Well, it’s time for another one of ”one of those”. A thread wherein I try to list different ways I would improve a mission without significant changes to the map or entire re-toolings of the main mission.
Most recently I’ve tackled “The Finishline”. This time it’s “Three Headed Serpent” (in Santa Fortuna) and there’s a definite theme.
To a large degree, it’s about what I call ”fallbacks”, which simply means ”alternate ways to do familiar kills/Mission Stories”, preferably without needing the disguise that the Mission Story normally requires.
These will be marked ”Fallback” in the front for clarity.
Well, without further ado:
Fallback: ”The Taita” (Part 1)
It’s pretty clear the Taita doesn’t want to go to the construction site to perform the ritual, but what if a street soldier came to get him? Would he really be so unwilling then?
Add the ability to escort the Taita dressed as one of the soldiers.
Approaching the Taita as a street soldier should allow you to escort him to the construction site.
Fallback: The Taita (Part 2)
Even if the Taita is not coming, maybe Andrea can be tricked to make the trip down to the construction site without 47 needing to disguise himself as the Taita?
Remember the walkie-talkie object from “A House Built on Sand”?
The walkie-talkie object from A House Built on Sand is a genius minimalistic approach to fallbacks. Use it!
Give the foreman a walkie-talkie that he uses to inform Andrea when the Taita arrives (for instance if you go there dressed as him, or if you escort him there). If you knock him out you can grab the walkie-talkie and make the call yourself. The Taita isn’t there, but Andrea doesn’t know that.
The walkie talkie object already exists, and all that is needed is some extra dialog from 47. This wouldn’t allow you to perform the main kill in the construction site, but maybe a crate drop, and definitely some improvised stuff along the way.
The Gimmick Starting Point
Classic loading screen from the mission Find the U’Wa Tribe, in “Hitman: Codename 47”
As an homage to the original Colombian missions in Codename 47, add in an unlockable starting point similar to the Ninja in Situs Inversus, where 47 starts in the jungle dressed as a commando, armed either with a machine gun, or a machete. Like the ninja start, I imagine this ”Commando Start” would have a few challenges connected to it.
Fallback: ”The Sub Engineer”
A guard comes to collect the sub engineer, but if you arrive dressed as a guard and try to talk to the engineer, there’s no dialog. Make it either so you can make him go to the caves after a talk or…
Alternately: Add in dialog that shows that the engineer simply refuses.
Poison of the U’Wa Tribe
As another reference to the original Codename 47 missions (or even Absolution), U’Wa tribe poison should be possible to find on the map.
My suggestion i that it’s in Rico’s museum of stuff, with a funny backstory of it’s own like the other items in there. Have it in a glass case that needs to be broken, or on a pressure plate, and you need to switch it for another item of equal weight (maybe an apricot?).
The U’Wa tribe poison has already been seen more than once. I suggest a third time would’ve been in order.
Fallback: ”The Hippie (Part 1)”
A lot of people have complained that they can’t simply give the Hippie glue after they find it. After all, he is looking for it, right?
This might make things too easy though, so I suggest the hippie has the cocain on him (in a bag or whatever).
If you knock him out you can put the cocaine in the model bus and then repair it with glue, but he will not bring it (he’s knocked out, and if he comes to he’ll be suspicious of the fixed bus).
If you give him glue he’ll put the drugs in and fix the bus, after which he’ll deliver it. This means you cannot simply poison Franco with the cocain and get a cheap kill, but you can draw him down into the caves for other hijinks.
Alternately you could make the glue harder to get. Maybe as a buyable item, but for 5 coins or a similarly high number that requires some coin collecting.
Fallback: ”The Hippie (Part 2)”
One of the guys by the entrance clearly has a radio connection to Franco (he calls in from his hut) which is what draws Franco down into the caves.
This guy clearly has a radio, and Franco has a radio system in his hut that he actually uses.
Therefore, knocking the guard out and grabbing his walkie-talkie should allow you to tell Franco that the Hippie has arrived. He’ll head down into the caves. Hijinks ensue. This one is almost a must. It only requires a couple of extra lines from 47, and (again) the walkie talkie object from ”A House Built on Sand”.
All three targets meet in Rico’s office.
This scenario is teased before the mission starts. Why not use it?
Come on, you can’t show this and then not feature it. I suggest that after Franco gets his cocaine machine started, and Andrea manages to get the Taita to do his bit they both go to see Rico. If they all leave their guards outside, this could even be a spot for a cool triple sniper kill.
Fallback: The Tattoo Artist
Simple. As the bartender you can do the classic ”bartender giving life advice” part and talk P-Power into going to Rico’s for a tattoo. Once done Rico goes to the bathroom to check the tattoo (he already does this if you finish the tattoo as P-Power) where you could be waiting.
Alternately: Place P-Power so he isn’t by the main bar and doesn’t chat to the bartender. The fact that he speaks to the bartender makes it seem like it should be possible to talk him into doing it.
The Vantage Point
This is where I almost (if not entirely) break my rule about improvements within the map, but I would suggest that adding one piece of architecture in a village isn’t that big of a change.
(This is where I would have a picture of a typical Colombian village church, but I don’t want to swipe copyrighted material)
One of the most disappointing aspect of the mission, at least to me, is it’s lack of sweet sniper opportunities especially when it comes to classic sniper vantage points that are
- Far from the target
I would suggest a town church with a church tower.
Maybe this is too remeniscent of Sapienza to some, but the design could be made to have a different flavor, and honestly… considering how religious people are in South America, this feels like a no-brainer.
I imagine from this tower you could get a shot in on Andrea Martinez as she goes out on the balcony to read the love letter.
Fallback: The Flower
I was really disappointed when I first realized there’s no other way to do the flower kill, but to fry the flower by turning the knob. If the flower is shot, Franco has specific dialog that reveals that his dream has been ruined.
Instead, I would want an alternate way of causing Franco to get a new flower. The easiest one is to allow shooting it. Then a cool sniper method opens up.
Snipe the flower from here, and Franco would go on his flower picking route.
I acknowledge that the idea is sort of silly. If there’s a bullet hole in the glass, then Franco would probably be a bit suspicious, but if not this, then use some other method. Maybe there’s a ”power regulator” that can be sniped?
There… I’m sure there’s more ideas that aren’t so fallback-centric, but to be frank this mission needed at least one or two of these.
I also want to be clear (in case it is not clear) on that I really enjoy this level (mostly for atmosphere and layout).
Anways… anyone have comments, or ideas of their own?