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

Look at us, Meh Buddies! I also think the level is alright.

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Getting some serious STALKER vibes here…

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It’s too early for me to decide if it’s bottom of the good list or top of the meh list, but I do like quite a bit about it.

But my opinions change the more I play them. I used to hate Dartmoor and now I love it. Ask me again in like 6 months (but don’t really)

Personally, for me, this mission feels like a melding of my three favorite maps/missions from H2: Santa Fortuna, Mumbai, and Haven, all combined together. Haven’t been able to play it much, but I’m loving it so far.

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I love this map, and sincerely feel sorry for those who are disappointed or unsatisfied. I mean that. I am having a blast with this and I want others to feel my joy.

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Actually, I kinda agree with this. Honestly if they made a bonus mission on Haven, it would have felt exactly like this. Location wise, it didn’t really wow me.

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It gives me World Of Tomorrow vibes.

The underground cave area with the device we have to shut down leans closer to Sapienza than Haven Island to me. So I see this is a mesh of Sapienza, Santa Fortuna, Mumbai and Haven.

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Seeing as it’s the only main mission missing the Classics challenges, I am sure it is simply an oversight that will be corrected with a server side fix once they get around to it.

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Does anyone else have problems with perpetual lockdowns in this map? I noticed it with destroying the satellite and thought thats cool the militia are so angry at losing it the areas becomes permanently locked down but then I notice the same thing happens with Farrah too when I sniped Crest

Now I’m jealous, I wanted to be Sean 3.

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Yea the ether thing might just be referring to the satelitte itsef but wouldnt it be cool if they finally did the Johansburg mission planned in Hitman 2?

Also the molotov is brilliant. Its probably the best item in the game but since it has risk of collatoral and timing/distance to learn i dont mind it being so good because it seems balanced to me

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The only thing that is a bit meh about it is that you can place it and then just throw something that it legal like a wrench at it, it’ll explode and it’s a free accident kill (if you time it right).

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Going to have LOADS of fun with the cocktail, currently experimenting with how far the breaching charge launches it…

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there’re plenty of lethal melee wepons in this map. it might be fun to play the roulette here.

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The meat fork is a new one right?

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The picture on the pamphlet looks like the countryside, so perhaps Drakensberg rather than Joburg? A snowy map in South Africa would be rather cool (pun coincidental). Unexpected, but cool. As would be the Joburgh Ether HQ. Anyways, it“s merely hopes and wishes at this point.

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Hmm, been playing around a bit in the map if I could trigger the prisoner execution, but still no luck. Also it kinda irks me that Akka just has the same dialogues after killing Crest (i.e. ones in which she talks like he“s alive and they will be negotiating the deal).

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Yeah my only problem with the molotov is that fire accident puzzles in contracts mode can now be cheesed easily.

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Just did my first playthrough of Ambrose tonight. Took me about an hour of exploration to finally decide to finish the mission, I had fun.

I can’t say for certain how this map might rank in the grand scheme of things, but I like how the seperate areas are still relatively close to each other, and it’s pretty swiss cheesy. Not like Santa Fortuna at all which I was worried about

First off, I don’t like the briefing. No, not the animations that clearly need work, but the editing of the briefing.
It’s not trying to replicate the Hitman 2 style, nor the Hitman 3 style. But kind of a mix of H2 and H3 ETs, specifically. But what makes me really not like it is the constant dutch angles on the Intel overlays. Yikes! Reading angled text like that, moving, snapping into place in very quick movements was a bit headache-inducing. I hope they don’t use that format again. :frowning:

The night time vibe of this makeshift village, pirate camp and island ruins takeover is very cool. I like how the torches you can carry illuminate things in the darkness. I don’t think there’s been many items (or maps) that can do that.

The lack of proper mission stories is interesting because there’s clearly some skeleton of one. I did the boat engine and Farah’s favours opportunities and there was enough dialogue from Grey to make me think I was following a specific path. But no intel markers or hints.
I feel like this might be missing alongside the classics challenges.

Fun bugs/oversights to mention:
I activated a beacon on the satellite tower, after killing the targets, yet Grey still aaid ā€œgood, they should begin their meeting soonā€¦ā€ my brother in Ort-Meyer, they’re dead already! :joy:
Also a guard found me trespassing and escorted me out, but the entire time they kept saying: ā€œPiss off! Stop following me! You think you’re smart, eh? I can see what you’re doing!ā€ Uhhh dude, you’re escorting me…

Saving Agent Smith was pretty darn cool. I love that he – somehow – thinks he’ll be able to swim away across the ocean.
Cool detail after they’re freed too, is that a guards will chase them down if they see the prisoners escaping. The guards also run in kind of a scary way, sprinting at full speed, holding their AK47s with one hand. Don’t think I’ve seen that guard behaviour before…

I also really like the GPS Tracker item for exfiltration. It’s kind of like a free bonus, secret exfiltration points. They even made a little new HUD for it.
Freelancer tease, perhaps?
Do you always have the GPS tracker in this level, too? Or just at the default entrance?

All in all, a cool mix of SF, Haven, and a bit of the Bank’s secondary objectives. Excited to see more tomorrow.
Any way to get intel on joining the slap fight in the bar, or do you just walk up and do it? Just wanna know, if it’s linked to a mission story of sorts

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Finished everything, shy of grinding out the last little XP I need for 20 Mastery.

I enjoyed this mission! There is more open ā€˜public’ space than I was expecting, and the two separate factions on either ends is a cool setting. Also a more ā€˜well rounded’ experience then I was expecting; I didn’t miss the lack of guided mission stories. Fun on map items to play with, and interesting NPC setups for Contracts Mode.

The briefing could have used another pass or some more time, but the plot that exists in it and through the map is great. Colombia wasn’t my favorite map, but this Haven/Colombia mix with a little Sapienza is hitting better for me.

You can see how they used assets or ideas that existed, and put them together in this new way like a LEGO set. Got a good amount of enjoyment so far, and am awaiting the Featured Contracts that come from here. Would love to have another map at this scale before support goes dry.

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