Not only the sparks but also part of the hacking key cards are left inside the machine. Check it out. It doesn’t just swipe.
Marrakesh may be tough to do SO without the hacker. Non-SO should be easy, the janitor start wears gloves.
- You could trigger the one guard to traverse the tunnel and deliver the missing keycard into the parking garage area. Then you’d have to get it off the table without being seen.
- I managed to get in the front door of the consulate SO in a quick attempt. But there are a lot of guards you’d have to dodge to get upstairs. And then you’d have to exit through the front too, since the basement door needs a keycard from both sides.
New York shouldn’t be much trouble.
- The two swipes you did to get into the basement security room can be easily skipped. Either go down the other stairwell or pass the frisk into the deposit box room and pick a lock to get to the IT office. Then turn off the vault security and/or drop a gun through the vent to lure a guard to open the glass door to the vault area for you.
- To get into the break room by Savalas’s office, there’s a keycard on the receptionist’s desk just outside.
Makes sense. Sounds like my original rules aren’t really all that ghost like. We should write some universal rules that we all must follow, but I’m afraid you all will make it way too hard for me.
I’m playing Hitman Absolution right now, and the NPCs actually chew me out if I start running. It definitely makes you want to play as a ghost.
You can also go crazy and just start shooting everyone.
The thing is, you have to take into consideration what things only seem unghost-like due to game mechanics, and which things can be reasonably explained away in-universe. That’s why I allow for the use of poisons and dart guns in the HPP, because they can be explained away in-universe, and things that seem too obvious to explain only seem so because it’s a game mechanic, not something that affects the actual world you’re being a ghost in. As a result, some things that are otherwise supremely difficult, such as drowning Tyson in the hot tub SASO, can be achieved more conveniently.
I appreciate the point. The game mechanics allow us to do crazy things. Speed runners can get silent assassin shooting folks in the legs, use a muffin to fall off a cliff and a breaching charge to launch themselves onto a freeway overpass. I wouldn’t use any of those, but that’s just my style. We each have to come up with rules that we feel are right. That’s what makes this fun. The danger is changing your rules midstream to get past a difficult spot, something I had to consider multiple times. Am I changing because it makes sense? Or am I changing it just to make this easier on myself? That’s why I asked all of you to weigh in on many of those internal debates.
Has anyone got any good strats for getting to Carl Ingram whilst maintaining SASONKO with an Accident/Poison Kill?
That’s what I did too. I wanted to evade using propane but I couldn’t find any other way. His guards have that very annoying behavior where they’ll call another guard if they see a gun.
This video does rat poison and a toilet drowning. If you bring some lethal pills, that could be done the same way.
The poisoning isn’t actually very hard. It’s escaping the bathroom after drowning him that’s the hard part.
In text:
- Use the sink in the bathroom to distract the staff member in the storage room, with the right timing so you can go to the kitchen and hide at the end of the counter.
- With the right timing so the wandering guard won’t see, activate the timer, then poison the food after the chef plates it.
- Toss something into the storage room to get past the staff member in there again.
- If you went with emetic poison, wait in the bathroom for Ingram. Then throw a bunch of stuff and coins across the room out the kitchen door to distract the guards so you can exit. If you went for lethal poison, skip that and just head out of the area.
P.S. Also the parachute drop double accident kill is pretty easy to do SASO no-KO, but it may not count as “ghost” if you decide CSI might detect that the parachutes were sabotaged.
Oh shit, didn’t realize you also meant poisons. In that case, you can easily poison his glass of whisky on the study, you can get there SO through one of the unlockable shorcuts. That’s way easier than going for the food
Retired on Hitman for now Waiting on MGS3 Delta & Mafia The Old Country
Sorry for the late reply.
Haven’t completed the Ghost Run yet, but I’d say environmental knockouts are okay in limited circumstances. You all did a good job of identifying those moments and I haven’t read any that seemed like a stretch.
As exhausting as it may turn out to be, it would probably be worth establishing some sort of “objective” set of parameters. Most of it has been done already. It’s debating the details that could take forever.