BERLIN, Germany (Mission #3) - Location Discussion

Was just about to replay Berlin, and I’m a bit disappointed at the starting locations. Looks like there’s only one that’ll let you pick your own suit, and the only way to play without seeing targets on the map immediately is to play the first location (which again won’t let you pick your own suit)
At least you don’t need to kill Price to get the earpiece after the first playthrough, but considering how much emphasis there is on suit collection, H3 seems dead against you from picking your own suits.
I guess IOI are against seeing Santa at a rave

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It seems weird (to me at least) that all of the entrances (except the default) allow you to see all the targets. IMO, this goes against the very concept of the mission itself.

I may be amongst the few here, but honestly think that ALL of the entrances in the Berlin mission should NOT show the targets. I was honestly surprised when starting the other entrances (in order to complete the challenges for the map) that I could now see all the targets.

Defeats the entire purpose of the entire map and why it was unique.

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Dartmoor has the entrance options in location X and Y as well as the options in location X and Y after the family gathering has started.
Maybe Berlin could use such kind of choice to have agents identified or unidentified, although personally I don’t really mind the way it is now.

Along with shortcuts, and the Chongqing data hack, and the exterior part of Dubai, there’s a clear increased emphasis on having a more cinematic feel to your first playthrough of a level. I think having targets appear on the map in subsequent playthroughs is the right choice for long-term replay ability, and to make the challenges more approachable.

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the unique twist of this map is that you can choose whichever 5 out of the total 10 targets there are. not that you have to figure out who they are like the Maelstrom

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I agree that the choice aspect is part of it but I also believe that the hidden aspect is part of this as well.

Why then keep the targets hidden in the “original” version then? IMO, this aspect calls back to H2:SA’s mission: Temple City Ambush.

It’s not all of the entrances, there is a radio tower entrance that skips the opener. Also someone on YouTube said the club entrance costume counts as a suit.

I like that the targets are known later, like the server in Chongqing it removes hassle when replaying for challenges and score. Same for Colorado’s exit in Hitman 1. Wish they did that for the Maelstrom in Mumbai.

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I find myself constantly wanting to try out new approaches in this level, even having reached level 20 already, not seeking challenges, just experimenting. Tonight I made a point of eliminating the four targets who ordinarily join Montgomery for his meeting with Hirschmuller, just for the fun of having Montgomery on his own in that situation, easy to take out.

Then realized I should also deal with Montgomery’s personal guard before trying that, lol.

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Is there anyway to kill all of them in one try? Or they will disappear after eliminating 5?

I can’t remember where, but two staff members have a conversation and mention it’s the same as the year that the Berlin wall fell.

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Just down the hall past the 2 guards. 2 Techies have the conversation.

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Apologies if this is old news, this about the Mastery Level 20 Unlock, possible error.

I noticed the unlock description doesn’t match the suit.

The regular version is correct, but the unlock isn’t.


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i wish they mentioned Grey in the description somehow. “Lucas Grey’s coat”

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They flee, not disappear. You can wait by their exit (near where Agent Thames patrols) or knock them out before killing your 5th. They no longer appear red in instinct, so you’ll have to remember where you left their bodies.

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Really loved the map though given the targets are meant to be disguised, be kinda cool for mission story or possibility to get some of the Bikers to call out the ICA targets as not being part of their gang and shoot them. Make for a fun twist on using enforcers.

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The Maelstrom in Mumbai is built around that unpredictable though, having to find him within the slums and improvise based off his various hidden triggers.

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He offered them the thing that gets them to the thing :sunglasses:

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Part of me thinks that they should have randomised the door/safe codes to sort of force you to delve into the game on each play.
But then part of me thinks that this might hamper speed runs etc.
Maybe a toggle random pin codes option could be implemented by IOI?

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This would definitely hamper speedruns. Having it as it is now is fine, just a handful of codes (usually around 2 per level) to memorize or write down, plus they offer nice little puzzles to figure out. Not sure how easy it would be to make puzzles for totally random codes.

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It is interesting to compare to the safes of previous games which required you find the relevant piece of Intel each time before you could open it. Think of Hector Delgado’s safe, or the one in General Zaydan’s office. I’m not sure that was necessarily better, but it did preserve the fiction that each run could in theory be 47’s first time in a locale.

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