Noel being actually armed is a neat touch).

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Ohhh sorry I thought you were saying shoot the guitar!

Just did a bridge too far! Quite happy figuring out a redacted challenge!

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targets
I’m not sure whether It’s more fitting for this thread or Carpathian Mountains, but I did check Untouchable after the patch to see if IO added the new targets to the crowd, and here they are.
Sorry for low quality. When the sequence started I just spun around like crazy spamming F12 and hoped to catch them this way.

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You can use a sniper from where the cannon is to switch on the light and cause the meeting.

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That’s awesome. Helps it feel more complete. Maybe someday they’ll put the map in the proper place in the campaign tab and really close the circle.

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I literally thumbed up when i read your post. That is so cool.

So, we can discover Crest plan with the database.

And, I know that IOI has project 007. And this is the natural conclusion of the Ether/Caruso subplot.
But that’s like verbatim the plot of the last movie, No Time to Die.

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You DNA is like your PIN, you don’t just go around giving it to strangers.

47 telling them to talk to the hand. also where the is the hook?

thats the Tactical Boat Key, I think the one Dedartre is asking about is the key for the boat for the challenge “Under the Bridge”

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If you scroll to the bottom of the thread, there’s a green “independent” reply button.

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Brazier 1: Beside the grave near the western beach
Brazier 2: Old Tower where you meet Akka as the Hippie
Brazier 3: Colonial Ruins near the satellite control unit

Can someone help me out with brazier 4? I can’t seem to find it anywhere.